Weapons In Hand

Discuss and unveil current Marathon projects.
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Ares Ex Machina
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1.1 is...already available!

Something was bothering me about the AR's muzzle flash. Couldn't figure out what it was until just recently. It was just a wee bit too large.

[attachment=4861:ar_comparison.png]
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ar_comparison.png
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President People
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The invincibility powerup makes the Shotgun cover up the screen when it fires. The Pistols, Assault Rifle, Plasma Pistol and Alien Weapon do it as well, but they're not as big.

An opaq_mask for clut 9 would fix that, right?
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Screen_shot_2011_07_10_at_12.52.39_AM.png
Screen_shot_2011_07_10_at_12.52.39_AM.png (1.22 MiB) Viewed 19472 times
Last edited by President People on Jul 10th '11, 05:10, edited 1 time in total.
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Ares Ex Machina
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President People wrote:The invincibility powerup makes the Shotgun cover up the screen when it fires. The Pistols, Assault Rifle, Plasma Pistol and Alien Weapon do it as well, but they're not as big.

An opaq_mask for clut 9 would fix that, right?
Thanks for reporting this! I don't see anything for "opaq_mask" in the mml.html doc. I tried winging it with "opaq_mask="Weapons/Shotgun/shotgun_12o.dds", but nothing happened. Also, I'm actually getting a different result on my machine:

[attachment=4876:muzzle_f...vincible.jpg]

Does anyone know why President People and I are getting two different results? And are there any options for changing the look of the muzzle flash when invincible?
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muzzle_flash_invincible.jpg
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treellama
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Ares Ex Machina wrote:And are there any options for changing the look of the muzzle flash when invincible?
Aleph One uses the silhouette pseudo-CLUT for invincible and invisible. So, putting images into CLUT 9 should do it.

PP probably meant normal_mask not opaq_mask, I think.
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President People
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Treellama wrote:PP probably meant normal_mask not opaq_mask, I think.
Yes, I meant normal_mask. The description in the MML documentation says it "becomes the opacity mask", so I got mixed up I guess.
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Ares Ex Machina
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Ok, got it. However, as you can see in this screenshot, when the static effect is enabled, the edges of the sprite fade to a darker version of the invincibility effect instead of fading to transparent. Is there a way to get it to fade to transparent?
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treellama
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Ares Ex Machina wrote:Ok, got it. However, as you can see in this screenshot, when the static effect is enabled, the edges of the sprite fade to a darker version of the invincibility effect instead of fading to transparent. Is there a way to get it to fade to transparent?
Are you using opac_type=1?
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Ares Ex Machina
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Treellama wrote:Are you using opac_type=1?
Yes. Here's the whole line if it helps:

QUOTE(Code)<texture coll="1" clut="9" bitmap="12" normal_image="Weapons/Shotgun/shotgun_12m.dds" normal_mask="Weapons/Shotgun/shotgun_12m.dds" image_scale="6" shape_width="512" shape_height="512" offset_x="197" offset_y="192" opac_type="1" type="3"/>[/quote]
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treellama
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What happens if you stop doing opac_type=1
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Ares Ex Machina
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Treellama wrote:What happens if you stop doing opac_type=1
Nothing. Looks the same.
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treellama
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Get rid of the fade to transparent in your mask, then.
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Ares Ex Machina
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Treellama wrote:Get rid of the fade to transparent in your mask, then.
The only reason I'm thinking about not doing that is because the motion blur effect relies on fading to transparent, and it seems to work fine when the static effect is disabled. It seems either way, I'll be giving something up.
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treellama
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You can't see the motion blur effect when you're invincible anyway. I don't see what you'd be giving up.
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Ares Ex Machina
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Treellama wrote:You can't see the motion blur effect when you're invincible anyway. I don't see what you'd be giving up.
I actually can see the motion blur effects when I'm invincible as long as the static effect is disabled, so I would be giving that up. And since I can also see the blur when I'm invisible, I would be giving that up as well.

(Still debating which decision I'll go with.)
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treellama
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Oh because they use the same mask, OK.
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President People
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Ares sent me a test plugin, so that I could take screenshots and send him the results. At his request, I have posted them here. There's also a screenshot of the Shotguns' reloading sequence, with lines appearing on the outside of the graphics. (Not new, just forgot to mention them earlier.)

Ares said he would be posting results from his end as well.
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Lines.png
Lines.png (393.62 KiB) Viewed 19470 times
Fusion_Alien_Weapon_Pistol.png
Fusion_Alien_Weapon_Pistol.png (356.97 KiB) Viewed 19470 times
Shotgun_Assault_Rifle.png
Shotgun_Assault_Rifle.png (509.96 KiB) Viewed 19470 times
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Ares Ex Machina
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I have no idea how to replicate the things President People is seeing. Are there any suggestions for what kind of settings to try? Or is this particular to one's graphics card? In any case, here are my screenshots of the same frames Pres just posted.

[attachment=4901:magnum_static.png]

[attachment=4900:fusion_static.png]

[attachment=4899:ar_static.png]

[attachment=4898:alien_static.png]

[attachment=4904:shotgun_static.png]

[attachment=4902:shotgun_01_static.png]

[attachment=4903:shotgun_02_static.png]

As you can see, I'm not getting that weird line along the edge of the shotgun reloading frames. Nor are my projectiles being sent from between sprites, as appears to be the case with Pres' shots.
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shotgun_static.png
shotgun_static.png (272.52 KiB) Viewed 19471 times
shotgun_02_static.png
shotgun_02_static.png (728.04 KiB) Viewed 19470 times
shotgun_01_static.png
shotgun_01_static.png (759.42 KiB) Viewed 19471 times
magnum_static.png
magnum_static.png (201.26 KiB) Viewed 19471 times
fusion_static.png
fusion_static.png (565.17 KiB) Viewed 19470 times
ar_static.png
ar_static.png (205.83 KiB) Viewed 19469 times
alien_static.png
alien_static.png (329.69 KiB) Viewed 19470 times
Last edited by Ares Ex Machina on Jul 16th '11, 06:26, edited 1 time in total.
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Ares Ex Machina
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I've been experimenting with some different graphics settings, trying to duplicate what President People is seeing. The one thing I was sort of able to duplicate is the strange line alongside the edge of the shotgun reloading frame, but my results have been inconsistent.

This is how I normally have my graphics set up:

[attachment=4915:Graphics.jpg]

[attachment=4916:OpenGL.jpg]

I turned off the Static Effect and turned Full Scene Antialiasing to 4x, and was able to see the line on the edge of the frame every time I fired:

[attachment=4913:NeCedeMalis_0001.png]

When I turned Antialiasing back off, the line on the edge of the frame was still there, but it was shorter. This was all on Ne Cede Malis. But when I tried the same graphics settings on Waterloo Waterark, the line did not appear at all (with or without Antialiasing). I went back to Ne Cede Malis with the same setup I had when the line was appearing, but this time the line didn't show up at all!

If anyone knows what's causing this mysterious line to sometimes appear, I would really like to know!

This is the plugin President People and I are using:
DOWNLOAD
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OpenGL.jpg
OpenGL.jpg (102.01 KiB) Viewed 19471 times
Graphics.jpg
Graphics.jpg (87.17 KiB) Viewed 19471 times
NeCedeMalis_0001.png
NeCedeMalis_0001.png (583.67 KiB) Viewed 19471 times
Last edited by Ares Ex Machina on Jul 23rd '11, 23:07, edited 1 time in total.
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Ares Ex Machina
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A long overdue update is here! Most notably the plugin has been updated to work with Aleph One 1.0 and later, but there are also new additions like an optional translucent scope effect for the magnum.
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Ares Ex Machina
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Minor update; I cleaned up the optional graphics for the Marathon 2 SMG.
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3371-Alpha
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Do you think you can design a version of this for the Freeverse HD Weapons plugin? That would be bad ass!
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3371-Alpha
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This thread is dead, isn't it? DAMN IT!
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