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]
Weapons In Hand
- Ares Ex Machina
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- ar_comparison.png (132.68 KiB) Viewed 20100 times
- 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?
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 (1.22 MiB) Viewed 20102 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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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: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?
[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 (687.94 KiB) Viewed 20121 times
Aleph One uses the silhouette pseudo-CLUT for invincible and invisible. So, putting images into CLUT 9 should do it.Ares Ex Machina wrote:And are there any options for changing the look of the muzzle flash when invincible?
PP probably meant normal_mask not opaq_mask, I think.
- President People
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Yes, I meant normal_mask. The description in the MML documentation says it "becomes the opacity mask", so I got mixed up I guess.Treellama wrote:PP probably meant normal_mask not opaq_mask, I think.
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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?
Are you using opac_type=1?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?
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Yes. Here's the whole line if it helps:Treellama wrote:Are you using opac_type=1?
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]
What happens if you stop doing opac_type=1
- Ares Ex Machina
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Nothing. Looks the same.Treellama wrote:What happens if you stop doing opac_type=1
Get rid of the fade to transparent in your mask, then.
- Ares Ex Machina
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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.Treellama wrote:Get rid of the fade to transparent in your mask, then.
You can't see the motion blur effect when you're invincible anyway. I don't see what you'd be giving up.
- Ares Ex Machina
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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.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.
(Still debating which decision I'll go with.)
Oh because they use the same mask, OK.
- 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.
Ares said he would be posting results from his end as well.
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- Lines.png (393.62 KiB) Viewed 20100 times
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- Fusion_Alien_Weapon_Pistol.png (356.97 KiB) Viewed 20100 times
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- Shotgun_Assault_Rifle.png (509.96 KiB) Viewed 20100 times
Love Marathon, and also play Doom on modern source ports? You might like these skins!
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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.
[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 (272.52 KiB) Viewed 20101 times
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- shotgun_02_static.png (728.04 KiB) Viewed 20100 times
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- shotgun_01_static.png (759.42 KiB) Viewed 20101 times
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- magnum_static.png (201.26 KiB) Viewed 20101 times
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- fusion_static.png (565.17 KiB) Viewed 20100 times
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- ar_static.png (205.83 KiB) Viewed 20099 times
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- alien_static.png (329.69 KiB) Viewed 20100 times
Last edited by Ares Ex Machina on Jul 16th '11, 06:26, edited 1 time in total.
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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
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
- Attachments
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- OpenGL.jpg (102.01 KiB) Viewed 20101 times
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- Graphics.jpg (87.17 KiB) Viewed 20101 times
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- NeCedeMalis_0001.png (583.67 KiB) Viewed 20101 times
Last edited by Ares Ex Machina on Jul 23rd '11, 23:07, edited 1 time in total.
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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.
- Ares Ex Machina
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Minor update; I cleaned up the optional graphics for the Marathon 2 SMG.
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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!
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
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Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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This thread is dead, isn't it? DAMN IT!
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)