At least I am glab there are already traces of alpha setting for screen sprites.
Duke 64 mod thread
#331 Posted 04 March 2013 - 12:15 AM
At least I am glab there are already traces of alpha setting for screen sprites.
This post has been edited by Fox: 04 March 2013 - 12:15 AM
#332 Posted 04 March 2013 - 12:30 AM
#334 Posted 04 March 2013 - 12:32 PM
I was supposed to rip that tile a while ago but it was proving problematic. Anyway, thought I'd have some fun with it.
(Edit: Links should be fixed. I was using postimage because they had zero spam/ads and a very clean and simple interface. Too bad they don't work!)
This post has been edited by Nukey: 04 March 2013 - 01:01 PM
#335 Posted 04 March 2013 - 12:35 PM
All I see is the words "Posted Image" (Are you posting images from a website that does not allow hot linking?)
EDIT: I can see them now that you are using photobucket, but I would use imgur.com next time. (They are not some spammy ad filed site like 90% of other image hosting providers)
This post has been edited by Cody: 04 March 2013 - 12:54 PM
#336 Posted 04 March 2013 - 12:45 PM
This post has been edited by MusicallyInspired: 04 March 2013 - 12:45 PM
#337 Posted 04 March 2013 - 01:48 PM
Cody, on 04 March 2013 - 12:35 PM, said:
Although all the rebbit tards are making the site way too slow.
#338 Posted 04 March 2013 - 06:39 PM
This post has been edited by Fox: 05 March 2013 - 04:51 AM
#340 Posted 04 March 2013 - 09:11 PM
#341 Posted 06 March 2013 - 06:59 PM
Roma Loom, on 04 March 2013 - 09:11 PM, said:
Can't animate uvs in md3.
Fox, on 04 March 2013 - 06:39 PM, said:
You could try multiply models, each holding one frame of your uv animation, each def'd to it's own tile, then use eduke32 to animate it as you would sprites. It would only work for the simplest cases, yet it would be smaller files than multiple skins.
#342 Posted 07 March 2013 - 01:33 PM
Fox, on 04 March 2013 - 06:39 PM, said:
I was going to ask for something like this also!
#343 Posted 07 March 2013 - 03:45 PM
This post has been edited by Mark.: 07 March 2013 - 03:47 PM
#344 Posted 08 March 2013 - 12:31 AM
That was done by animating the model itself, not the skin.
#345 Posted 09 March 2013 - 11:02 AM
#346 Posted 09 March 2013 - 01:50 PM
#347 Posted 09 March 2013 - 01:58 PM
Plagman, on 09 March 2013 - 11:02 AM, said:
Nothing specific right now, I was going to use it for a chain on the fan.
#348 Posted 10 March 2013 - 02:50 AM
#349 Posted 11 March 2013 - 05:05 AM
modern game engines use multiple normal maps to simulate water
#350 Posted 11 March 2013 - 06:18 PM
#351 Posted 22 March 2013 - 01:45 AM
#352 Posted 22 March 2013 - 09:13 AM
You'll also notice the Mighty Foot, Grenade Launcher, and Tripbomb all use a 16 colour palette as well.
#353 Posted 24 March 2013 - 01:51 AM
An ugly hack I am using is resizing the table if there are more than 3 players. Fortunately it is not very noticeable with 4 players.
This post has been edited by Fox: 24 March 2013 - 01:51 AM
#355 Posted 17 July 2013 - 03:38 PM
Preferred the old site BTW, just looked nicer in general and was easier to navigate. The progress bars were cool too.
#356 Posted 17 July 2013 - 03:47 PM
This post has been edited by Fox: 17 July 2013 - 03:47 PM