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Wednesday, October 8, 2008

Alpha Image correction










As we can see in these shots, the one on the top is a straight graphic from Blood, in that first screenshot. The type of Alpha Transparency put on it resulted in a pink line that formed around the graphic. This was caused by smoothing from the engine, so when I took smoothing off, you get...










As you can see in this shot, the cultist graphic now has Smoothing turned OFF. You can tell by the grainy nature of the pic, which is the native graphic without filtering. So, if all of the Blood graphics, in my mod, that use OpenGL, have Smoothing on...doesn't he look out of place?










I handed the graphic back to Gael, and he in turn applied a RBG method of alpha transparency, and now it worked! I'm sorry but the graphics simply don't mirror 3DFX.EXE without smoothing on.

And there you go. That's only for his test graphic. Gael has to take every single original art piece from Blood that we want to use and do this to it. Takes time. And the Cultist has over 130 frames of animation, all the anims needed to be renamed and recoded. All in all for an average monster it takes a good 3 or 5 days for work to be completed.

Monday, October 6, 2008

Pink Line?

I guess there's a pink line that forms around the Cultist image at the moment, and it only goes away if I turn off SMOOTHING for that particular image. Gael is working on different methods to get the original quality image in the engine with smoothing on.

Sunday, October 5, 2008

Graphic tests


As we see in this shot: There is 255 light value on all objects, The Zombies and Dogs are both running off of conversions to the Doom palette, While the Cultist in the corner is running off of his own -- a true-colour PNG. The cultist has not been resized in the engine so he appears as tall as his Blood graphic was. The question marks are missing sprites/textures and are to be ignored for right now. The zombie has been converted over earlier, I just haven't imported those graphics into the game yet. Still running off of low res stuff. I'm keeping all of the low res files for explicit use on the Dreamcast to prevent multiple calculations with PNG graphics.