CEG's got me beat

CEG's got me beat

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

CEG's got me beat

Post by SanadaUjiosan »

As I briefly stated in the WIP thread, I've started trying to unlock the secrets of CEG to give Conflict Terra some cell-shaded/cartoony looking effects. I decided to start with muzzle flares, as it appeared the easiest, and I figured I could begin with the easy stuff to get a handle on this new spring territory.

I failed.

What I'm wanting is something like this:

Image

This is a quick, crude mock-up of what i'm thinking about. Snoop and I determined some kind of outline will be important for the look we're going for.

Of course, it appears the CEG system does not like black. Accursed light. So my question is, is this possible, if possible, how would I do it. I am not well-versed in the parts of digital imagery dealing with channels, RGB, alpha, and whatnot.

I at first tried targas, all black with white sections for the actual effects, then I tried .pngs with alpha around a black-outlined section of white.

Suggestions?
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

No one knows!
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: CEG's got me beat

Post by knorke »

SanadaUjiosan wrote:So my question is, is this possible
Image
i once got this by accident when i tried to do a "projectile hits metal and sparks fly off" effect. so black is possible but i have no idea how. (i did not save the files as it did not look like what i wanted at the time)
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

That looks like when you set the Alpha to too high of a value. It would be good, but the square image totally doesn't work. I need something where black and the alpha channel can co-exist.
KiviTheBird
Posts: 48
Joined: 06 Apr 2011, 03:37

Re: CEG's got me beat

Post by KiviTheBird »

Use just thin white stripes from white to yellow. it will look more like sparks. 30% to the cannon 20 degrees spread 50% to the ricoshet direction 30 degrees spread. 20% spread at all direction hemishere on contact plane. also add 10% "stars" and flash and smoke on hit
Image
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: CEG's got me beat

Post by Beherith »

This may or may not be of assistance:

Image
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

This isn't a matter of "what should it look like?"

Its a matter of "how do I do this?"

The goal is to get the black outline visible when the CEG triggers.

If someone could provide an example sprite, example script, even a "yeah I've done this" or "Nope, can't do it", I'd appreciate it.

If no one's really sure what I'm going for, I can try and photoshop what I'm wanting.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: CEG's got me beat

Post by bobthedinosaur »

try these
you just make the image you want to see 100% alpha and the other parts non alpha.. unless I am missing the point? or do you want the blakc part only, and no inside?
Attachments
New Folder.7z
(8.49 KiB) Downloaded 26 times
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

Image

That's what happens when I use that .tga from your upload. As you can see, what was black becomes alpha and is transparent.

To be clear, this is like what I want:

Image

Here is the ceg file, if that helps any.

Code: Select all

return {
	["ct_machinegun_muzzle"] = {
		bitmapmuzzleflame = {
			ground             = true,
			air                = true,
			water              = true,
			class              = [[CBitmapMuzzleFlame]],
			count              = 1,
			underwater         = 1,
			properties = {
				colormap           = [[1 0.9 0 0.01	    1 0.7 0 0.01     1 0.5 0 0.01]], --Colour map progress from one to next. Colors in RGBA
				dir                = [[dir]],
				frontoffset        = 0,
				fronttexture       = [[ct_machinegun_front]],
				length             = 12,
				sidetexture        = [[ctflare]],
				size               = 4,
				sizegrowth         = 1,
				ttl                = 3,
			},
		},

		groundflash = {
			air                = true,
			ground             = true,
			water              = true,
			circlealpha        = 0.6,
			circlegrowth       = 0,
			flashalpha         = 0.2,
			flashsize          = 10,
			ttl                = 17, --Time To Live
			--Red Green Blue
			color = {
				[1]  = 1,
				[2]  = 0.8,
				[3]  = 0,
			},
		},
	},
}
Attachments
failed CEG.png
(142.11 KiB) Downloaded 3 times
Ceg desired.png
(119.67 KiB) Downloaded 3 times
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CEG's got me beat

Post by Forboding Angel »

Use png

I will yell this a zillion times. Use PNG!

Now, how do do it. Aww fuckit I'll do it for you. Gimmie a few minutes.

http://evolutionrts.info/random/sanadaceg.png << right click, save as.

Now. If yer doin it rite, it will work correctly out of the box. If yer doin it rong... YER DOIN IT RONG! :-)
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: CEG's got me beat

Post by knorke »

If yer doin it rite, it will work correctly out of the box.
so how did you do it.
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

I must be doing it wrong. Same result.

Was the right way to do it save as, put in bitmaps/projectiletextures, make sure its properly cited in resources.lua and then make sure the CEG is calling the right texture?
User avatar
oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: CEG's got me beat

Post by oksnoop2 »

Forboding Angel wrote:Use png

I will yell this a zillion times. Use PNG!

Now, how do do it. Aww fuckit I'll do it for you. Gimmie a few minutes.

http://evolutionrts.info/random/sanadaceg.png << right click, save as.

Now. If yer doin it rite, it will work correctly out of the box. If yer doin it rong... YER DOIN IT RONG! :-)

Pics or it did not happen.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CEG's got me beat

Post by Forboding Angel »

Gah, gotta update ct svn. What is the unit your trying to use this on? I didn't realize you guys were doing it that way (didn't look at the ceg posted), so that explains a little bit.

Edit: Bad news, my idea/way won't work QQ

Black is seen as transparent in cegs, even on png (which is retarded and is technically a bug).


Edit: Also, LOL. Maek implement: http://springrts.com/phpbb/viewtopic.php?f=23&t=21835
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

Image

Should I post this... somewhere... for the devs to know to fix, or is it already on a to-do list (maybe a dusty one?)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CEG's got me beat

Post by Forboding Angel »

Well, technically it isn't broken. Black = transparent on pngs ins't real clever and imo is a bug, but that won't really help you out much.

CEG's on muzzle flashes and things like that aren't really designed to display black on the edges. Pick any other color and it's doable, but muzzle flashes are designed to follow the colormap.

Edit: I know how you cna do it. Add a piece to your models that is shaped like that. Texture it using that, and show/hide when the unit fires (it's what OTA did for muzzle flares).
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: CEG's got me beat

Post by knorke »

if there is an alpha channel spring should just use that transparency instead of the color black
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: CEG's got me beat

Post by SanadaUjiosan »

Forboding Angel wrote:Edit: I know how you cna do it. Add a piece to your models that is shaped like that. Texture it using that, and show/hide when the unit fires (it's what OTA did for muzzle flares).
Ugh, I'm not going to go back and redo every unit for that.

Well, drats. Looks like we'll have to pursue an alternate look.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: CEG's got me beat

Post by bobthedinosaur »

did you try it with a near black?
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: CEG's got me beat

Post by knorke »

will probally be near transparent
Post Reply

Return to “Art & Modelling”