Quantcast BloodyScreen, Renovation for MoP - Page 2 - WoWInterface
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05-31-13, 09:36 AM   #21
Resike
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Originally Posted by Dawn View Post
Are you missing a texture file link, or am I just keep not seeing it?

E: Nevermind it's part of your power auras ... will check the textures in PS.

E2: ... attached the edited textures. note: I did it the fast way, maybe the alpha needs some tweaking, or something like that. Just treat as untested and report back if it looks ... "unexpected".
Looks good, now i can't decide which one to use. :P
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05-31-13, 11:45 AM   #22
Resike
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Also check my awsome wiping effect:

https://gist.github.com/Resike/5686627

Yes it's actually Deathwing waving!
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05-31-13, 11:48 AM   #23
Dawn
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gogo youtube!
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05-31-13, 11:54 AM   #24
Resike
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Need some smaller tweaks still, then i can make a video of it, also wanted to make a Power Auras new features video anyway.
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06-01-13, 05:51 AM   #25
Resike
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Ok, i have no clue why but my fraps is not working since 5.3, works fine on any other games.

Edit: Managed to get it work on a x86 client.

Last edited by Resike : 06-01-13 at 05:58 AM.
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06-01-13, 11:52 AM   #26
Resike
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Here it is:

http://www.youtube.com/watch?v=FAUzB...ature=youtu.be
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06-01-13, 04:15 PM   #27
pelf
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That's pretty cool. I feel like I might not notice the hand wave with a lot going on, but the cracked faceplate effect is very prominent.

Also, Dubstep solves everything.
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06-01-13, 07:23 PM   #28
Dawn
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Nice, really looks like in does in Metro.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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06-02-13, 12:10 AM   #29
Resike
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Originally Posted by pelf View Post
That's pretty cool. I feel like I might not notice the hand wave with a lot going on, but the cracked faceplate effect is very prominent.

Also, Dubstep solves everything.
Yeah, the wiping effect going to be easier to notice with actual blood in the screen.

Also made a vid about some other intresting effects if you guys are intrested.

http://www.youtube.com/watch?v=UpagQ8XOOkk

Last edited by Resike : 06-02-13 at 12:24 AM.
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06-02-13, 02:14 PM   #30
Resike
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I had some free time today so here you go, BloodyScreen for MoP:

http://resike.github.io/BloodyScreen/

Code is still utterly bad, i made some changes to make it better, but it's still meh...

I'll recode the whole stuff for my Gas Mask addon later.
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06-02-13, 05:15 PM   #31
ravagernl
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I just started working on a new AddOn based on the idea's in Bloodyscreen, it uses the alpha animation to fade in/out the textures.

I had to make transparent TGA's however, since the alpha animation does not support blend modes, which is bollocks.

https://github.com/ravagernl/splat
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06-02-13, 08:15 PM   #32
Dawn
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Glad to see this comin' back to life, will take a look at, both once I'm back from work.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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06-10-13, 08:55 AM   #33
Resike
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Bloody Mask

Started to work on Bloody Mask:

http://www.curse.com/addons/wow/bloody-mask

http://resike.github.io/BloodyMask/
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06-10-13, 04:04 PM   #34
Dawn
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Will try. Now I have to decide which one to use; Bloody Screen or this one. Both at once seem to be a little bit of visual overkill.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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06-11-13, 02:57 AM   #35
Resike
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Originally Posted by Dawn View Post
Will try. Now I have to decide which one to use; Bloody Screen or this one. Both at once seem to be a little bit of visual overkill.
Yeah, mighe be right, i already lowered glass opacity in the next version (it will be adjusable later), also for the blood i want the same drawing area just like BloodyScrenn has, but i want it to extend it with an additional exlude area, which you can place over your character and sct addon, and blood wont be appear on that area.
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06-12-13, 05:26 AM   #36
Resike
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Okay my first attempt to prevent blood from mid screen has failed:



However it's a nice commercial for Switzerland.

Aaaand Japan there we go:


Last edited by Resike : 06-12-13 at 05:30 AM.
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06-12-13, 06:53 AM   #37
humfras
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Wouldn't it be alot easier to have multiple spawn areas?
Get random spawn area from all available => Get random point in that area => blood!
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06-12-13, 07:13 AM   #38
Resike
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Originally Posted by humfras View Post
Wouldn't it be alot easier to have multiple spawn areas?
Get random spawn area from all available => Get random point in that area => blood!
Well this is still in alpha, but i think storing multiple draw areas just a waste of code. The random generator works fine, so actually the bloods gets popped totally randomly.
My current method works like this:

Code:
        TextureBlood[i]:SetTexture(AddonPath.."Textures\\"..BloodyMaskVars.TextureBlood.Type.."\\Blood"..((i % BM_NumberOfTextureFiles) + 1).."_1")
	TextureBlood[i]:SetRotation(math.rad(random(360)))
	TextureBlood[i]:ClearAllPoints()
        local Width = (UIParent:GetWidth() * BloodyMaskVars.TextureBloodFrame.Width) - (TextureBlood[i]:GetWidth() * math.sqrt(2))
	local Height = (UIParent:GetHeight() * BloodyMaskVars.TextureBloodFrame.Height) - (TextureBlood[i]:GetHeight() * math.sqrt(2))
	local x = math.random(Width) - (Width / 2)
	local y = math.random(Height) - (Height / 2)
        local PreventWidth = UIParent:GetWidth() * 0.1
	local PreventHeight = UIParent:GetHeight() * (UIParent:GetWidth() / UIParent:GetHeight()) / 10
	if x > - PreventWidth and x <= 0 and y > - PreventHeight and y <= 0 then
		x = (PreventWidth + math.random(25)) * - 1
		y = (PreventHeight + math.random(25)) * - 1
	elseif x > - PreventWidth and x <= 0 and y < PreventHeight and y > 0 then
		x = (PreventWidth + math.random(25)) * - 1
		y = PreventHeight + math.random(25)
	elseif x < PreventWidth and x > 0 and y > - PreventHeight and y <= 0 then
		x = PreventWidth + math.random(25)
		y = (PreventHeight + math.random(25)) * - 1

	elseif x < PreventWidth and x > 0 and y < PreventHeight and y > 0 then
		x = PreventWidth + math.random(25)
		y = PreventHeight + math.random(25)
	end
        TextureBlood[i]:SetPoint("CENTER", TextureBloodFrame, "CENTER", x, y)

Last edited by Resike : 06-12-13 at 07:15 AM.
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06-14-13, 10:34 AM   #39
Resike
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In the last 3 days i was working on to create and animate a "life like" blood splatters on the screen without killing both the CPU and GPU. (I was able to do this in the first day with 30-40fps drops. :P)

So here is a short video with the current stata:
Using 150x high res 512x512 textures, randomly spawning and rotating with proper exlude area, and my 5 year old PC can handle it without dropping a single fps.

http://www.youtube.com/watch?v=8h0tV...ature=youtu.be
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06-14-13, 11:40 AM   #40
ravagernl
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Originally Posted by Resike View Post
In the last 3 days i was working on to create and animate a "life like" blood splatters on the screen without killing both the CPU and GPU. (I was able to do this in the first day with 30-40fps drops. :P)

So here is a short video with the current stata:
Using 150x high res 512x512 textures, randomly spawning and rotating with proper exlude area, and my 5 year old PC can handle it without dropping a single fps.
[youtube]
Wow, that looks messy. In a good way offcourse!
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