Nico de Poel
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3d97e20821
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Upgraded project to Unity 2022.3 LTS, including upgrade of URP package to version 14.0
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2 years ago |
Nico de Poel
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f48a1d2dca
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Particle effect prefabs reserialized by Unity 2021.3
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4 years ago |
Nico de Poel
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50ed817e69
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Upgraded project to Unity 2021.3 LTS, including upgrade of URP package to version 12.1
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4 years ago |
Nico de Poel
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1dac280794
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Changed speed modifier for core part of rocket explosion to a curve, which looks better
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5 years ago |
Nico de Poel
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612dbca12a
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Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation.
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5 years ago |
Nico de Poel
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4c648a1f5a
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First version of particle trail, supporting rocket trail, smoke trail and blood trail.
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5 years ago |
Nico de Poel
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3e83559b6f
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Renamed style files and directories, now that the structure has crystallized somewhat
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5 years ago |
Nico de Poel
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852878765b
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Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects.
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5 years ago |
Nico de Poel
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c41003a6ed
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First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right.
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5 years ago |
Nico de Poel
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d44e75c620
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Implemented the color mapped explosion effect introduced by the Rogue expansion pack
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5 years ago |
Nico de Poel
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c5122fa2ea
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Further tweaked particle explosion and used a curve speed modifier to more closely match the look of the original Quake effect
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5 years ago |
Nico de Poel
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232564a411
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Tweaked lava splash to look more closely like the Quake original effect
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5 years ago |
Nico de Poel
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3077ccf1e1
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Emulated the particle scale hack performed by QuakeSpasm by slightly increasing the start size of each particle (1.08 x 1.27 = 1.38) and by setting a minimum particle screen size.
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5 years ago |
Nico de Poel
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827a504356
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Redrawn particle sprite with higher hardness value (97) for a sharper edge, which makes them resemble the mathematically generated ones from QuakeSpasm more closely, as well as making them appear larger. Scaled back down the particle size settings to compensate.
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5 years ago |
Nico de Poel
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ecdc9d1f0e
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Disabled mipmapping on particle sprite so that it gets a very sharp and defined look, similar to QuakeSpasm.
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5 years ago |
Nico de Poel
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3bbd3f8a4e
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Scaled up particles even further, which now seems to match the size of QuakeSpasm pretty well
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5 years ago |
Nico de Poel
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e321160e45
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Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better.
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5 years ago |
Nico de Poel
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cd4ee6cba7
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Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it.
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5 years ago |
Nico de Poel
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946b8572d4
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Recreated the teleport splash particle effect
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5 years ago |
Nico de Poel
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5e607f4239
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Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime.
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5 years ago |
Nico de Poel
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d5d54188c9
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Moved particle render queue to one before Transparent, so that they get rendered before the transparent water. Fixes particles drawing on top of water, which looked wrong.
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5 years ago |
Nico de Poel
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b25f2a54a9
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Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now.
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5 years ago |
Nico de Poel
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f0bda1fcb1
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Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies.
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5 years ago |
Nico de Poel
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fc051df6da
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Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code).
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5 years ago |
Nico de Poel
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fcc41b0154
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Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look.
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5 years ago |
Nico de Poel
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2460110525
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First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct.
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5 years ago |
Nico de Poel
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05a4de89a1
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Minor things that have accumulated over time
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5 years ago |
Nico de Poel
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d73d86ce11
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Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
Also includes some first bits of particle systems. Not actually used yet.
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5 years ago |
Nico de Poel
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b3175ebb3b
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Reworked visual style setup, reducing entity materials to just one material for both alias models and brush models, and turning material creation into a separate step. This makes it more obvious when new materials are created, and allows for more potential customization in sub-classes.
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5 years ago |
Nico de Poel
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0073dddfb1
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Enable _EMISSION keyword on materials included in the standard visual style. Fixes fullbright emissive textures not appearing correctly in standalone builds.
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5 years ago |
Nico de Poel
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e4903ca391
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Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles.
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5 years ago |