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[UPDATE] UAC Holograms

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3 years 4 months ago - 3 years 4 months ago #1 by inkoalawetrust
[UPDATE] UAC Holograms was created by inkoalawetrust
This is an update to the original UAC holograms submission *. It's a total rewrite of the original submissions' DECORATE, using ZScript instead.
It merges all the separate hologram actors to a single hologram and particle actor. That can be customized in multiple combinations using 5 user variables detailed inside the included DOCUMENT file in the ZIP archive. These variables also add new features like making the hologram into a flat sprite instead of a normal billboard sprite, holograms that spawn no particles etc.

I've had written all of this code some months ago, so I decided to just submit it here as an update.

Credits:
Code: inkoalawetrust
Sprites: id Software
Sprite Edit: Gothic, Tormentor667

Information:
Name: UAC Holograms
Connection: No
Palette: Doom/Custom
Summon: UACHologramCustom
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: Spawns particles, can be disabled with User_NoParticles
Brightmaps: No
Actor modification: No
ACS: No

Description:
A single, customizable hologram actor, can be changed to different colors, spin, changed between the classic and modern UAC logo etc, in any combination.

Sprite:



Download link: https://drive.google.com/file/d/1DE3m9ljzyY7BDaQiQB9WXLkfp1EK2Qsx/view?usp=sharing

*Why does the URL have the word food in it ?
Last edit: 3 years 4 months ago by inkoalawetrust. Reason: Forgot to type the full title lol, also added line saying I had made this code months ago.

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3 years 4 months ago - 3 years 4 months ago #2 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] UAC Holograms
I updated the submission, I forgot to reimplement the dynamic light spawning of the original, now it spawns a light whose color also changes depending on the User_Color variable. So a red hologram spawns a red light, unfortunately I wasn't able to get the light to pulse for some reason by changing its' angle, like you normally can with pulse lights.

Edit: Oh, I also added a User_NoLight variable to stop the light from spawning if you don't want it, of course.

I also spent 4-5 hours trying to get the light to deactivate when not in view, but CheckIfSeen() is legitimately broken. Because I tried dozens of times to get it to work properly, and failed every time. I tried everything and nothing worked, so I just gave up. If it wasn't for that, I'd have pushed this update hours ago.

Anyway, I also made some other minor changes, such as changing what line the //$GZDB_SKIP editor key is on, so no actor besides the hologram itself which is placeable will be parsed by GZDB-BF/UDB when loading the resource. I also add a mention in the documentating that setting User_SpinSpeed to a negative value, makes the hologram spin in the opposite direction.

Edit: I also added a line inside both DOCUMENT files saying what User_NoLight does, I forgot to add that, I also added .txt extensions inside the INFO, CREDITS, and DOCUMENT files inside the PK3 to make it more obvious that they are text.
Last edit: 3 years 4 months ago by inkoalawetrust.

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3 years 4 months ago #3 by Gothic
Replied by Gothic on topic [UPDATE] UAC Holograms
You should include a map showcasing its special effects, so people know how they look without making one themselves.

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3 years 4 months ago #4 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] UAC Holograms
Sure, here is an example map I quickly made showcasing off each user variable added on both billboarded and 2D sprites, but with no combinations, except for the 2D holograms. since making them 2D is a user variable of its' own.

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3 years 4 months ago #5 by Gothic
Replied by Gothic on topic [UPDATE] UAC Holograms
I think the particles spawned by the cyan hologram look kind of greenish. I didn't notice this the first time, maybe because of the screen lighting of my old computer:


Do you think you could make the particles fade out as they rise like before?
As for the demo map, you really don't need to add 3D floors or fancy floor lighting, just focus on the submissions, like the demo map with the Strobe Lights did.

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3 years 4 months ago - 3 years 4 months ago #6 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] UAC Holograms
Yeah I added the particle fading now, I didn't even remember seeing the particles in the original submission fade.

As for the color of the blue ones, it looks fine to me, I didn't change any of the sprites from the original submission. Also you can see the fasing effect in the below screenshot too.



And about the map, adding the effects like the pulsing light and particle fountain on the teleport, and the floor glow and 3D floor was pretty easy, which is why I did it. Plus I did it to at least somewhat hone my mapping skills, since I haven't really made a map in like over 5 months,
Last edit: 3 years 4 months ago by inkoalawetrust.

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3 years 4 months ago #7 by Gothic
Replied by Gothic on topic [UPDATE] UAC Holograms
The green holograms don't seem to generate light, unlike the orange and cyan ones.

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3 years 4 months ago #8 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] UAC Holograms
Just updated it, now if the User_Color field is totally empty or just a single space (" "), it will default its' value to green so the dynamic light will appear.

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3 years 3 months ago #9 by Gothic
Replied by Gothic on topic [UPDATE] UAC Holograms

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