Search found 7 matches

by clockworkz
Thu Apr 25, 2019 6:54 pm
Forum: Shaders
Topic: Doom 1 Parallax Mapping (2 versions available)
Replies: 87
Views: 70353

Re: Doom 1 Parallax Mapping (2 versions available)

Here's an update on my effort to finish Doom 1's textures. I've got a majority of them done now, though a bunch of the switches still need fixing. https://drive.google.com/file/d/1WlUt32bBsquqzDTM0NT0gCw6quFb-5lC/view?usp=sharing If anyone has any ideas how to advertise this a bit more, I'd like to ...
by clockworkz
Fri Apr 19, 2019 9:38 am
Forum: Shaders
Topic: Doom 1 Parallax Mapping (2 versions available)
Replies: 87
Views: 70353

Re: Doom 1 Parallax Mapping (2 versions available)

So despite how hectic work's been recently, I've been making some progress adding more textures to the set and adjusting the effect on some of the existing ones https://drive.google.com/file/d/1xQK6BpBpegvsbp4egDouAkqKew02h6_Y/view?usp=sharing I'm especially proud of the black wavy sand texture you ...
by clockworkz
Sat Apr 06, 2019 6:23 pm
Forum: Shaders
Topic: Doom 1 Parallax Mapping (2 versions available)
Replies: 87
Views: 70353

Re: Doom 1 Parallax Mapping (2 versions available)

Thanks. I'll get started on it. First I'll sort out which of dpJudas constructed textures are correct and then I'll start on the rest of them.
by clockworkz
Sat Apr 06, 2019 4:18 pm
Forum: Shaders
Topic: Doom 1 Parallax Mapping (2 versions available)
Replies: 87
Views: 70353

Re: Doom 1 Parallax Mapping (2 versions available)

Hey everyone, I'm the guy who sent the original depth maps to DPJudas. It's been a couple years now since I made them, but now that parallax mapping is actually working, I'd like to keep working on the project. Way back when, when I first created the depth maps, it was using the textures I extracted ...
by clockworkz
Thu Jul 24, 2014 10:00 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Parallax Occlusion with Normal/Displacement Maps
Replies: 24
Views: 3420

Re: Parallax Occlusion with Normal/Displacement Maps

With regards to using the depth maps for floors and ceilings, as you scan down a column drawing the floors, you would do so normally, but instead of drawing a single pixel, you draw a vertical line based whose length is based on the depth map value at the given texture coordinate. By scaling the ...
by clockworkz
Wed Jul 23, 2014 8:57 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Parallax Occlusion with Normal/Displacement Maps
Replies: 24
Views: 3420

Re: Parallax Occlusion with Normal/Displacement Maps

It could do it for the floors and ceilings at least. Just add the pixel height to the sector height. I kind of realize now that this is too far from vanilla for the zdoom/gzdoom crowd. Nevertheless, I'm putting it out there if anyone thinks that they can make something of it. Don't most of the GL ...
by clockworkz
Tue Jul 22, 2014 1:25 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Parallax Occlusion with Normal/Displacement Maps
Replies: 24
Views: 3420

Parallax Occlusion with Normal/Displacement Maps

I found myself without an internet connection for two weeks so I sat down and I've made Displacement maps and Normal maps for almost every texture in the Ultimate Doom Wad file, by hand, often pixel by pixel. I don't like the HD remakes of the textures, but I felt that I could enhance the originals ...

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