Updated to Version 7.0
Hope everyone enjoys.
Search found 84 matches
- Sat May 24, 2025 1:00 am
- Forum: Shaders
- Topic: Liquid Texture Pack V7.0.1 (Updated = 8/6/2025)
- Replies: 7
- Views: 11152
- Mon Aug 21, 2023 9:24 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Advanced shader topics - Feature Request
- Replies: 9
- Views: 2522
Re: Advanced shader topics - Feature Request
Transmitting cvars to shaders would require them to be specifically defined as uniforms. It is currently not possible to transmit the entire cvarlist to shaders as uniforms - the uniform buffer would overflow too quickly and if I remember what I've been told correctly, it's too big already as it is ...
- Mon Aug 21, 2023 7:49 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Advanced shader topics - Feature Request
- Replies: 9
- Views: 2522
Advanced shader topics - Feature Request
Hi, I have been developing a shader pack called "Doom Liquid textures pack" that anyone can use in their own levels, and i have been working on adding a flow map texture feature to make the liquids flow in the direction based on the flow map texture color values for the next version update. The flow ...
- Tue Aug 02, 2022 2:57 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Display Option - Toggle On / Off GZDoom FPS Counter
- Replies: 2
- Views: 7992
Display Option - Toggle On / Off GZDoom FPS Counter
Like the title says - A Display Option to turn on and off the GZDoom FPS counter rather then using the console command.
Code: Select all
Option "GZDoom FPS Counter", "vid_fps", "YesOrNo"
OptionValue "YesOrNo"
{
0, "No"
1, "Yes"
}- Fri Jul 29, 2022 10:12 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Idea For Static dynamic Lighting In Maps
- Replies: 39
- Views: 12349
Re: Idea For Static dynamic Lighting In Maps
Question - will it be possible for a custom fragment shader to have access to the lightmap texture so i can alter it's values in game / real time?
cheers.
cheers.
- Fri Jul 29, 2022 7:04 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1054
- Views: 418367
Re: Ultimate Doom Builder
may have found a bug or limitation, just curious if it can be resolved. - When loading a map with ( 2 ) .pk3 resource files and both .pk3 files contain different sprite textures in the sprite folders. when the map is opening up, Ultimate Doom Builder seems to only look for the sprite textures in the ...
- Mon May 16, 2022 1:59 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Assign Custom Textures To Dynamic Lights
- Replies: 2
- Views: 792
Re: Assign Custom Textures To Dynamic Lights
Dynamic lights do not use textures. They did a long time ago when there were no shaders, but that code no longer exists because it was far too limiting. Roger that, i remember altering the dynamic lights by adjusting the default textures (years ago) that's why i made the request as i did. so you ...
- Sun May 15, 2022 10:21 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Assign Custom Textures To Dynamic Lights
- Replies: 2
- Views: 792
Assign Custom Textures To Dynamic Lights
Hi, Just curious if it would be possible to have a feature that can allow users to assign a custom texture for a newly created dynamic light that you can define in the GLDEFS lump. https://zdoom.org/wiki/GLDEFS if a custom texture is to be used with the newly created dynamic light, the user will ...
- Thu Mar 31, 2022 10:56 pm
- Forum: Shaders
- Topic: Liquid Texture Pack V7.0.1 (Updated = 8/6/2025)
- Replies: 7
- Views: 11152
Re: Liquid Texture Pack V6.0
Got this on OpenGL in GZDoom 4.7.1. Big sad face. just testing on vanilla doom 2. Screenshot from 2022-03-21 12-34-57.png i have just updated the file to V6.1 (bug fix) hopefully this fixes the issue that you are having. can you or anyone else that was having the same issue let me know if this ...
- Mon Mar 21, 2022 6:34 pm
- Forum: Shaders
- Topic: Liquid Texture Pack V7.0.1 (Updated = 8/6/2025)
- Replies: 7
- Views: 11152
Re: Liquid Texture Pack V6.0
Got this on OpenGL in GZDoom 4.7.1. Big sad face. just testing on vanilla doom 2. Screenshot from 2022-03-21 12-34-57.png sorry to hear, im not sure how to help i have tested the shader on multiple version's of gzdoom and the 64 and 32 bit version's with windows operating system and a nvidia ...
- Sun Mar 20, 2022 8:28 am
- Forum: Shaders
- Topic: Liquid Texture Pack V7.0.1 (Updated = 8/6/2025)
- Replies: 7
- Views: 11152
Liquid Texture Pack V7.0.1 (Updated = 8/6/2025)
Liquid Texture Pack V7.0.1 Is a GZDoom Shader pack that replaces all of the original DOOM / DOOM 2 / The Plutonia Experiment / TNT, liquid textures for a more modern looking effect. k_DbmpkmpDk Download Link: https://www.moddb.com/games/doom-ii/addons/doom-liquid-texture-pack#comments ...
- Sat Dec 11, 2021 7:53 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Idea For Static dynamic Lighting In Maps
- Replies: 39
- Views: 12349
Re: Idea For Static dynamic Lighting In Maps
thanks for the reply's dpjudas and nash.
sounds good
sounds good
- Fri Dec 10, 2021 8:43 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Idea For Static dynamic Lighting In Maps
- Replies: 39
- Views: 12349
Re: Idea For Static dynamic Lighting In Maps
Question, i watched the new video that Nash made on his you tube channel explaining the lightmap baking process which is at the 13:20 mark in the video wT9Z5pTSD2M and Nash mentioned that the ray tracer will use and benefit from rtx cards, but if you don't have an rtx card the program will fall back ...
- Fri Nov 05, 2021 11:20 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Idea For Static dynamic Lighting In Maps
- Replies: 39
- Views: 12349
Re: Idea For Static dynamic Lighting In Maps
Not really. Adding a 3D floor alters geometry, so your lightmap will not be correct anymore afterward. sorry for any confusion, ill explain it a little better. with the test map built and before any light baking is to be done. i would have a empty pond (hole in the ground) and then i would make a ...
- Fri Nov 05, 2021 7:28 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Idea For Static dynamic Lighting In Maps
- Replies: 39
- Views: 12349
Re: Idea For Static dynamic Lighting In Maps
Generally the lightmaps will remain validated as long as the map nodes don't get rebuilt. So texture changes, changing sector fog or lighting, even adding or deleting new items/monsters, is fine. But anything involving geometrical changes (changing a floor or ceiling height, moving a vertex, adding ...