Simple Texture mod for Doom III
Above is a picture of them before (low poly original models)
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Below is the new Two-Eyed Version
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See more and Download @ ModDB
Search found 27 matches
- Thu Dec 05, 2019 10:17 pm
- Forum: Off-Topic
- Topic: Doom III - Two Eyed Imps
- Replies: 0
- Views: 457
- Thu Nov 21, 2019 3:35 am
- Forum: General
- Topic: PBR Var. Request & "Howto" set metalness/roughness variables
- Replies: 2
- Views: 483
Re: PBR Var. Request & "Howto" set metalness/roughness varia
Thank-you very much. It may be more useful to people interested to just set the roughness and metalness values directly to the user variables. Material ProcessMaterial() { Material material; material.Base = getTexel(vTexCoord.st); material.Normal = ApplyNormalMap(vTexCoord.st); material.Metallic ...
- Wed Nov 20, 2019 10:05 pm
- Forum: General
- Topic: PBR Var. Request & "Howto" set metalness/roughness variables
- Replies: 2
- Views: 483
PBR Var. Request & "Howto" set metalness/roughness variables
Part I: "How to" Part II: "Request" - Part I: -------- I have seen some requests to add a way of controlling the "roughness" and "metallness" of PBR materials using a variable like "SpecularLevel 1.0" and "Glossiness 1.0" which are used with normal spec/bump materials. eg. material Texture TEXTURES ...
- Mon Nov 11, 2019 10:15 pm
- Forum: Resources
- Topic: BR.v21 SSG for Vanilla
- Replies: 0
- Views: 1126
BR.v21 SSG for Vanilla
Put this together for people who play Doom Vanilla style but still want the best shotgun with more frames for a smooth animation.. -Split Fire function retained. - Uses standard attacks. Read more & Download at ModDB: Brutal Doom Super Shotgun Picture in Spoiler: dssg.png All graphic credit goes to ...
- Mon Nov 11, 2019 5:50 pm
- Forum: Scripting
- Topic: Help with LineTrace
- Replies: 5
- Views: 571
Re: Anyway to get line ID from LineTrace?
https://zdoom.org/wiki/LineTrace#Examples This example doesn't work, am I missing something? #define etc? it's missing the autoactivate part.. Default { +INVENTORY.AUTOACTIVATE; } It now works once, when given, then ceases working, no matter how many times you give it to yourself (commands).. not ...
- Mon Nov 11, 2019 5:25 pm
- Forum: Scripting
- Topic: Help with LineTrace
- Replies: 5
- Views: 571
Re: Anyway to get line ID from LineTrace?
It executes, but I get no printable result.
I'm going to have to use a different method anyways, but I was very happy to get an answer so quick.
Thanks.
I'm going to have to use a different method anyways, but I was very happy to get an answer so quick.
Thanks.
- Mon Nov 11, 2019 3:56 pm
- Forum: Scripting
- Topic: Help with LineTrace
- Replies: 5
- Views: 571
Help with LineTrace
Is there a way to get the line number from a trace to further change or get the line's information? FLineTraceData RemoteRay; LineTrace(angle, 64, pitch, offsetz: height-12, data: RemoteRay); if (RemoteRay.HitType == TRACE_HitWall) { ACS_NamedExecute("ScriptName",0,RemoteRay.HitLine.<lineID ...
- Sat Nov 09, 2019 11:13 pm
- Forum: Scripting
- Topic: Shaders in materials..
- Replies: 1
- Views: 308
Re: Shaders in materials..
It does actually work but you have to replace the Material function, (dont use vec4 Process(), or void main() ). eg. Material ProcessMaterial() { Material material; vec2 uv = vTexCoord.st; //gl_TexCoord[0].st; (either one works) material.Base = getTexel(uv); material.Base.rgb = vec3(1.0,0.0,0.0 ...
- Sat Nov 09, 2019 7:37 pm
- Forum: Scripting
- Topic: Shaders in materials..
- Replies: 1
- Views: 308
Shaders in materials..
I have got a handle on converting shaders from shaderToy, which can make for some pretty nice screen overlays, however I'm more interested in getting them to work overtop/underneath/or in place of a texture. The code is changed from "void main()" to "vec4 Process (vec4 color)" and the "uniform float ...
- Sat Oct 19, 2019 10:32 pm
- Forum: Scripting
- Topic: Make landing ontop of enemy kills them?
- Replies: 18
- Views: 1284
Re: Make landing ontop of enemy kills them?
Actors that aren't to be hurt get the property : DamageFactor "PlayerStomp", 0.0 Revision of above. BounceType isn't wanted and the custom flags do the work it seems. Also A_Explode is unreliable when called from the player during bounce so spawning an actor that drops and explodes works 100% better ...
- Sat Oct 19, 2019 4:46 pm
- Forum: Technical Issues
- Topic: Models mirrored in-game, why?
- Replies: 2
- Views: 459
Re: Models mirrored in-game, why?
Perfect, nice and simple. Thank-you very much. 

- Sat Oct 19, 2019 2:52 pm
- Forum: Mapping
- Topic: Block walking monsters only?
- Replies: 2
- Views: 518
Re: Block walking monsters only?
How about the "CANTLEAVEFLOORPIC" tag, and using a separately named texture of the floor for that area.
wiki-CANTLEAVEFLOORPIC
wiki-CANTLEAVEFLOORPIC
- Sat Oct 19, 2019 2:17 pm
- Forum: Mapping
- Topic: Solid Mid Texture - like, totally solid - Do they exist?
- Replies: 6
- Views: 1209
Re: Solid Mid Texture - like, totally solid - Do they exist?
You are correct, I just tested it and walked right through it. I have been deceived as this game refers to collision as clipping so, weird stuff. Guess I can take those flags off of said lines...
I'm now curious to this question also..
I'm now curious to this question also..
- Sat Oct 19, 2019 1:14 pm
- Forum: Scripting
- Topic: Make landing ontop of enemy kills them?
- Replies: 18
- Views: 1284
Re: Make landing ontop of enemy kills them?
Scratch that last message, I forgot the Flag +USEBOUNCESTATE. :roll: This method works perfectly.. Just need a high enough jump.. Give the player a "BOUNCEONACTORS" flag and the "USEBOUNCESTATE" flag, and set the bounce count to .... There's a lot more you can do to fancy it up but that's the base ...
- Sat Oct 19, 2019 12:47 pm
- Forum: Scripting
- Topic: Make landing ontop of enemy kills them?
- Replies: 18
- Views: 1284
Re: Make landing ontop of enemy kills them?
The player's actor can be set to bounce. There's a few edits there now however it doesn't seem to work by just jumping on top of a zombieman (tested) . May need to have some velocity from a higher floor possibly, or perhaps try A_RadiusGive instead of A_Explode.. Bounce state confirmed working by ...