Search found 27 matches

by Viper
Thu Dec 05, 2019 10:17 pm
Forum: Off-Topic
Topic: Doom III - Two Eyed Imps
Replies: 0
Views: 457

Doom III - Two Eyed Imps

Simple Texture mod for Doom III
doom3screen4.gif
doom3screen4.gif (74.78 KiB) Viewed 457 times
Above is a picture of them before (low poly original models)
---------------------------------------------
Below is the new Two-Eyed Version

imp2eyes.jpg
[/url]

See more and Download @ ModDB
by Viper
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 ...
by Viper
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 ...
by Viper
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 ...
by Viper
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 ...
by Viper
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.
by Viper
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 ...
by Viper
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 ...
by Viper
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 ...
by Viper
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 ...
by Viper
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. :D
by Viper
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
by Viper
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..
by Viper
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 ...
by Viper
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 ...

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