Search found 62 matches
- Sat May 02, 2020 8:44 am
- Forum: Closed Bugs [GZDoom]
- Topic: Bright Maps + Shaders
- Replies: 8
- Views: 1273
Re: Bright Maps + Shaders
Thanks for adding this info. This looks like the correct implementation, and it even supports the Texture/Define props needed for generalizations: Wiki could probably stand to be updated. material texture "TEXNAME" { shader "shaders/SHADERNAME.fp" normal "materials/normalmaps/TEXNAME.png" specular ...
- Sat Apr 11, 2020 1:29 pm
- Forum: Assets (and other stuff)
- Topic: Shader Help Thread
- Replies: 67
- Views: 68625
Re: Shader Help Thread
Is there anyway to get the viewport coordinates? I want to create a shader, where the image is fixed to the viewport, not the 3d world. i.e: the texture bits shown is based on where the pixels are on the 2d rendered scene if that makes sense? Essentially i want to create a nifty portal-type effect ...
- Sat Apr 11, 2020 1:19 pm
- Forum: Assets (and other stuff)
- Topic: Best Headache-Free .MD3 Implementation?
- Replies: 6
- Views: 1817
Re: Best Headache-Free .MD3 Implementation?
you can also try giving this a whirl: https://github.com/Xabis/blender-md3
The release zips are dated, id recommend downloading the source instead.
The release zips are dated, id recommend downloading the source instead.
- Sat Apr 11, 2020 12:57 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Bright Maps + Shaders
- Replies: 8
- Views: 1273
Re: Bright Maps + Shaders
Hello, Apologies for the necro here, but for anyone else wanting this feature, you can do this with a simple hack. I am unsure what the minimum required gzdoom version is. HardwareShader TEXNAME { Shader "shaders/SHADERLUMP" Speed 1.0 Texture brighttexture "brightmaps/BMNAME.png" Define BRIGHTMAP ...
- Thu Apr 02, 2020 9:10 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1036
- Views: 408315
Re: Ultimate Doom Builder
Is the latest visual slope stuff in the visual-slope2 branch? wasnt sure since you called it test3.
Also, is there a plan to merge it master, or are you still testing?
Also, is there a plan to merge it master, or are you still testing?
- Wed Aug 21, 2019 9:09 pm
- Forum: Bugs [GZDoom]
- Topic: PathFollower doesnt fully finish the route
- Replies: 4
- Views: 2810
PathFollower doesnt fully finish the route
Hello, Looks like PathFollower doesnt fully finish the final step at the end of the route, leaving it at the previous tick's interpolation position and angle. I fixed this in a local override for my project, but thought the dev team should be made aware. My fix: if (Time > 1.) { Time -= 1 ...
- Thu Jul 18, 2019 3:46 pm
- Forum: Scripting
- Topic: Getting actor class defaults?
- Replies: 2
- Views: 243
Re: Getting actor class defaults?
Nevermind, i found it:
Code: Select all
GetDefaultByType("Type").Speed
- Thu Jul 18, 2019 3:25 pm
- Forum: Scripting
- Topic: Getting actor class defaults?
- Replies: 2
- Views: 243
Getting actor class defaults?
Hello, I am writing a generic projectile spawn function that takes the actor class type as a parameter, but i need to run some calculations using the projectile's speed and gravity. Is there a way to retrieve the default values on a class type? ex: void A_CustomSpawnProjectile(class<Actor ...
- Fri Jun 28, 2019 9:58 am
- Forum: Off-Topic
- Topic: Wiki Account Creation
- Replies: 2
- Views: 325
Re: Wiki Account Creation
Will do, thanks.
- Fri Jun 28, 2019 8:10 am
- Forum: Off-Topic
- Topic: Wiki Account Creation
- Replies: 2
- Views: 325
Wiki Account Creation
Hi,
I would like to add/edit some stuff on the wiki, but account creation has been turned off for a very long time.
Any chance of getting this lifted, or if someone can create an account for me?
Thanks!
-X
I would like to add/edit some stuff on the wiki, but account creation has been turned off for a very long time.
Any chance of getting this lifted, or if someone can create an account for me?
Thanks!
-X
- Fri Oct 12, 2018 4:32 pm
- Forum: Assets (and other stuff)
- Topic: Model Pitch Across GZDoom 2.x <-> 3.x
- Replies: 4
- Views: 775
Re: Model Pitch Across GZDoom 2.x <-> 3.x
understood, thanks for the explanation.
- Mon Oct 08, 2018 6:41 pm
- Forum: Assets (and other stuff)
- Topic: Tools for md3 modeling
- Replies: 8
- Views: 2037
Re: Tools for md3 modeling
https://github.com/neumond/blender-md3 I use this for exporting. No import support. Whatever objects are visible are exported to the md3 and indexed based on the order the exporter grabs objects in. Look in the blender console during export for the ordering. Only important if you are going to use ...
- Fri Oct 05, 2018 12:31 pm
- Forum: Assets (and other stuff)
- Topic: Model Pitch Across GZDoom 2.x <-> 3.x
- Replies: 4
- Views: 775
Re: Model Pitch Across GZDoom 2.x <-> 3.x
It has been... difficult to make the jump to 3.x, because the performance of the 3.x family is abysmal on older hardware, which a team member is currently stuck with.
- Fri Oct 05, 2018 10:11 am
- Forum: Assets (and other stuff)
- Topic: Model Pitch Across GZDoom 2.x <-> 3.x
- Replies: 4
- Views: 775
Model Pitch Across GZDoom 2.x <-> 3.x
Hello, A project I am working is making use of models, some using USEACTORPITCH to angle them, however it seems that how the pitch value is interpreted between 2.x and 3.x is different. In 2.x, the pitch rotates backwards: mp240.jpg in 3.x, the pitch rotates forwards: mp351.jpg We are trying to ...
- Fri Oct 05, 2018 8:39 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165165
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hello,
Trying to build from a fresh clone and there seems to be a missing file. Was it not checked in?
Error CS2001 Source file 'C:\dev\GZDB\Source\Core\Controls\FolderSelectDialog.cs' could not be found.
This change was made in commmit 1933b0b6de32bd1ba422971442998658796de898. back in July.
Trying to build from a fresh clone and there seems to be a missing file. Was it not checked in?
Error CS2001 Source file 'C:\dev\GZDB\Source\Core\Controls\FolderSelectDialog.cs' could not be found.
This change was made in commmit 1933b0b6de32bd1ba422971442998658796de898. back in July.