Fill Spectre v3.1

Fill Spectre v3.1

Postby Pixel Eater » Wed Nov 15, 2017 2:43 am

An experimental shader for the Spectre demon. Makes things "shiny".
V3.jpg

While Apeirogon kindly works hard to transform the way Fill Spectre detects it's sprites, I thought I'd do a slight update to the old model. It should look much neater around the edges, with less to no chances for purple to show through (depending on your graphical settings).
FillSpectre3.1.pk3

Spoiler: Older stuff

Spoiler: Older Info
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Last edited by Pixel Eater on Wed Jun 27, 2018 8:18 am, edited 7 times in total.
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Re: Fill Spectre

Postby Nash » Wed Nov 15, 2017 7:39 am

Oh shiiiiiiiiiitttt it's that "Predator stealth suit" effect! I've been wanting to see it in Doom ever since Doom came out! :DDDDD

EDIT: that's a very clever hack (fullscreen post processing with a chroma keying-style "purplescreen"). I wonder if the same technique can be used to approximate screen space reflections (for water planes).
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Re: Fill Spectre

Postby Tormentor667 » Wed Nov 15, 2017 11:44 am

THIS IS FUCKING AWESOME!
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Re: Fill Spectre

Postby Nash » Wed Nov 15, 2017 1:27 pm

Tip: you can use "beforebloom" instead of "scene" in your GLDEFS to get rid of the magenta glow that happens when users have bloom turned on.

(Be sure it's all lower case, "BeforeBloom" won't work)
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Re: Fill Spectre

Postby Bauul » Wed Nov 15, 2017 3:09 pm

Nash wrote:I wonder if the same technique can be used to approximate screen space reflections (for water planes).


I was literally thinking exactly the same thing. How robust a hack is it for us non-coders?
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Re: Fill Spectre

Postby Pixel Eater » Wed Nov 15, 2017 3:13 pm

I wonder if the same technique can be used to approximate screen space reflections (for water planes).
I was thinking water could benefit somehow. I did the testing using Cyan but switched to Magenta last second, so I know you could run a second effect on that colour.
Tip: you can use "beforebloom" instead of "scene" in your GLDEFS to get rid of the magenta glow that happens when users have bloom turned on.
Ah- I thought I'd read of another option but couldn't find it again. I didn't think to try it with bloom! w:oops:

Thanks, Tormentor :D
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Re: Fill Spectre

Postby leodoom85 » Wed Nov 15, 2017 4:33 pm

HOLY SHIT!!!!!!!!
That's the coolest effect ever for a monster!!!
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Re: Fill Spectre

Postby Ozymandias81 » Wed Nov 15, 2017 5:57 pm

Just checked this shader today, did a brief stream on Facebook for lulz... I will use it somewhere, this could have great uses for special modding and eyecandy stuff. Thanks a lot Pixel Eater!
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Re: Fill Spectre v1.1

Postby Pixel Eater » Wed Nov 15, 2017 11:49 pm

Ok version 1.1 is up. Adding 'beforebloom' has solved a lot of glitches, thanks Nash!
I've been strapped to Photoslop for most of the day and made assets for all of what I think anyone should ever need to make a stealth suit mod :)
That means the blur sphere, player sprites (including crouched), HUD weapons and even projectiles if you want them. I could go the extra mile with the muzzle flashes but I'm spent. It's all in the .zip as seperately loadable .pk3 files if you want to preview what the mod could look like. Thanks folks!
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Re: Fill Spectre v1.1

Postby Pixel Eater » Wed Nov 15, 2017 11:56 pm

I was literally thinking exactly the same thing. How robust a hack is it for us non-coders?

Sorry Bauul, I'm not sure what you mean? I can explain how to create the image files necessary...
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Re: Fill Spectre v1.1

Postby jdredalert » Thu Nov 16, 2017 12:35 am

I would love to add that to AvP mod!
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Re: Fill Spectre v1.1

Postby Pixel Eater » Thu Nov 16, 2017 1:01 am

Ha ha, go for it. That would be perfect 8-)

Ashamed to say, as much of an Alien nut that I am, I know next to nothing about Predator :3:
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Re: Fill Spectre v1.1

Postby Nash » Thu Nov 16, 2017 1:08 am

The problem with this technique is that you can see the original (grey) sprite inside the affected area. Is there any way to fix this?
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Re: Fill Spectre v1.1

Postby Pixel Eater » Thu Nov 16, 2017 1:34 am

With the right settings I have removed it completely from the HUD weapons but it is necessary for it to work. Lowering the actor's alpha can help too as long as you don't go too low and the shader loses track.
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Re: Fill Spectre v1.1

Postby ZippeyKeys12 » Fri Nov 17, 2017 1:40 pm

:shock: This is so fucking awesome, holy shit. Love the spectre effects you've made :wub:
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