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Re: [Coding] Smooth fluids
Posted: Sat Feb 18, 2017 4:25 pm
by LossForWords
I think these water animations are very "fluid".
sorry.
Re: [Coding] Smooth fluids
Posted: Wed May 03, 2017 12:11 pm
by Slax
I'd like to make this compatible with BTSX. What do?
Replacing BTSX textures, maybe?
(WELL, I just read the BTSX posts. Man, I'm a dummy.)
Re: [Coding] Smooth fluids
Posted: Thu May 11, 2017 9:13 pm
by Armaetus
This base work really should be uploaded over at /idgames/
Re: [Coding] Smooth fluids
Posted: Tue May 16, 2017 3:28 am
by Rachael
I've never uploaded /idgames/ before - honestly never really needed to. So I have no idea what I would have to do, there, and I am not even sure it's worth the effort.
Re: [Coding] Smooth fluids
Posted: Tue May 16, 2017 5:34 am
by Gez
It's basically a manual implementation of what ZDoomGL did, isn't it?
Re: [Coding] Smooth fluids
Posted: Mon Sep 04, 2017 8:35 am
by 4thcharacter
GAA1992 wrote:Somehow this don't work for me
It starts flickering, like the animation doesn't finish, and starts over on a different position. Could it be my GZDoom?
Hi, I am having this similar problem as well when I tried it, on every versions that I have (which is the latest official build and the old but official build that was released along with the last ZDoom version, 1.9.1 I believe).
Re: [Coding] Smooth fluids
Posted: Tue Sep 05, 2017 5:20 pm
by drfrag
Same here, it's not smooth at all. I've used this to test and fix texture warp in ZDoom32 BTW (GL 1.9.1a). It's not smooth in GZDoom 2.4 either, i guess that's becouse my card doesn't support shaders and we're using software warping.
Re: [Coding] Smooth fluids
Posted: Tue Sep 05, 2017 9:34 pm
by Rachael
Yeah there is no way I can support this. This was never meant to be run on the legacy OpenGL path.
Sorry.
What you can do is edit the ANIMDEFS for each texture and remove the WARP2 definitions. That will make the textures simply fade from one to the next, but I don't think it will look very good.
Re: [Coding] Smooth fluids
Posted: Thu Sep 14, 2017 1:42 pm
by Graf Zahl
drfrag wrote:i guess that's becouse my card doesn't support shaders and we're using software warping.
I guess that's a clear sign of the graphics hardware telling you "upgrade me, please!"
Joking aside, it's inevitable that users of such old hardware will increasingly lose out on newly developed effects.
Re: [Coding] Smooth fluids
Posted: Thu Sep 14, 2017 4:44 pm
by drfrag
A radeon hd 4670 and win 8.1 are waiting on another computer (core2 duo) but i still need to move a lot of stuff.
Re: [Coding] Smooth fluids
Posted: Tue Jan 23, 2018 10:50 am
by m8f
Hi.
This is smooth fluids mod for Back to Saturn X (E1 and E2). Mod contains no new graphics, only code.
BTSX fluids are now smooth, but I don't like their appearance, I just applied original smooth fluids concept to BTSX graphics. I could try to improve animations if I knew how to do it.
Re: [Coding] Smooth fluids
Posted: Mon Jan 27, 2020 3:36 pm
by EmperorGrieferus
I've played Doom 64 Ex.
Now I'm very inspired by its water effect.
How I can do this?
To explain, water textures are sliding in opposite directions perpendicular to each other.
Re: [Coding] Smooth fluids
Posted: Mon Jan 27, 2020 4:19 pm
by Rachael
That is hard to do in GZDoom, but it is great when you pull it off. There's two ways: overlaying the textures with the TEXTURES lump or using stacked sectors to fake it.
Re: [Coding] Smooth fluids
Posted: Tue Jan 28, 2020 7:46 am
by EmperorGrieferus
Rachael wrote:That is hard to do in GZDoom, but it is great when you pull it off. There's two ways: overlaying the textures with the TEXTURES lump or using stacked sectors to fake it.
Thank you.
Already did it.
Looks perfect.
Re: [Coding] Smooth fluids
Posted: Tue Jan 28, 2020 8:45 am
by EmperorGrieferus
Rachael wrote:That is hard to do in GZDoom, but it is great when you pull it off. There's two ways: overlaying the textures with the TEXTURES lump or using stacked sectors to fake it.
https://drive.google.com/open?id=1_uczh ... 0vBz7-7UH5
This is mod where I added fluids.