[Coding] Smooth fluids

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Re: [Coding] Smooth fluids

Postby Rachael » Tue Jan 28, 2020 8:56 am

That link got cut off. It wasn't copy-pasted properly.
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Re: [Coding] Smooth fluids

Postby EmperorGrieferus » Tue Jan 28, 2020 12:59 pm

Rachael wrote:That link got cut off. It wasn't copy-pasted properly.

Sorry, my mistake.
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Re: [Coding] Smooth fluids

Postby EmperorGrieferus » Thu Jan 30, 2020 4:30 pm

Rachael wrote:That link got cut off. It wasn't copy-pasted properly.

I know, this is not the most suitable topic.
Is it possible to add wider sky textures separately for each IWAD in GZDoom 2.4.0?
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Re: [Coding] Smooth fluids

Postby Rachael » Thu Jan 30, 2020 5:12 pm

https://zdoom.org/wiki/Lump_filtering

If it doesn't work, then that version is just too old, and sorry I can't help you there :(
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Re: [Coding] Smooth fluids

Postby EmperorGrieferus » Thu Jan 30, 2020 5:36 pm

Rachael wrote:https://zdoom.org/wiki/Lump_filtering

If it doesn't work, then that version is just too old, and sorry I can't help you there :(

I mean, I have sky textures from Zagemod sized 1024 by 128 pixels.
They already filtered.

And then I realized that I had raised question incorrectly.
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Re: [Coding] Smooth fluids

Postby Lagi » Mon Mar 09, 2020 5:13 am

Hi, I would like to use smooth fluids with Neural textures for Heretic.

this two together produce bad effects on fluids (water,lava,magma..), although separate each of them are amazing.

could you please be willing to produce a tweak to the smooth fluids code to allow it work with Neural textures flats?

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Re: [Coding] Smooth fluids

Postby Rachael » Mon Mar 09, 2020 6:10 am

It's a bit crazy that GZDoom provides absolutely no way that this can be handled automatically.

I'll work on it when I have some extra time.
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Re: [Coding] Smooth fluids

Postby Lagi » Thu Mar 26, 2020 1:50 am

solution to have fluids with Neural Hi resoultion textures:

add in textures... files size of flats as per the size os Hi Res textures: f.ex. vanilla heretic FLTWAWA1 is 64x64, replacemnet HR texture is 224x224 => set flat size in Rachel files to 224,224.

and in brackets put XScale and Y scale in above case 3.5 [224/64 = 3.5]



Spoiler: texture.FLAT_Water
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Re: [Coding] Smooth fluids

Postby Kazudra » Mon May 18, 2020 10:17 pm

Lagi wrote:solution to have fluids with Neural Hi resoultion textures:

add in textures... files size of flats as per the size os Hi Res textures: f.ex. vanilla heretic FLTWAWA1 is 64x64, replacemnet HR texture is 224x224 => set flat size in Rachel files to 224,224.

and in brackets put XScale and Y scale in above case 3.5 [224/64 = 3.5]



Spoiler: texture.FLAT_Water



It's better to export those frames and place in a "Hires" folder; Smooth hires liquids will eat performance.
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Re: [Coding] Smooth fluids

Postby Lagi » Tue May 19, 2020 12:56 am

what you mean?

the hiRes water was[is] malfunctioning with Rachel liquid script.
if I use vanilla low frames, there is no issue.

Spoiler:
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