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Re: [Coding] Smooth fluids

Posted: Tue Jan 28, 2020 8:56 am
by Rachael
That link got cut off. It wasn't copy-pasted properly.

Re: [Coding] Smooth fluids

Posted: Tue Jan 28, 2020 12:59 pm
by EmperorGrieferus
Rachael wrote:That link got cut off. It wasn't copy-pasted properly.
Sorry, my mistake.

Re: [Coding] Smooth fluids

Posted: Thu Jan 30, 2020 4:30 pm
by EmperorGrieferus
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?

Re: [Coding] Smooth fluids

Posted: Thu Jan 30, 2020 5:12 pm
by Rachael
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 :(

Re: [Coding] Smooth fluids

Posted: Thu Jan 30, 2020 5:36 pm
by EmperorGrieferus
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.

Re: [Coding] Smooth fluids

Posted: Mon Mar 09, 2020 5:13 am
by Lagi
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?


Re: [Coding] Smooth fluids

Posted: Mon Mar 09, 2020 6:10 am
by Rachael
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.

Re: [Coding] Smooth fluids

Posted: Thu Mar 26, 2020 1:50 am
by Lagi
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

Re: [Coding] Smooth fluids

Posted: Mon May 18, 2020 10:17 pm
by Kazudra
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.

Re: [Coding] Smooth fluids

Posted: Tue May 19, 2020 12:56 am
by Lagi
what you mean?

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

Re: [Coding] Smooth fluids

Posted: Fri Jan 12, 2024 9:24 am
by NotTheTime
Fluids in newer versions of gzdoom are flashing, is there a solution?