The WIP Thread

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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

Just poll the "look" values from GetPlayerInput.. on the X axis, negative means looking left while positive means looking right. Likewise for looking up and down, though I may need to make adjustments based on a player's invert mouselook setting. Using that data I can smoothly offset the gun sprite with SetActorProperty... though being ACS-based, this will lock the effect to 35 FPS. But I don't plan to offset the gun that much so I guess it isn't noticable.

I could also do it in the source but I prefer to get it done on a scripting level so it's easily changable.

Strafe tilting is just a matter of checking for the move left and move right keys and then tilting the player by changing his "roll" property.

EDIT: and not to forget an option to turn the effect off because I know there are people out there who think this is stupid. :P
Last edited by Nash on Fri Jul 27, 2012 6:13 am, edited 1 time in total.
Zombieguy
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Zombieguy »

So, ACS based huh? Yeah, ACS makes my head explode... I've also got to learn more DECORATE functions.
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Ryan Cordell
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Ryan Cordell »

I implemented just about the same idea Nash had for my own mod, but the gun keeps stuttering to go back into position X, whereas BLiGHT at least doesn't do that constantly.
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CruX
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by CruX »

Gez wrote:Second story screen, "friends" is misspelled as "freinds". ;)
I should've probably had somebody proofread that before posting it. "friends" has always been one of those bugaboo words for me :lol: Either way, it's an easy fix so I'll probably repost it today.
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NeuralStunner
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by NeuralStunner »

Nash wrote:Using that data I can smoothly offset the gun sprite with SetActorProperty... though being ACS-based, this will lock the effect to 35 FPS.
As far as I can tell, gun bobbing is already 35 FPS. At least, when turing on the FPS cap I don't see a difference.
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

Image

A poor man's really cheap attempt at simulating ambient occlusion in GZDoom, using UDMF lighting. :'( :'( :'(

(I want AO in GZDoom so bad...)
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Mr.Rocket
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Mr.Rocket »

Hey that looks really nice Nash!
I hear that, I wish we could have normalmap support as well, can always wish.
Still pretty happy with what there is though!

Nice simulation. ;)
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

omg OMG OMG I JUST FOUND OUT HOW TO GET .MD3S IN GZDOOM TO HAVE SMOOTH ALPHA BLENDING

Image

With this, I can create placable "AO Tiles" to fake the AO without complex sector cutting. OMG I'M SO EXCITED

This only works with solid colours though... I don't think this will work with things like textured blood splats.

EDI:T

Image

IT WORKS FOR BLOOD SPLAT S TOO OMG I THINK I"M GONNA DIE
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Enjay
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Enjay »

So, what's the secret?
Zombieguy
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Zombieguy »

Oh crap. I think I might die too, just from the sight of that blood splat alone. Looking really nice, Nash.
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by leileilol »

I can imagine the alpha sorting being a bitch with two.
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

Enjay wrote:So, what's the secret?
Sorry for the late reply! After posting those screens, hours of frustration followed... since I couldn't compile the MD3 exporter for 3ds Max 2013, I was left struggling to figure out a working pipeline for 3ds Max 2013 -> GZDoom. I had so much trouble figuring out how to get a 1:1 conversion. After a lot of Googling and trial and error, The hours were spent figuring out the right checkboxes to tick. I have developed a comfortable pipeline... I still wish I had native export right out of Max but oh well.

3ds Max 2013 -> .OBJ export -> Import into Noesis -> export MD3 for GZDoom

A great thing is that 3ds Max 2013's units translate almost 1:1 into GZDoom... the only exception is height. So to model a 64 x64 x64 cube that fits perfectly in GZDoom, I'd have to model the cube taller by a factor of 1.2 in Max (so in Max, the cube has to be 64 x64 x76.8). Then before export, I'd have to rotate it by the Z axis -90 degrees, and finally in Noesis, I'd have to tick the "Flip UVs" option otherwise the mapping will look like shit in GZDoom.

Noesis is an awesome program BTW. You can convert to and from almost all popular game formats. It's free!

Anyway, I digress, LOL. The other reason I had to figure out all of these is so that I can put together an example file. And here it is:

http://forum.zdoom.org/viewtopic.php?f=37&t=33552
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MG_Man
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by MG_Man »

Can't you do the scaling and rotation in MODELDEFS?

EDIT: Nope, just scaling.
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

Actually you can, there are undocumented MODELDEF flags for angle offset, pitch offset, roll offset. But the whole point of the exercise is I'd like to maintain a clean 1:1 export without having to further mess with offsets in the GZDoom side.
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Enjay
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Enjay »

Nash wrote:Noesis is an awesome program BTW. You can convert to and from almost all popular game formats.
It does seem really good. Any idea if it can somehow combine 2 sets of data? Specifically, The ghoul model format used in Jedi Outcast has 2 components. There is the GLM which is the mesh and there is the GLA which is the skeleton animation. Noesis can load them both separately but I don't see an obvious way of combining them so that I can export an animated MD3. It probably isn't possible, but it would be nice if it was.

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