The WIP Thread

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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

Since I haven't shared anything here in a while: New Heretex samples!

Image
Most of these are not Heretic recolors. Only one of them doesn't come from a Raven title. (The metal is actually an edit with some subtle surface detail.)

Here's the first sample collage, BTW:
Spoiler:
It should go without saying, but these aren't up for using yet.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

They looks faithful to the Heretic Palette, however! Could be useful for custom hexen maps, too.
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Dr_Cosmobyte
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Re: The WIP Thread

Post by Dr_Cosmobyte »



The new Factotum HUD. Courtesy of YukesVonFaust works for Aracnocide that were edited by yours truly.
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Trusty McLegit
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Re: The WIP Thread

Post by Trusty McLegit »

That HUD looks great! It'd look even better in 16:9 :wink:
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Also looks military mod-esq. Gotta love it!
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Re: The WIP Thread

Post by PlayerLin »

I'm surprised the Parasite Eve 2's HUD/window skins just working so well with DooM mod, cool. :P
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Re: The WIP Thread

Post by Marisa the Magician »

I suppose it doesn't use fullscreen offsets, right?
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Lex Safonov
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Re: The WIP Thread

Post by Lex Safonov »

New Witchaven screens)
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Pixel Eater
 
 
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Re: The WIP Thread

Post by Pixel Eater »

Smile!.jpg
Does anyone else see the smiley face? :lol:
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Dr_Cosmobyte
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Re: The WIP Thread

Post by Dr_Cosmobyte »

Marisa Kirisame wrote:I suppose it doesn't use fullscreen offsets, right?
Nope. "statusbar fullscreen, forcescaled".
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

NeuralStunner wrote:Since I haven't shared anything here in a while: New Heretex samples!
Nice!
Pixel Eater wrote:
Smile!.jpg
These keep looking better and better! Is there any way to get these implemented in a better way, natively though? Don't get me wrong, while the chroma keying technique is indeed super clever, it has its share of problems and visual glitches as you've already discovered, heavily dependent on what user post proc settings are enabled or disabled... I'd really like this to be implemented as a native material shader, without chroma key hacking.
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Pixel Eater
 
 
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Re: The WIP Thread

Post by Pixel Eater »

Nash wrote:Is there any way to get these implemented in a better way, natively though?
Off the top of my head I could also get it to work if the engine could render the pre-fuzzed sprites only to a sample texture. In that texture, the scene would need to be black and the sprites white to be easily read by the post processing shader.
Another option that might work is to send the full colour scene, minus the pre-fuzzed sprites, to another sample texture and fetch it with a multiple-sprite defined shader. I'm not as well versed with those though so there might be a pitfall I'm missing there.
Regretfully I don't have the programming experience to modify GZDoom myself to generate sample textures so I'd need someone to volunteer their expertise and then have the developers sign off on it. If there is another way out there though I would like to hear it!
Nash wrote:I'd really like this to be implemented as a native material shader, without chroma key hacking.
I absolutely agree, I'd rather not use chroma-keying either unless it's for experimentation.
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Re: The WIP Thread

Post by Darsycho »

Spoiler:
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Ghost Prototype
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Re: The WIP Thread

Post by Ghost Prototype »

Another short gameplay clip. I'm growing fond of the revolver :mrgreen:
Spoiler:
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TheNightATK300
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Re: The WIP Thread

Post by TheNightATK300 »

Daaaang, those animations on dem guns!
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