Massive GZDoom decal perversion aka portal gun

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Massive GZDoom decal perversion aka portal gun

Postby ZZYZX » Wed Jul 13, 2016 11:31 pm

subj.


http://www.mediafire.com/download/8y0j9 ... talgun.pk3

It's overall unfinished and probably wont be finished hence posted here and not in projects.
Whoever wants it can steal and use it.

Also it works in software, but would require two different sets of decals (flipy for GZDoom, and without flipy for software).
There's as well something really weird going on with FOV in software.
Also the player's sprite doesn't get rendered for whatever reason, even with enabled chasecam.

Also important thing. I haven't tried, but it might be possible to use cameratexture as a material for a model. At least IIRC models use the same texture subsystem as every other graphic in the game except sprites.
This way you could make the portal round and also put portals on floors/ceilings. I can't verify nor try this because I'm so shit at modelling that I can't even do a simple triangle fan aka oval.

I tried and it DOES NOT work. RIP proper portals.
Last edited by ZZYZX on Fri Jul 15, 2016 3:25 pm, edited 7 times in total.
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Re: Massive GZDoom decal perversion aka portal gun

Postby Nash » Thu Jul 14, 2016 12:13 am

And the hack of the century award goes to...

[PS song name?]
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Re: Massive GZDoom decal perversion aka portal gun

Postby ZZYZX » Thu Jul 14, 2016 12:39 am

The song doesn't have a meaningful name where I found it.
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Re: Massive GZDoom decal perversion aka portal gun

Postby Tormentor667 » Thu Jul 14, 2016 3:38 am

This is ...the fuck O_o?!
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Re: Massive GZDoom decal perversion aka portal gun

Postby wolfboyft » Thu Jul 14, 2016 7:44 am

Very impressive! Now all we need is floor decals :D
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Re: Massive GZDoom decal perversion aka portal gun

Postby Tormentor667 » Thu Jul 14, 2016 8:27 am

One question: Are the portals calculated realtime?
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Re: Massive GZDoom decal perversion aka portal gun

Postby ZZYZX » Thu Jul 14, 2016 8:34 am

Yup. But the player's sprite isn't rendered so it isn't noticeable. I blame Graf.
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Re: Massive GZDoom decal perversion aka portal gun

Postby Kinsie » Thu Jul 14, 2016 10:30 am

ZZYZX wrote:Yup. But the player's sprite isn't rendered so it isn't noticeable. I blame Graf.
Works fine here using the latest GZDoom devbuild.

Image
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Re: Massive GZDoom decal perversion aka portal gun

Postby Tormentor667 » Thu Jul 14, 2016 10:32 am

Dafuq, don't tell Cutmanmake... didnt he make the portal mapset?
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Re: Massive GZDoom decal perversion aka portal gun

Postby Cutmanmike » Thu Jul 14, 2016 10:53 am

Tormentor667 wrote:Dafuq, don't tell Cutmanmake... didnt he make the portal mapset?


I made a portal mod but it had very little to do with the real Portal... or portals in general (it was more of a teleporter gun). It's also very dated. You would be better off making some new maps instead of using mine.

I remember asking for cameratextures on decals a long long time ago to try and achieve portals like this too but I didn't think it ever came about.
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Re: Massive GZDoom decal perversion aka portal gun

Postby Graf Zahl » Thu Jul 14, 2016 11:31 am

ZZYZX wrote:I blame Graf.


I blame the incredibly bad camera interpolation code which was a complete nightmare to adjust for portals. Have some fun looking at the shit I had to do in there in order to make it work.
Of course this particular problem has been fixed for a few revisions already.
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Re: Massive GZDoom decal perversion aka portal gun

Postby ZZYZX » Thu Jul 14, 2016 11:41 am

Fixed the portals a bit so that the odd bug at video's 0:58 is gone (player now always gets teleported in the right direction).
Also fixed software in my mod. But not like it looks good there:
Spoiler:

Both the FOV (which apparently assumes the texture is always square, instead of using actual proportions) and the particle projection are horribly broken in the current dev build of GZ (1814). The player's sprite rendering in OGL indeed got fixed though :P
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Re: Massive GZDoom decal perversion aka portal gun

Postby Graf Zahl » Thu Jul 14, 2016 12:10 pm

ZZYZX wrote:Both the FOV (which apparently assumes the texture is always square, instead of using actual proportions) and the particle projection are horribly broken in the current dev build of GZ (1814).



In that case, please post a bug report, along with a demo WAD so it can be fixed when I find some time to work on the code. Otherwise it will most likely fall through the cracks.
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Re: Massive GZDoom decal perversion aka portal gun

Postby NGX » Fri Jul 15, 2016 11:52 am

Too cool! I should be using this for a map I have planned; "Lost in Space" :)

Kudos!!!!!!!!
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