Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Sergeant_Mark_IV
Posts: 812 Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Post
by Sergeant_Mark_IV » Thu Nov 15, 2012 2:36 pm
This is the best I found so far. Adds the bloom without making everything look blue or green.
Code: Select all
[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1
[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=1
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1
Messing around with textures:
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ibm5155
Posts: 1268 Joined: Wed Jul 20, 2011 4:24 pm
Post
by ibm5155 » Thu Nov 15, 2012 4:19 pm
I want to test it but i got this =/
(intel hd 3000 gpu using mark configs)
EDIT:gzdoom works nice, only on zandronum it´s strange (also i got a crash after it works)
Sergeant_Mark_IV
Posts: 812 Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Post
by Sergeant_Mark_IV » Thu Nov 15, 2012 4:43 pm
@ibm, Try this
[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1
ibm5155
Posts: 1268 Joined: Wed Jul 20, 2011 4:24 pm
Post
by ibm5155 » Thu Nov 15, 2012 5:22 pm
It works \o/ thanks Sergeant_Mark_IV
Blox
Posts: 3728 Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo
Post
by Blox » Thu Nov 15, 2012 6:42 pm
Code: Select all
[Generic]
Anisotropy=0
Multisample=0
MultisampleHint=0
Bloom=1
BloomSteps=128
BloomDarken=7
BloomScale=0.707
SSAO=1
SSAOScale=1.0
SSAOMinZ=0
SSAOMaxZ=0.33
RenderFrame=2
Hue=0
Saturation=0
Lightness=0
Emboss=0
EmbossScale=0.666
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=30.0
Seems to look pretty good to me. The occlusion isn't particularly intrusive (but it's there), and the bloom is subtle too.
Overall pretty much as casual as you'll get.
Last edited by Blox on Thu Nov 15, 2012 7:04 pm, edited 1 time in total.
Medikritz
Posts: 5 Joined: Tue Mar 29, 2011 2:29 am
Location: Soviet Canuckistan
Post
by Medikritz » Thu Nov 15, 2012 6:46 pm
Blue Shadow
Posts: 5046 Joined: Sun Nov 14, 2010 12:59 am
Post
by Blue Shadow » Thu Nov 15, 2012 6:59 pm
Medikritz wrote: (Fear not, Software users, there's a way for you to have it too)
Even if there is, I won't be using it. Just like I don't use the texture filter feature in GZDoom. It just look out of place, for me.
Ravick
Posts: 2055 Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil
Post
by Ravick » Thu Nov 15, 2012 7:13 pm
Zombieguy
Posts: 1880 Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>
Post
by Zombieguy » Thu Nov 15, 2012 7:33 pm
This is awesome. =P
Jimmy
Posts: 4728 Joined: Mon Apr 10, 2006 1:49 pm
Preferred Pronouns: He/Him
Post
by Jimmy » Thu Nov 15, 2012 9:10 pm
I'm loading it up and just getting OHNONOTTHEBEES-O-Vision.
Sergeant_Mark_IV
Posts: 812 Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Post
by Sergeant_Mark_IV » Thu Nov 15, 2012 9:23 pm
You are having the same problem as ibm. You must disable the SSAO
SyntherAugustus
Posts: 973 Joined: Tue Jul 15, 2003 5:43 pm
Post
by SyntherAugustus » Thu Nov 15, 2012 9:52 pm
Are you using Beta Nvidia drivers? I reverted back to WHQL to get rid of that problem.
Nash
Posts: 17513 Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Post
by Nash » Thu Nov 15, 2012 10:34 pm
I'm messing around with the source and looking into including an alternate SSAO algorithm that would look more "correct". Hope to have something done by this evening.
Oh and I won't solve the "SSAO draws in front of everything" because that's just a lot of work that I haven't quite wrapped my head around to yet...
You know what would be interesting though? With the source available, I wonder how much work would it be to build these shaders right into GZDoom.exe itself, therefore bypassing the need for DLL hacks (and therefore create compatibility with Mac etc)...
ibm5155
Posts: 1268 Joined: Wed Jul 20, 2011 4:24 pm
Post
by ibm5155 » Fri Nov 16, 2012 8:31 am
here is only intel gpu driver
SSAO even with the strange thing on your face got some interesting results with look up and down and being on dark places...
EDIT:
VIDEO
And I thinking my map was cool xD
Nash
Posts: 17513 Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Post
by Nash » Fri Nov 16, 2012 5:48 pm
It compiles but it won't link the final DLL. What am I doing wrong?
Code: Select all
1>------ Build started: Project: QeffectsGL, Configuration: Release Win32 ------
1> qfx_hooks.cpp
1> qfx_library.cpp
1> qfx_log.cpp
1> qfx_opengl.cpp
1> qfx_renderer.cpp
1> qfx_settings.cpp
1> qfx_shader.cpp
1> Creating library D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.lib and object D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.exp
1> Generating code
1> Finished generating code
1> QeffectsGL.vcxproj -> D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.dll
1> The system cannot find the file specified.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command "copy D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.dll ..\QeffectsGL-bin\opengl32.dll
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd" exited with code 1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========