Billboarder (XY billboarding for missiles & more - UPDATED)

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Billboarder (XY billboarding for missiles & more - UPDATED)

Postby Nash » Mon Nov 19, 2018 4:56 pm



Billboarder is a simple, universal mod that makes missiles and some other effects-related Actors have XY billboarding. This is useful if you only want projectiles and effects to be XY billboarded, and not everything else in the world (monsters tend to look weird with globally forced XY billboarding, plus they gitch on 3D floors anyway).

I use this personally, figured some people might be interested, so here it is.

Suggestions and improvements welcome.

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Last edited by Nash on Wed Dec 01, 2021 11:53 am, edited 3 times in total.
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Re: Billboarder (XY billboard patch for missiles & more)

Postby sinaptica » Mon Nov 19, 2018 5:37 pm

I like the idea.
I've quickly tested and the only weird thing I've found is when shooting with the RL all the way up to the zenith, the sprite missile sometimes shows the frontal view. Also, when shooting looking up while strafing, the missile almost instantly changes to the lateral view.
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Re: Billboarder (XY billboard patch for missiles & more)

Postby Nash » Wed Dec 01, 2021 11:53 am

I've added more billboarded objects, covering Doom, Heretic, Hexen and Strife. Hopefully, I've got all of them, but if you have any suggestions on what else should be billboarded, feel free to post them.
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby Delfino Furioso » Sat Dec 25, 2021 6:40 am

great! this is like any other nash addon: you never knew what you were missing out about until nash point it out with yet another useful qol mid..

merry xmas!
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby Rachael » Sun Dec 26, 2021 7:10 pm

Real shame this one slipped under the radar. Yet another one of those things that should (at least optionally) be a part of GZDoom itself, in my opinion.
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby axredneck » Mon Dec 27, 2021 9:34 am

I tried to make similar thing but projectiles stopped leaving scorches on walls.
Edit: will it be good idea to apply this to cacodemons?
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby Nash » Fri Dec 31, 2021 4:08 am

Rachael wrote:Real shame this one slipped under the radar. Yet another one of those things that should (at least optionally) be a part of GZDoom itself, in my opinion.


I think the consensus was that there was no way to get this to work gracefully because we can't safely assume the actors when Dehacked is brought into the picture...
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby Enjay » Fri Dec 31, 2021 7:03 am

axredneck wrote:Edit: will it be good idea to apply this to cacodemons?

No. Forcing XY billboarding has some unwanted side effects. For example, an actor below a 3D floor will take its lighting information from the containing sector, not the light level below the 3D floor. It's fine with actors that are bright (like most projectiles) but it isn't suitable for most other actors.
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby axredneck » Sat Jan 01, 2022 8:06 am

Enjay wrote:For example, an actor below a 3D floor will take its lighting information from the containing sector, not the light level below the 3D floor.

Why does it happen? Is it a bug of GZDoom?
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby Toberone » Sat Jan 01, 2022 12:13 pm

I've always wanted this but never had the will or drive to actually make it, thank you for doing this
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Re: Billboarder (XY billboarding for missiles & more - UPDAT

Postby Enjay » Sat Jan 01, 2022 3:55 pm

axredneck wrote:Why does it happen? Is it a bug of GZDoom?

As I understand it, it is a limitation of hardware rendering in this situation.

However, it's a long time since I last came across it and it looks like my information is out of date. This does not seem to be a problem in OpenGL or Vulkan any more, but it is still there in OpenGLES.

OpenGLES


Vulkan


In both cases the cacodemon is in a dark room below a 3D floor and the only bright area is below the 3D floor, using the light level of the control sector.
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