Billboarder (XY billboarding for missiles & more - UPDATED)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Billboarder (XY billboarding for missiles & more - UPDATED)
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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- Attachments
-
- Billboarder.pk3
- Updated - more objects billboarded for Doom, Heretic, Hexen and Strife
- (934 Bytes) Downloaded 364 times
Last edited by Nash on Thu Sep 01, 2022 6:06 am, edited 4 times in total.
Re: Billboarder (XY billboard patch for missiles & more)
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.
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.
Re: Billboarder (XY billboard patch for missiles & more)
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.
- Delfino Furioso
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Re: Billboarder (XY billboarding for missiles & more - UPDAT
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!
merry xmas!
Re: Billboarder (XY billboarding for missiles & more - UPDAT
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.
- axredneck
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Re: Billboarder (XY billboarding for missiles & more - UPDAT
I tried to make similar thing but projectiles stopped leaving scorches on walls.
Edit: will it be good idea to apply this to cacodemons?
Edit: will it be good idea to apply this to cacodemons?
Re: Billboarder (XY billboarding for missiles & more - UPDAT
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...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.
Re: Billboarder (XY billboarding for missiles & more - UPDAT
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.axredneck wrote:Edit: will it be good idea to apply this to cacodemons?
- axredneck
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Re: Billboarder (XY billboarding for missiles & more - UPDAT
Why does it happen? Is it a bug of GZDoom?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.
Re: Billboarder (XY billboarding for missiles & more - UPDAT
I've always wanted this but never had the will or drive to actually make it, thank you for doing this
Re: Billboarder (XY billboarding for missiles & more - UPDAT
As I understand it, it is a limitation of hardware rendering in this situation.axredneck wrote:Why does it happen? Is it a bug of GZDoom?
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.