[Coding] Smooth fluids

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LossForWords
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Re: [Coding] Smooth fluids

Post by LossForWords »

I think these water animations are very "fluid".

sorry.
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Slax
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Re: [Coding] Smooth fluids

Post by Slax »

I'd like to make this compatible with BTSX. What do?
Replacing BTSX textures, maybe?


(WELL, I just read the BTSX posts. Man, I'm a dummy.)
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Armaetus
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Re: [Coding] Smooth fluids

Post by Armaetus »

This base work really should be uploaded over at /idgames/
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Rachael
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Re: [Coding] Smooth fluids

Post by Rachael »

I've never uploaded /idgames/ before - honestly never really needed to. So I have no idea what I would have to do, there, and I am not even sure it's worth the effort.
Gez
 
 
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Re: [Coding] Smooth fluids

Post by Gez »

It's basically a manual implementation of what ZDoomGL did, isn't it?
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4thcharacter
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Re: [Coding] Smooth fluids

Post by 4thcharacter »

GAA1992 wrote:Somehow this don't work for me :(

It starts flickering, like the animation doesn't finish, and starts over on a different position. Could it be my GZDoom?

Hi, I am having this similar problem as well when I tried it, on every versions that I have (which is the latest official build and the old but official build that was released along with the last ZDoom version, 1.9.1 I believe).
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drfrag
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Re: [Coding] Smooth fluids

Post by drfrag »

Same here, it's not smooth at all. I've used this to test and fix texture warp in ZDoom32 BTW (GL 1.9.1a). It's not smooth in GZDoom 2.4 either, i guess that's becouse my card doesn't support shaders and we're using software warping.
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Rachael
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Re: [Coding] Smooth fluids

Post by Rachael »

Yeah there is no way I can support this. This was never meant to be run on the legacy OpenGL path. :( Sorry.

What you can do is edit the ANIMDEFS for each texture and remove the WARP2 definitions. That will make the textures simply fade from one to the next, but I don't think it will look very good.
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Graf Zahl
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Re: [Coding] Smooth fluids

Post by Graf Zahl »

drfrag wrote:i guess that's becouse my card doesn't support shaders and we're using software warping.
I guess that's a clear sign of the graphics hardware telling you "upgrade me, please!" :mrgreen:

Joking aside, it's inevitable that users of such old hardware will increasingly lose out on newly developed effects.
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drfrag
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Re: [Coding] Smooth fluids

Post by drfrag »

A radeon hd 4670 and win 8.1 are waiting on another computer (core2 duo) but i still need to move a lot of stuff.
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m8f
 
 
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Re: [Coding] Smooth fluids

Post by m8f »

Hi. This is smooth fluids mod for Back to Saturn X (E1 and E2). Mod contains no new graphics, only code.

BTSX fluids are now smooth, but I don't like their appearance, I just applied original smooth fluids concept to BTSX graphics. I could try to improve animations if I knew how to do it.
EmperorGrieferus
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Re: [Coding] Smooth fluids

Post by EmperorGrieferus »

I've played Doom 64 Ex.
Now I'm very inspired by its water effect.
How I can do this?
To explain, water textures are sliding in opposite directions perpendicular to each other.
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Rachael
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Re: [Coding] Smooth fluids

Post by Rachael »

That is hard to do in GZDoom, but it is great when you pull it off. There's two ways: overlaying the textures with the TEXTURES lump or using stacked sectors to fake it.
EmperorGrieferus
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Re: [Coding] Smooth fluids

Post by EmperorGrieferus »

Rachael wrote:That is hard to do in GZDoom, but it is great when you pull it off. There's two ways: overlaying the textures with the TEXTURES lump or using stacked sectors to fake it.
Thank you.
Already did it.
Looks perfect.
EmperorGrieferus
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Re: [Coding] Smooth fluids

Post by EmperorGrieferus »

Rachael wrote:That is hard to do in GZDoom, but it is great when you pull it off. There's two ways: overlaying the textures with the TEXTURES lump or using stacked sectors to fake it.
https://drive.google.com/open?id=1_uczh ... 0vBz7-7UH5
This is mod where I added fluids.
Last edited by EmperorGrieferus on Tue Jan 28, 2020 12:59 pm, edited 1 time in total.
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