[RELEASE] Fake Volumetric Lighting in Doom!

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Nash
 
 
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[RELEASE] Fake Volumetric Lighting in Doom!

Post by Nash »

This is a WAD I put together today that demonstrates how easy it is to achieve fake volumetric lighting by simply using additive lines.

It also demonstrates an important aspect of mapping aesthestics - high res textures and coloured fog - when used correctly - can greatly enhance the look of a map and make it have a polished, non-Doom look.

Also in the WAD is fake volumetric fog simulated using additive sprites.

You're free to do whatever you want with this WAD as there aren't any original artwork in it; everything came from somewhere and I've credited the sources accordingly in the text file. You also don't need to credit me if you use this trick in your own mods as this is simply meant to be an example WAD for other modders to learn from.

Enjoy! :)

Image Image Image

Click on thumbnails for high resolution shots!

Download volumefx.zip - 2.28 MB
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Firewolf
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Firewolf »

http://skulltag.com/forum/viewtopic.php ... 56&start=0

One step closer to figuring out how this was done.
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Nash
 
 
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Nash »

I am well aware of the so-called "HDR in Doom" mod. That project led me to create my example WAD. I wanted to demistify the whole thing and show others that it's really very, VERY easy to do and has in fact been possible for many years.

Random bit of information: The thing has been around as far back as 2004, maybe even more. http://zdoom.org/w/index.php?title=Tran ... oldid=1320
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Unknown_Assassin
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Unknown_Assassin »

The fog and the lighting really makes the screenshot realistic. :D
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Cutmanmike
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Cutmanmike »

If you need help with calculating where the player is looking/standing, hotwax will help you out (he's good at that sort of thing) ;)

But that would ruin multiplayer.
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Nash
 
 
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Nash »

I didn't want to include that stuff as I feel it was out of scope from the example I intended to demonstrate.

I have a script where I can simply place several "glare point" things around the map, and players that get in close proximity to them and look at them will be glared (by using a full-screen fade). It works in multiplayer, too.

But the script is a bit messy (it works by dynamically cycling object TIDs in real-time) and I don't feel like isolating the code out from my horror mod.
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Caz
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Caz »

You seem to have forgotten to credit where you and Cpt. Toenail learned this from.
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Nash
 
 
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Nash »

So does that mean in my future mods, I also have to credit every single person in the community who edited the ZDoom wiki because I learnt how to mod ZDoom from the wiki?

That's a hell of a lot of crediting to do!
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HotWax
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by HotWax »

Nash wrote:So does that mean in my future mods, I also have to credit every single person in the community who edited the ZDoom wiki because I learnt how to mod ZDoom from the wiki?

That's a hell of a lot of crediting to do!
Don't forget to credit all your language teachers and your mother and father for teaching you how to write. ;)
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Caz
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Caz »

Of course not, but it would be nice to show where you learned it from since this wad is only focusing on a fairly new concept. Not to mention you did need to use it as a base for learning.
Last edited by Caz on Thu Aug 14, 2008 4:30 pm, edited 1 time in total.
Tribeam
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Tribeam »

One creates effect,
another duplicates effect,
the other releases effect before the other mod is released in retaliation because people making the wad with this effect wont tell people how its done and that person will get praised for making volumetric lighting that he didn't figure out on his own...thats about all this [censored word] situation is about
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Nash
 
 
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Nash »

If this is about the WIP thread, then I'm sorry to break your bubble but I have been toying around with this silently way back when the HDR mod was just announced. Before the thread was even renamed.

Back then I didn't use the linedef method, I played around with stacking additive models (though I didn't think of making them shape like a cone back then).

I took a hard look at the screenshots in the ST forum and it DID cross my mind, "why not try linedefs instead", and this was WAY before you posted your stained glass shot.
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Caz
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Caz »

What's interesting is how you needed us to get the lighting effect working, but you failed miserably on the fog because you had no base. Nice to see your true colors though.
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bagheadspidey
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by bagheadspidey »

That screenshot looks pretty cool, but try running the map in zdoom... =/

...oops, inb4 after flamewar =(
Tribeam
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Tribeam »

Inb4 argument about who figured this effect out first
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