Shader and Decal Issues!

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gorror.vilm
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Shader and Decal Issues!

Post by gorror.vilm »

First of all, I absolutely love doom and zdoom - been modding for years on and off. I'm taking some time to mod in GZDoom again - I mean with all the nifty features and all. I do have the latest official releases as well as the svn's of both zdoom and gzdoom! On we go...
(1) Shaders...have never got them to work! Basically, I took a look in the gzdoom.pk3 and mimicked what I saw with my own custom stuff, but GZDoom crashes with an error - can't remember exactly. Not important anyhow...I just want to know how to actually use them (and brightmaps if you could oblige) in my mod? (I understand what I read in the wiki and the shader documentation - just not sure how to actually implement them)

(2) The default blood splats (pc term is decals) are something that really needs to be replaced for my mod...I did follow a tutorial on that as well, but no luck. GZDoom didn't crash - it just didn't use my splats.

The reason I ask is because I'm working a mod that takes place in a sort-of-hospital and I am going for some over the top gore effects, as well as some lighting/shader tricks that would make my mod rock! I'm working on a couple weapons right now...a scalpel (could this use a shader? for the knife part?) and a bone saw (my significant other's idea - she really is sweet!)! maybe I'll post some screens when I get done with them!

Sorry to ramble...any help would be greatly appreciated! (_)3
Last edited by gorror.vilm on Tue Nov 11, 2008 5:59 pm, edited 1 time in total.
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Enjay
 
 
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Re: Shaders and Splats?

Post by Enjay »

Looking at the blood splats in the file linked to by Nash in this thread may help you:

http://forum.zdoom.org/viewtopic.php?f= ... 1&p=344162

Not sure about the shaders... I *think* that maybe they are not end-user editable (yet).
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gorror.vilm
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Re: Shader and Decal Issues!

Post by gorror.vilm »

I don't understand about the shaders being uneditable...I mean...I do. Am I able to assign custom shader materials to be assigned to a texture for shine effects and things like that? I did play a wad a while back called "timmie.wad" (can't find it on my hd or net, though) and it appeared he used a shader for some trim on the doorways, but I cannot recall how it was done.
...btw,enjay, I did look for your burghead mod, but ...it's not ready for download yet!?
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Enjay
 
 
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Re: Shader and Decal Issues!

Post by Enjay »

gorror.vilm wrote:I don't understand about the shaders being uneditable...I mean...I do. Am I able to assign custom shader materials to be assigned to a texture for shine effects and things like that?
I thought you maybe meant defining your own shaders from scratch. What kind of things are you specifically trying to do? If it's glowing flats, that's an incomplete feature. It doesn't work properly the the glowing flat borders an area with sloped floors.
gorror.vilm wrote:I did play a wad a while back called "timmie.wad" (can't find it on my hd or net, though) and it appeared he used a shader for some trim on the doorways, but I cannot recall how it was done.
If it's called timmie.wad, then chances are it was by a guy called timmie (Tim Stump) who made his own (never completed) OpenGL Zdoom port (ZdoomGL). It had some features that aren't in GZdoom. My guess is that this file may have been for his port, not GZdoom.
...btw,enjay, I did look for your burghead mod, but ...it's not ready for download yet!?
Oh yes it is. ;)
http://www.doomworld.com/idgames/index.php?id=15457
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gorror.vilm
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Re: Shader and Decal Issues!

Post by gorror.vilm »

I apologize for the misunderstanding...
Yes, I was wondering if I could define my own shaders from scratch. For example, I have a white wall with a metal trim running along the bottom...In plain english is it possible to make a psuedo-reflection or some kind of environment map on the metal trim? (I could imitate this effect in photoshop, but I wanted something less static.) I'm probably referring to enviroment maps or shine maps, but I think this is possible with a shader?
Yes...That was a wad for zdoomgl...I forgot about that!
Thanks for the link...I'll be checking this bad boy out tonight!!!
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gorror.vilm
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Re: Shader and Decal Issues!

Post by gorror.vilm »

Sorry I don't have any pics or anything...all my cool "DOOM" stuff is on my computer at home! ugh.
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Re: Shader and Decal Issues!

Post by XutaWoo »

With 3D floors, maybe.
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Graf Zahl
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Re: Shader and Decal Issues!

Post by Graf Zahl »

Enjay wrote:
gorror.vilm wrote:I don't understand about the shaders being uneditable...I mean...I do. Am I able to assign custom shader materials to be assigned to a texture for shine effects and things like that?
I thought you maybe meant defining your own shaders from scratch. What kind of things are you specifically trying to do? If it's glowing flats, that's an incomplete feature. It doesn't work properly the the glowing flat borders an area with sloped floors.

That code no longer exists. In the latest versions I replaced it with a new shader-only implementation that can handle slopes properly. (Sorry to those who can't use shaders - but the feature was too broken to keep it in its old version.)
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Re: Shader and Decal Issues!

Post by Enjay »

Graf Zahl wrote:That code no longer exists. In the latest versions I replaced it with a new shader-only implementation that can handle slopes properly.
So it's possible to set up glowing flats and have them work now? Very cool. I hadn't spotted that change. Is the format still the same from an editing perspective?

BTW, anyone else having difficulty accessing mancubus.net for the SVN repository? I haven't been able to get on since some time yesterday.
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Graf Zahl
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Re: Shader and Decal Issues!

Post by Graf Zahl »

Enjay wrote:
Graf Zahl wrote:That code no longer exists. In the latest versions I replaced it with a new shader-only implementation that can handle slopes properly.
So it's possible to set up glowing flats and have them work now? Very cool. I hadn't spotted that change. Is the format still the same from an editing perspective?

Yes, everything else has stayed the same. I only changed the implementation.
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Re: Shader and Decal Issues!

Post by Enjay »

I'm having difficulty getting it working with r228:

Code: Select all

map map01 "Test"
sky1 sky2 0.0
music D_ROMERO
cluster 1
GLOWDEFS "glowdefs"
next map01

Code: Select all

Script error, "looper.zip:mapinfo.txt" line 5:
Unknown keyword 'GLOWDEFS'
I've also tried defaultmap and got the same Unknown keyword 'GLOWDEFS' error. I tried searching through the source but couldn't find a reference to it.
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Re: Shader and Decal Issues!

Post by Gez »

Enjay wrote:BTW, anyone else having difficulty accessing mancubus.net for the SVN repository? I haven't been able to get on since some time yesterday.
Apparently, Mancubus.net is down.
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Graf Zahl
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Re: Shader and Decal Issues!

Post by Graf Zahl »

Enjay wrote:I'm having difficulty getting it working with r228:

Code: Select all

map map01 "Test"
sky1 sky2 0.0
music D_ROMERO
cluster 1
GLOWDEFS "glowdefs"
next map01

Code: Select all

Script error, "looper.zip:mapinfo.txt" line 5:
Unknown keyword 'GLOWDEFS'
I've also tried defaultmap and got the same Unknown keyword 'GLOWDEFS' error. I tried searching through the source but couldn't find a reference to it.

The 'glowdefs' keyword has been gone for ages. Glows are defined in GLDEFS now. Here's an example:

Code: Select all

Glow
{
	Flats
	{
		LAVA1 
		LAVA2 
		LAVA3 
		LAVA4 
		NUKAGE1 
		NUKAGE2 
		NUKAGE3
	    FWATER1 
	    FWATER2 
	    FWATER3 
	    FWATER4
		BLOOD1 
		BLOOD2 
		BLOOD3
		RROCK05
		RROCK06
		RROCK07
		RROCK08
	}
	
	Walls
	{
		FIREBLU1 
		FIREBLU2 
		FIRELAVA 
		FIRELAV2 
		FIRELAV3 
		FIREMAG1
	    FIREMAG2 
	    FIREMAG3 
	    FIREWALL 
	    FIREWALA 
	    FIREWALB
	}
}
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Enjay
 
 
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Re: Shader and Decal Issues!

Post by Enjay »

Ah, thank you very much. I'll try that when I get home. I didn't realise that glowdefs had gone because I stopped using the feature when it didn't work with slopes. However, I had a small test wad set up that I hung on to and I was just trying that last night. Looking through the code, I thought it may have transferred to GLDEFS but I couldn't figure out how to do it.

I notice that flats and walls are defined differently. If I place a glow-defined flat on a wall will it glow or will I have to define it as a wall too? (I can see advantages to it working both ways.)

Not that it bothers me, but I take it that it is now a global feature and can't be used on a map-by-map basis anymore?
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Re: Shader and Decal Issues!

Post by Skippy »

On the subject of glows in GLDEFS: since no parameters can be passed for the actual glow colour (AFAIK), how is it calculated? Is it some kind of average of the colours in the texture used? And before I go posting a GZDoom feature suggestion, is there any way in which colour and intensity parameters (and perhaps even the other GZDoom dynamic light variants, like flicker and phase) could be added to the glow definition? 8-)
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