IIRC Graf was working on this at one point, but the approach he took was too performance-intensive. Might be something to look at again.Nash wrote:The lights still "bleed through" surfaces... I don't think anything can be done about that, short of a fully shadow-mapped renderer. The bleeding happens even in modern games too, when the area behind a surface is missing shadows for some (glitch) reason (I'm pretty sure I see it everywhere in Fallout 4)
The WIP Thread
- NeuralStunner
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Re: The WIP Thread
Re: The WIP Thread
that SSAO is a beaut
GZDoom sure has gone places in lately
and just going to keep going by the looks of it
GZDoom sure has gone places in lately
and just going to keep going by the looks of it
- Tapwave
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Re: The WIP Thread
Normalmaps when? I can't wait for that SSAO and specular lighting to be integrated in a GZ branch.
- Marisa the Magician
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Re: The WIP Thread
I'd take volumetric shadows over shadow mapping anytime, though.NeuralStunner wrote:IIRC Graf was working on this at one point, but the approach he took was too performance-intensive. Might be something to look at again.Nash wrote:The lights still "bleed through" surfaces... I don't think anything can be done about that, short of a fully shadow-mapped renderer. The bleeding happens even in modern games too, when the area behind a surface is missing shadows for some (glitch) reason (I'm pretty sure I see it everywhere in Fallout 4)
Re: The WIP Thread
It musta been someone else then. You did a swell job modding that pipe thing into two different weapons though. All I ever did was hack off the mace part.Skelegant wrote: I don't recall asking anyone for splatterhouse resources, but I do remember your splat3d game that was one of the inspirations behind my mod. I'll send you what I've got so far to have a mess around with.
It's interesting that we're both making Doom mods of the same source material, but taking opposite approaches. You're taking Doom and giving it Splatterhouse gameplay, while I'm taking Splatterhouse and giving it Doom gameplay.
- Zanieon
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Re: The WIP Thread
Interesting, i also think that it is somewhat easier to implement Stencil Shadows than Shadow mapping, exactly because stencil ones doesn't require baking and i remember Edward850 saying that a baking pass in complex-geometry maps would take forever to compile, but since stencil skips this part all what we have to care is about their shadow casting which is better leave off for default and enable via GLDEFs or in the dynlight actor to use in the maps.MarisaKirisame wrote:I'd take volumetric shadows over shadow mapping anytime, though.
Re: The WIP Thread
In this case, I only meant that the angle of the surface being hit is taken into account. In the old light calculations the only thing that mattered was how far away you are from the sun, not if you're at Earth's equator or at the poles.NeuralStunner wrote:I'm guessing that by "physically correct" you mean it's line-clipped, which is one thing always keeping me from using lights.
I have been thinking about ways to clip the lights, but it is a bit tricky. There are too many of them to use shadow maps (unless only select lights are picked as shadow casters). I'm playing with the idea to use a compute shader doing ray tests in 2D, but this is highly theoretical at this stage.
Adding such a slider shouldn't be very hard, but, if you do find someone with good light taste, you'll be over-saturating his mod.NeuralStunner wrote:And since it's worth mentioning: The other reason is that everyone and their grandmother uses pure-colored lights. Would love to have a light saturation slider that I can turn down until it doesn't look ridiculous.
- InsanityBringer
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Re: The WIP Thread
does this mean gzdoom tracks surface normals now?dpJudas wrote:In this case, I only meant that the angle of the surface being hit is taken into account. In the old light calculations the only thing that mattered was how far away you are from the sun, not if you're at Earth's equator or at the poles.
if so I think I'm in love with this
Re: The WIP Thread
Yes, and no. It calculates the actual face normal and uses it for the light calculations. But it does not use the smoothing group normal (the normal stored in MD5 files and such). I think Graf is planning adding this soon - I'm not so familiar with that part of the codebase yet to really say how much work it requires.InsanityBringer wrote:does this mean gzdoom tracks surface normals now?
- enderkevin13
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Re: The WIP Thread
Quick question, how do I create a stair build thing? I wanna make it where when you press a switch, these stairs build up.
- InsanityBringer
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Re: The WIP Thread
the old tutorials are surprisingly useful here, at least for zdoom mapping.enderkevin13 wrote:Quick question, how do I create a stair build thing? I wanna make it where when you press a switch, these stairs build up.
you know I've not seen a tutorial anywhere except the old Doom Builder 1 docs about building vanilla style stairs
Calculated normals are better than no normals <3dpJudas wrote:Yes, and no. It calculates the actual face normal and uses it for the light calculations. But it does not use the smoothing group normal (the normal stored in MD5 files and such). I think Graf is planning adding this soon - I'm not so familiar with that part of the codebase yet to really say how much work it requires.
- enderkevin13
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Re: The WIP Thread
Alright, thanks for the tip.
Anyways, I made some progress on the outside. Thoughts?
Anyways, I made some progress on the outside. Thoughts?
The WIP Thread
Wasteland News!
Hey guys if someone could help me with ACS for the core features that could be very helpfull!
Hey guys if someone could help me with ACS for the core features that could be very helpfull!
Spoiler:
- Captain J
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Re: The WIP Thread
The papers. Much threatening and silence than tumbleweeds! Anyway keep it going!
Re: The WIP Thread
That's how it is in the Creation Engine (Skyrim/Fallout 4) ... lights placed in the level can be marked to be a shadow caster, but only 4 (or was it 8) shadow casters can be visible at any one "time". I'm not sure what exactly "time" is (1 scene? 1 room? 1 'portal'?) but I remember the devs mentioning this in their Creation Kit tutorial videos. :)dpJudas wrote: (unless only select lights are picked as shadow casters)