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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 2:36 pm
by Sergeant_Mark_IV
This is the best I found so far. Adds the bloom without making everything look blue or green.

Code: Select all

[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1



[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=1
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1

Messing around with textures:

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 4:19 pm
by ibm5155
Image
I want to test it but i got this =/
(intel hd 3000 gpu using mark configs)

EDIT:gzdoom works nice, only on zandronum it´s strange (also i got a crash after it works)

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 4:43 pm
by Sergeant_Mark_IV
@ibm, Try this

[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 5:22 pm
by ibm5155
It works \o/ thanks Sergeant_Mark_IV

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 6:42 pm
by Blox

Code: Select all

[Generic]
Anisotropy=0
Multisample=0
MultisampleHint=0
Bloom=1
BloomSteps=128
BloomDarken=7
BloomScale=0.707
SSAO=1
SSAOScale=1.0
SSAOMinZ=0
SSAOMaxZ=0.33
RenderFrame=2
Hue=0
Saturation=0
Lightness=0
Emboss=0
EmbossScale=0.666
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=30.0
Seems to look pretty good to me. The occlusion isn't particularly intrusive (but it's there), and the bloom is subtle too.
Overall pretty much as casual as you'll get.

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 6:46 pm
by Medikritz
I've got the weirdest feeling that I've seen something like this before.
Spoiler:

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 6:59 pm
by Blue Shadow
Medikritz wrote:(Fear not, Software users, there's a way for you to have it too)
Even if there is, I won't be using it. Just like I don't use the texture filter feature in GZDoom. It just look out of place, for me.

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 7:13 pm
by Ravick
Is there (or could be done in the future) a way to change this configs in-game? I mean, during the game?

It would be awesome to make "hallucinations" a la F.E.A.R. 2 *-*
Spoiler:

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 7:33 pm
by Zombieguy
This is awesome. =P

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 9:10 pm
by Jimmy
I'm loading it up and just getting OHNONOTTHEBEES-O-Vision.

Image

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 9:23 pm
by Sergeant_Mark_IV
You are having the same problem as ibm. You must disable the SSAO

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 9:52 pm
by SyntherAugustus
Are you using Beta Nvidia drivers? I reverted back to WHQL to get rid of that problem.

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 10:34 pm
by Nash
I'm messing around with the source and looking into including an alternate SSAO algorithm that would look more "correct". Hope to have something done by this evening.

Oh and I won't solve the "SSAO draws in front of everything" because that's just a lot of work that I haven't quite wrapped my head around to yet...

You know what would be interesting though? With the source available, I wonder how much work would it be to build these shaders right into GZDoom.exe itself, therefore bypassing the need for DLL hacks (and therefore create compatibility with Mac etc)...

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Fri Nov 16, 2012 8:31 am
by ibm5155
here is only intel gpu driver :p
SSAO even with the strange thing on your face got some interesting results with look up and down and being on dark places...

EDIT:
And I thinking my map was cool xD

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Fri Nov 16, 2012 5:48 pm
by Nash
It compiles but it won't link the final DLL. What am I doing wrong?

Code: Select all

1>------ Build started: Project: QeffectsGL, Configuration: Release Win32 ------
1>  qfx_hooks.cpp
1>  qfx_library.cpp
1>  qfx_log.cpp
1>  qfx_opengl.cpp
1>  qfx_renderer.cpp
1>  qfx_settings.cpp
1>  qfx_shader.cpp
1>     Creating library D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.lib and object D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.exp
1>  Generating code
1>  Finished generating code
1>  QeffectsGL.vcxproj -> D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.dll
1>  The system cannot find the file specified.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command "copy D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.dll ..\QeffectsGL-bin\opengl32.dll
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd" exited with code 1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========