The WIP Thread

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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

Viscra Maelstrom wrote:i've still yet to complete Hexen over here.
I've only ever played it all the way through in coop. It's a much different experience, honestly. You get extra monsters, but there's some other interesting goodies thanks to coop-related script features!
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Re: The WIP Thread

Post by InsanityBringer »

a little known feature of gzdoom is that it supports custom shaders for textures. they're pretty limited but its possible to do some fun stuff with it.

as a quick little test I tried implementing unreal-like dithering in gzd. the effect works but the coords I've got for this cause the texture to appear offset to the top-left a little bit. I once created a set that kept it mostly centered, but the shader for that is on my other drive which I can't access at the moment. A while back I also tried doing those alpha-tested vector textures in gzd which worked well enough but you can't rely on users having linear filtering on (its a doom engine after all), though maybe you could manually implement bilinear filtering in the shader... hmm. they also didn't work on the HUD which kinda ruined it entirely

I have noticed some documentation errors on the wiki, I'll try to get what I can corrected soon.
Spoiler:
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jazzmaster9
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Re: The WIP Thread

Post by jazzmaster9 »

Working on this right now :)

Image
Image
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

InsanityBringer wrote:a little known feature of gzdoom is that it supports custom shaders for textures. they're pretty limited but its possible to do some fun stuff with it.

as a quick little test I tried implementing unreal-like dithering in gzd. the effect works but the coords I've got for this cause the texture to appear offset to the top-left a little bit. I once created a set that kept it mostly centered, but the shader for that is on my other drive which I can't access at the moment. A while back I also tried doing those alpha-tested vector textures in gzd which worked well enough but you can't rely on users having linear filtering on (its a doom engine after all), though maybe you could manually implement bilinear filtering in the shader... hmm. they also didn't work on the HUD which kinda ruined it entirely

I have noticed some documentation errors on the wiki, I'll try to get what I can corrected soon.
Spoiler:
I see that there are options to get the camera position in the shader. Could that be used to do reflective/specularity effects?
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

Nash wrote:I see that there are options to get the camera position in the shader. Could that be used to do reflective/specularity effects?
basic environment mapping like cubemapping is possible with this (I have a basic water shader in development that reflects skyboxes and uses normal mapping with a fixed light source, the skybox's sun, didn't post it since I don't like the way it looks at the moment), but you'll probably have a harder time with real time specular lighting. you'd need the surface normal to do this, and that doesn't appear to be available. I'll have to check deeper though, the shader docs on the wiki are kinda bad as mentioned

important thing to keep in mind: you only get one texture sampler so if you want extra things like environment maps, normal maps, specmaps, brightmaps, you'll have to pack your texture image to have both of them. if the texture needs to tile, you'll have to detect that manually and wrap the coords yourself. and of course if the user plays with texture filtering on, they'll see seams so you'll need to include extra bits so that the right texel is fetched for filtering.

the brightmap shader gets to have two textures, though, I'm wondering if a hack is possible by defining both a brightmap for a texture and a custom shader. I wouldn't rely on that if that was the case though
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Re: The WIP Thread

Post by Captain J »

jazzmaster9 wrote:Working on this right now :)
Spoiler:
looking good, but might be hard if it has crowd of monsters!
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The Zombie Killer
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Re: The WIP Thread

Post by The Zombie Killer »

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Re: The WIP Thread

Post by comet1337 »

oh man, those character sprites are awesome
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Re: The WIP Thread

Post by The Zombie Killer »

You can thank Bren and mazmon for that, they've done an awesome job on the artwork so far
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Re: The WIP Thread

Post by DoomKrakken »

Cage wrote:Here's an official update on Supplice!
http://blog.project-retrograde.com/2016 ... oom_kinda/

Image
I wasn't initially looking forward to Supplice, as I thought it was just another set of well-designed deathmatch maps. But now I'm hearing of a singleplayer campaign?!

YES!!! HELLS TO THE YES!!! I wanted singleplayer/coop maps with aesthetics like this... and now I'm getting singleplayer/coop maps with aesthetics like this!!! WOOOOOOOT! This screenshot right here is exactly what I want to see in techbases. Vivid color, awesome textures, superb layout... you guys hit the nail right on the head! :D

(containing enthusiasm)
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Re: The WIP Thread

Post by Marrub »

InsanityBringer wrote:they're pretty limited but its possible to do some fun stuff with it.
I wouldn't say that, they can pretty much handle anything any regular GLSL shader could (because that's exactly what they are).
Spoiler: Fun!
Edit: Also, wow, welcome back to the forum. Your last post was in 2013!
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Re: The WIP Thread

Post by Captain J »

now that's trippy... :trippy: just don't get trip over!
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Re: The WIP Thread

Post by Beed28 »

Speaking of GLSL shaders and trippy, would it be possible for someone to port something like the Acid Shader for Minecraft (look it up on YouTube if you want to see what I mean)?
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Re: The WIP Thread

Post by Marrub »

I really hope not. :D
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Re: The WIP Thread

Post by InsanityBringer »

I doubt its possible to do any sort of screenspace post-process shader without massive hacks. it might be enticing to try to render a camtex to the view and attach a shader to the camtex, but custom shaders don't work on images drawn on screen (through hudmessage and the like). You'd have to place the camtex in the envrionment and then carefully position the player so that its drawn correctly

speaking of massive hacks, it might be possible to work around the "no surface normals" thing on models at least by encoding a world-space normal map along with your texture, though this really is a massive hack. ah well, massive hacks are what [g]zd live for.
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