The WIP Thread

If it's not ZDoom, it goes here.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Project Shadowcat »

Caligari_87 wrote:Ladies and Gentlemen, I present.... true L.O.D. Particle Trees. :D
Spoiler:
Download

Be aware that this may badly lag some people's computers. Also, support for the "simple" flashlight is not complete. If you wish to see the effect more clearly, use the lightamp goggles cheat. Each tree is created with only one or two actors placed in the map editor. I plan on tweaking this effect in the future to allow higher and lower levels of detail, it's just rather time intensive to implement.

8-)
Good lord, man, that is awesome. :shock:
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by InsanityBringer »

I can't really say I like the circular sector for the main trunk, but you may have no other option.
User avatar
Nash
 
 
Posts: 17492
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

That Oblivion-style particle tree WAD is nice. You're going to need better looking meshes for the trunks though.
User avatar
Akira_98
Posts: 213
Joined: Sun Jun 27, 2010 2:45 pm
Location: AC District 7

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Akira_98 »

So, whats your position on somebody, say, using those trees? They are very nice, much nicer than trying Duke3d trees or something along those lines.

Also, I have an idea for the leaves if your interested. I noticed the flashlight doesn't actually affect the leaves. Isn't there some way to use the GHOST flag or some of the species flags to make the light hit them, while stopping other actors from colliding with them? I'm not sure how exactly that would work, probably by having to set THRUGHOST on everything that isn't supposed to be stopped by the leaves, while setting GHOST to the leaves themselves.

By the way, the apartment looks much more "real" with textures than the original concept did. Glad that came together well, I wasn't sure if it could really work in Doom.
User avatar
Caligari87
Admin
Posts: 6230
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Caligari87 »

Well, I'm still working out some kinks, and I've just revamped the codebase to be much simpler and less actor-intensive, but as soon as I'm finished, I plan on submitting these to the Prop Shop ;)

8-)
User avatar
Shadow Scythe
Posts: 31
Joined: Thu Jul 22, 2010 12:40 pm
Location: Coming soon to VHS cassette!
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Shadow Scythe »

I think I should be appreciating this but I don't really understand what's going on well enough. Sorry!
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Captain Ventris »

Shadow Scythe wrote:I think I should be appreciating this but I don't really understand what's going on well enough. Sorry!
LOD= Level of Detail. Basically, it becomes less detailed, and therefore takes up less juice if you're farther away.
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by cq75 »

Captain Ventris wrote:
Shadow Scythe wrote:I think I should be appreciating this but I don't really understand what's going on well enough. Sorry!
LOD= Level of Detail. Basically, it becomes less detailed, and therefore takes up less juice if you're farther away.
cool, didn't know that. How did he manage to code that? JumpIfCloser() to a smaller sprite state?
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Xaser »

If he's doing that, it's probably taking up more CPU power than usual since every single leaf actor is running checks on the environment. Might be best just to give them +NOINTERACTION (not that it'd matter if they're static) and be done with it.
User avatar
Akira_98
Posts: 213
Joined: Sun Jun 27, 2010 2:45 pm
Location: AC District 7

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Akira_98 »

I don't think he is giving much thought to performance on low-end machines, if you've seen his flashlight. :wink:
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Phobus »

Image
User avatar
Caligari87
Admin
Posts: 6230
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Caligari87 »

Xaser wrote:If he's doing that, it's probably taking up more CPU power than usual since every single leaf actor is running checks on the environment. Might be best just to give them +NOINTERACTION (not that it'd matter if they're static) and be done with it.
Actually, the smaller actors die when the player is far away, and are spawned by their parent when he gets closer, so it does cut back on processing power. On top of that, the leaves are alpha-mapped PNG, and those take up a ton of GPU time, so it's best to simplify them on that front as well. This could theoretically be extended to have a simple, one-actor, one-sprite tree that splits into smaller and smaller clusters the closer you get.

8-)
User avatar
FuzzballFox
Posts: 1905
Joined: Thu Jan 24, 2008 10:19 am
Location: Hampshire UK

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by FuzzballFox »

IT'S DOOMGUY...MAN!

Image
User avatar
JoeyTD
Posts: 865
Joined: Mon Apr 06, 2009 1:02 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Map 33

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by JoeyTD »

FuzzballFox wrote:IT'S DOOMGUY...MAN!

Image
Fack your megabuster, i get my fists and a BFG.
User avatar
FuzzballFox
Posts: 1905
Joined: Thu Jan 24, 2008 10:19 am
Location: Hampshire UK

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by FuzzballFox »

Maybe I should do some other weapons...or poses...hell make a sprite sheet...we'll see~
Post Reply

Return to “Off-Topic”