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

Posted: Sat Aug 07, 2010 5:44 pm
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:

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

Posted: Sat Aug 07, 2010 5:48 pm
by InsanityBringer
I can't really say I like the circular sector for the main trunk, but you may have no other option.

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

Posted: Sat Aug 07, 2010 6:17 pm
by Nash
That Oblivion-style particle tree WAD is nice. You're going to need better looking meshes for the trunks though.

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

Posted: Sat Aug 07, 2010 7:01 pm
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.

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

Posted: Sat Aug 07, 2010 8:11 pm
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-)

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

Posted: Sat Aug 07, 2010 8:29 pm
by Shadow Scythe
I think I should be appreciating this but I don't really understand what's going on well enough. Sorry!

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

Posted: Sat Aug 07, 2010 8:45 pm
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.

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

Posted: Sat Aug 07, 2010 9:38 pm
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?

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

Posted: Sat Aug 07, 2010 9:57 pm
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.

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

Posted: Sat Aug 07, 2010 10:11 pm
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:

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

Posted: Sun Aug 08, 2010 9:18 am
by Phobus
Image

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

Posted: Sun Aug 08, 2010 9:44 am
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-)

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

Posted: Sun Aug 08, 2010 10:20 am
by FuzzballFox
IT'S DOOMGUY...MAN!

Image

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

Posted: Sun Aug 08, 2010 1:48 pm
by JoeyTD
FuzzballFox wrote:IT'S DOOMGUY...MAN!

Image
Fack your megabuster, i get my fists and a BFG.

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

Posted: Sun Aug 08, 2010 2:53 pm
by FuzzballFox
Maybe I should do some other weapons...or poses...hell make a sprite sheet...we'll see~