[Coding] Smooth fluids

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Rachael
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Re: [Coding] Smooth fluids

Post by Rachael »

That link got cut off. It wasn't copy-pasted properly.
EmperorGrieferus
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Re: [Coding] Smooth fluids

Post by EmperorGrieferus »

Rachael wrote:That link got cut off. It wasn't copy-pasted properly.
Sorry, my mistake.
EmperorGrieferus
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Re: [Coding] Smooth fluids

Post by EmperorGrieferus »

Rachael wrote:That link got cut off. It wasn't copy-pasted properly.
I know, this is not the most suitable topic.
Is it possible to add wider sky textures separately for each IWAD in GZDoom 2.4.0?
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Rachael
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Re: [Coding] Smooth fluids

Post by Rachael »

https://zdoom.org/wiki/Lump_filtering

If it doesn't work, then that version is just too old, and sorry I can't help you there :(
EmperorGrieferus
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Re: [Coding] Smooth fluids

Post by EmperorGrieferus »

Rachael wrote:https://zdoom.org/wiki/Lump_filtering

If it doesn't work, then that version is just too old, and sorry I can't help you there :(
I mean, I have sky textures from Zagemod sized 1024 by 128 pixels.
They already filtered.

And then I realized that I had raised question incorrectly.
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Lagi
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Re: [Coding] Smooth fluids

Post by Lagi »

Hi, I would like to use smooth fluids with Neural textures for Heretic.

this two together produce bad effects on fluids (water,lava,magma..), although separate each of them are amazing.

could you please be willing to produce a tweak to the smooth fluids code to allow it work with Neural textures flats?

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Rachael
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Re: [Coding] Smooth fluids

Post by Rachael »

It's a bit crazy that GZDoom provides absolutely no way that this can be handled automatically.

I'll work on it when I have some extra time.
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Lagi
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Re: [Coding] Smooth fluids

Post by Lagi »

solution to have fluids with Neural Hi resoultion textures:

add in textures... files size of flats as per the size os Hi Res textures: f.ex. vanilla heretic FLTWAWA1 is 64x64, replacemnet HR texture is 224x224 => set flat size in Rachel files to 224,224.

and in brackets put XScale and Y scale in above case 3.5 [224/64 = 3.5]


Spoiler: texture.FLAT_Water
Kazudra
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Re: [Coding] Smooth fluids

Post by Kazudra »

Lagi wrote:solution to have fluids with Neural Hi resoultion textures:

add in textures... files size of flats as per the size os Hi Res textures: f.ex. vanilla heretic FLTWAWA1 is 64x64, replacemnet HR texture is 224x224 => set flat size in Rachel files to 224,224.

and in brackets put XScale and Y scale in above case 3.5 [224/64 = 3.5]


Spoiler: texture.FLAT_Water

It's better to export those frames and place in a "Hires" folder; Smooth hires liquids will eat performance.
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Lagi
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Re: [Coding] Smooth fluids

Post by Lagi »

what you mean?

the hiRes water was[is] malfunctioning with Rachel liquid script.
if I use vanilla low frames, there is no issue.
Spoiler:
NotTheTime
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Re: [Coding] Smooth fluids

Post by NotTheTime »

Fluids in newer versions of gzdoom are flashing, is there a solution?
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Last edited by NotTheTime on Fri Jan 12, 2024 9:24 am, edited 1 time in total.
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Rowsol
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Re: [Coding] Smooth fluids

Post by Rowsol »

There is an issue when using this with Tetanus. As soon as you start the first map, the water goes black every second or so.

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