The WIP Thread

If it's not ZDoom, it goes here.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: The WIP Thread

Post by Captain J »

Zanieon wrote:Been mapping between this, Hunter's Moon, SnapMap and Distance, divided time is a shit:
Image
Looks indeed very shiny, Zanieon!
Nash wrote:
Now with strawberry flavored. :P
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: The WIP Thread

Post by YukiHerz »


Sorry for the video quality.
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: The WIP Thread

Post by MrJohnny »

Nash wrote:*squish*
Yes, please.
User avatar
Nash
 
 
Posts: 17505
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post by Nash »

Zanieon wrote:Been mapping between this, Hunter's Moon, SnapMap and Distance, divided time is a shit:
Image
Now that GZDoom supports user post processing, I wonder if we can get those lens flares to be a PP shader so that they won't clip into walls...

Specifically, I wonder if we have all of the relevant variables that needs to be used as inputs for that kind of effect.
User avatar
Rachael
Posts: 13967
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: The WIP Thread

Post by Rachael »

Nash wrote:Now that GZDoom supports user post processing, I wonder if we can get those lens flares to be a PP shader so that they won't clip into walls...

Specifically, I wonder if we have all of the relevant variables that needs to be used as inputs for that kind of effect.
What you can do is put those lens flares as a tiny dot into a fragment shader that outputs insanely high numbers (i.e. 100.0 vs the 0.0-1.0 normally associated with each channel) - and then let the bloom pass take care of it. ;)
dpJudas
 
 
Posts: 3177
Joined: Sat May 28, 2016 1:01 pm

Re: The WIP Thread

Post by dpJudas »

Nash wrote:Now that GZDoom supports user post processing, I wonder if we can get those lens flares to be a PP shader so that they won't clip into walls...

Specifically, I wonder if we have all of the relevant variables that needs to be used as inputs for that kind of effect.
Lens flares aren't generally done as a PP shader. You do them by making a line of sight check between the light and the camera. If the light is visible, you render a 2D psprite at the projected screen location.

You could also use a PP shader to do some additional effect, but you'd probably only want to do that if a single light is so bright that it is blinding you.

@Rachael: that actually would work, although a few psprites can create a lot more fancy effects. :)
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future

Re: The WIP Thread

Post by Zanieon »

Before we venture into lens flare, imo, we should have a way to make the dynamic lights have overbright because generally lens flares only projects from lights that is really bright, and cleary it isn't the case of Q/GZDoom that all what it can do for now is lit the textures to their original image brightness.
User avatar
Nash
 
 
Posts: 17505
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post by Nash »



Ported an old video shader from ShaderToy. Download: viewtopic.php?f=103&t=57352
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

Re: The WIP Thread

Post by DoomKrakken »

YukiHerz wrote:
Sorry for the video quality.
Nice weapons... but the guns seem to be tilted too far (45 degree angle to the player). It looked as though he was almost firing sideways, and the bullets magically hit their targets that way.

What does "F.O.A.D." stand for?
User avatar
Rachael
Posts: 13967
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: The WIP Thread

Post by Rachael »

I am not sure in this particular case, but generally it is an acronym for "Fuck Off And Die".
User avatar
JoeyTD
Posts: 865
Joined: Mon Apr 06, 2009 1:02 pm
Preferred Pronouns: He/Him
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Map 33

Re: The WIP Thread

Post by JoeyTD »


I tried my best to recreate the zombie head from blood in doom.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: The WIP Thread

Post by Captain J »

So... All of the objects are destructible? Very interesting! And about zombieman's head, it flies fluidly. But it seems easier to stuck and bump into the wall!
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: The WIP Thread

Post by YukiHerz »

DoomKrakken wrote:Nice weapons... but the guns seem to be tilted too far (45 degree angle to the player). It looked as though he was almost firing sideways, and the bullets magically hit their targets that way.

What does "F.O.A.D." stand for?
Yeah, the offsets are still wrong, and FOAD means "Fuck off and Die", part of the reasons why I want to replace them with better assets, more fitting for the horror theme I want to pursue with this.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: The WIP Thread

Post by Kinsie »

Image
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: The WIP Thread

Post by zrrion the insect »

He's starting his magical girl transformation!

Return to “Off-Topic”