[Coding] Smooth fluids
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [Coding] Smooth fluids
That link got cut off. It wasn't copy-pasted properly.
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Re: [Coding] Smooth fluids
Sorry, my mistake.Rachael wrote:That link got cut off. It wasn't copy-pasted properly.
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Re: [Coding] Smooth fluids
I know, this is not the most suitable topic.Rachael wrote:That link got cut off. It wasn't copy-pasted properly.
Is it possible to add wider sky textures separately for each IWAD in GZDoom 2.4.0?
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Re: [Coding] Smooth fluids
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
If it doesn't work, then that version is just too old, and sorry I can't help you there
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Re: [Coding] Smooth fluids
I mean, I have sky textures from Zagemod sized 1024 by 128 pixels.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
They already filtered.
And then I realized that I had raised question incorrectly.
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Re: [Coding] Smooth fluids
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?
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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Re: [Coding] Smooth fluids
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.
I'll work on it when I have some extra time.
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Re: [Coding] Smooth fluids
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]
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
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Re: [Coding] Smooth fluids
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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Re: [Coding] Smooth fluids
what you mean?
the hiRes water was[is] malfunctioning with Rachel liquid script.
if I use vanilla low frames, there is no issue.
the hiRes water was[is] malfunctioning with Rachel liquid script.
if I use vanilla low frames, there is no issue.
Spoiler:
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Re: [Coding] Smooth fluids
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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Re: [Coding] Smooth fluids
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.