Relighting Doom v3.31b [Updated 4/8/22]

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Hey Doomer_
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Hey Doomer_ »

cosmos10040 wrote: Sat Oct 22, 2022 3:23 pm Looks pretty cool, will it have an option to soften shadow edges? Pick transparency?
Since these are sprites, they'll generally be as soft as the sprites. I'm experimenting with a few ideas.

The alpha transparency defaults to 0.3 for RenderStyle "Shadow," and I've dialed this up for testing to 0.5. Good suggestion for a cosmetic tweak, thanks.
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Hey Doomer_ »

Another tease. :lol:

Dual shadows:

https://i.postimg.cc/pXHn0vCv/duale1m5.gif
https://i.postimg.cc/PrQv97Vw/duale1m7.gif
https://i.postimg.cc/L84gpVG0/duale2m1.gif

Option in Performance Settings. Also added higher quality shadows, pitched shadows, flashlight support, and a number of bug fixes I'm testing now. Depending on settings it should run on a potato, but we'll see.

This approach is different from earlier Relighting, focusing on dynamic shadows and shadow mapping for any map, game, or mod. Wall textures aren't taken into account, but flats are. Soon. Still testing. 8-)
cosmos10040
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by cosmos10040 »

Looking very impressive can't wait to try this on deltatouch
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Hey Doomer_ »

Should post something in the next few days. I've been eliminating bugs and streamlining code. Example showing multiple shadows and dynamic lights in action with an fps around 200 at a high resolution with everything turned on:

https://i.postimg.cc/mgcpKT6f/more-shadows.gif

What's done: dual shadows and wall shadows, dynamic sector lighting, added dynamic lighting, colored lighting, dimness settings, "ghost" lights, and floor reflections. There are many performance settings that can tweak what gets shadows and lights, how strong those are, how far away they are, what kind they are, etc.

What's not done: while I analyze flats I don't analyze wall textures. I've opted for a dynamic approach instead of static lights attached to textures that never change the shadow mapping. This is simpler, faster, more compatible with any mod or game, and doesn't kill framerates. It's not as pretty, I suppose, but it works with anything. 8-)

I just keep finding bugs... approaching final stages of alpha testing.
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Hey Doomer_ »

Viewheight shadows

https://i.postimg.cc/pLd8dgPb/viewheight-shadows.gif

Should post tomorrow.
8-)

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