SmileTheory Posted May 16, 2020 I literally just got this working, so do not expect anything anytime soon. Oh, and this is in my own code, not a source port. 37 Share this post Link to post
elend Posted May 16, 2020 (edited) Okay? Is this... raytracing? Looks cool, kind of like modern art. :D 0 Share this post Link to post
Master O Posted May 16, 2020 23 minutes ago, elend said: Okay? Is this... raytracing? Looks cool, kind of like modern art. :D Where are the melted clocks though? 3 Share this post Link to post
SmileTheory Posted May 16, 2020 5 hours ago, elend said: Okay? Is this... raytracing? Looks cool, kind of like modern art. :D Yep, all GPU raytracing, at what I assume is 30fps but haven't actually measured yet. :) Though just saying 30fps is misleading, because the temporal blending I'm using takes at least 60 frames to resolve into a picture that looks like this. Needs work, in other words. 4 Share this post Link to post
printz Posted May 16, 2020 On 5/15/2020 at 6:02 AM, StalkerBlade said: @elend All of the lighting is done with dynamic lights. Took a lot of frustrating hours to figure out a way to pull it off, haha... Does GZDoom now have parallel light, as suitable for sunlight scenes? 0 Share this post Link to post
Jaska Posted May 16, 2020 On 5/15/2020 at 6:02 AM, StalkerBlade said: All of the lighting is done with dynamic lights. Took a lot of frustrating hours to figure out a way to pull it off, haha... Looks just great! How? Those sharp shadows? 0 Share this post Link to post
aletheos eberlain Posted May 16, 2020 13 hours ago, Master O said: Where are the melted clocks though? They're in the CPU :P 7 Share this post Link to post
Bauul Posted May 16, 2020 5 hours ago, printz said: Does GZDoom now have parallel light, as suitable for sunlight scenes? 2 hours ago, Jaska said: Looks just great! How? Those sharp shadows? The slanted sharp shadows are most likely done with either an invisible sloped 3D floor that has a lower light value than the surrounding sectors, or there's a very thin wedge-shaped sector up against the wall to act as the slope of the shadow. It's unlikely to be actual dynamic lights (GZDoom doesn't support shadowcasting on the vertical axis). 1 Share this post Link to post
Russell_P Posted May 17, 2020 I was watching Josh and Jimmy the other day. I can't quite put my finger on it, but I fear streaming is taking it's toll. 18 Share this post Link to post
StalkerBlade Posted May 17, 2020 (edited) 9 hours ago, Bauul said: The slanted sharp shadows are most likely done with either an invisible sloped 3D floor that has a lower light value than the surrounding sectors, or there's a very thin wedge-shaped sector up against the wall to act as the slope of the shadow. That was my first idea, but it took way too long, used up too many tags, and caused some bad lag from all the slopes needed. Here's what I ended up doing: Create a sector with a low light level and grab a spotlight. Make it's inner angle 89 and it's outer angle 90, then pitch the light upwards until it's back end creates the angle of the shadow you need. Position it where the lighting appears to make a little sense. If needed, you can "tile" the lights downward until the lighting reaches the ground. It's a crude and pretty limited technique, but I found it way easier and faster to work with than using 3d slopes. Doesn't look too bad and won't destroy performance. 28 Share this post Link to post
Linguica Posted May 17, 2020 On 5/15/2020 at 6:14 PM, SmileTheory said: I literally just got this working, so do not expect anything anytime soon. Oh, and this is in my own code, not a source port. Very neat. If you are adept in this sort of coding I would suggest you take a look at https://sourceforge.net/projects/doomtracer/ which is a long-dead CPU-based raytracer based on Chocolate Doom. If we could make raytraced recording of Doom demos that would be excellent. 6 Share this post Link to post
Jaska Posted May 17, 2020 5 hours ago, StalkerBlade said: That was my first idea, but it took way too long, used up too many tags, and caused some bad lag from all the slopes needed. Here's what I ended up doing: Create a sector with a low light level and grab a spotlight. Make it's inner angle 89 and it's outer angle 90, then pitch the light upwards until it's back end creates the angle of the shadow you need. Position it where the lighting appears to make a little sense. If needed, you can "tile" the lights downward until the lighting reaches the ground. It's a crude and pretty limited technique, but I found it way easier and faster to work with than using 3d slopes. Doesn't look too bad and won't destroy performance. That's cool. Going to try it on my maps as well. I see already there will be quite a work to get it look natural. 0 Share this post Link to post
aletheos eberlain Posted May 17, 2020 (edited) I like 3D-floors, and detailed sector work. Why not both? This is a chair, in Bauhaus style, for my ARMC map. In hindsight, I can see I've made a few mistakes. This was modeled after a specific image of a Model B3(Wassily chair), and looking at other images of the same chair, I can clearly see now that the arm rests are meant to go through the back. Oh, well... I guess it's my design now. Edited May 17, 2020 by aletheos eberlain 17 Share this post Link to post
NeoWorm Posted May 18, 2020 This must have been awful lot of work to make it in editor. At this point maybe just using a 3D model that looks like level geometry would be better. 2 Share this post Link to post
printz Posted May 18, 2020 4 minutes ago, NeoWorm said: This must have been awful lot of work to make it in editor. At this point maybe just using a 3D model that looks like level geometry would be better. Can we export 3D floor constructs from the map editor into actual 3D models? That would be a better way of working than by redoing the chair from scratch. 0 Share this post Link to post
NeoWorm Posted May 18, 2020 5 minutes ago, printz said: Can we export 3D floor constructs from the map editor into actual 3D models? That would be a better way of working than by redoing the chair from scratch. I don't know, but it's quite easy to do stuff like this in blender and since GZDooM can use obj now, you don't even have to go through the process of creating proper MD3s. Well unless you want animations and than you are screwed. an example of my 3D model mimicking geometry 22 Share this post Link to post
Uni Posted May 18, 2020 (edited) Resumed working on this map after years of hiatus. I recall posting a couple of screenshots from that same map a while ago. If anyone wonders, the assets are from Freedoom. Got a bunch of unfinished maps sitting in a folder from various projects. I need to start updating them and give them a proper release. 28 Share this post Link to post
4MaTC Posted May 18, 2020 For a long time i'm working on this slaughter hellish map, but it's too complex and is too big i can't finish it... Spoiler What do you say? Is it worthy? 13 Share this post Link to post
yakfak Posted May 18, 2020 made this incredible mod you are a small rat and can carry less ammo except you can carry more plasma because that stuff doesn't take up space dude shotgun boxes have five shells in them, ammo boxes have 20 thats the wad i didn't change any of the hands on the guns because i think modern gfx tbh are serious shackles on the imagination if you think about it 11 Share this post Link to post
Jimmy Posted May 19, 2020 (edited) On 5/17/2020 at 3:05 AM, Russell_P said: I was watching Josh and Jimmy the other day. I can't quite put my finger on it, but I fear streaming is taking it's toll. [JIMLER AND WALJOSH] are you fuckin kidding me lmao 4 Share this post Link to post
Dragonfly Posted May 19, 2020 4 hours ago, Jimmy said: are you fuckin kidding me lmao LOL 3 Share this post Link to post
Foodles Posted May 19, 2020 I played Scythe X again recently which got me wanting to make a space station style map 26 Share this post Link to post
dr_st Posted May 20, 2020 Looks awesome. Love the shadows and the overall layout. 0 Share this post Link to post
Pixel Fiend Posted May 20, 2020 When you zoom in you can see a fancy pixel mesh. I really like this promo screenshot from Prodeus and I decided to emulate such visual style for my Doom build. Their pixels are 5x5 wide and mine are 4x4 but I'm playing in 1440x1080 while the screenshot above is bigger. (Main mods I used for this are reshade, pixel retro fx, mari fx and worldgamma) 7 Share this post Link to post
SlayerOGames666 Posted May 21, 2020 A nice Doom-Themed Vaporwave edit of an existing wallpaper for you all. Looks good when used as a TITLEPIC for a Vaporwave mod, too! 8 Share this post Link to post
Gaia74 Posted May 22, 2020 I experimented more with my monsters, this was the result 17 Share this post Link to post