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furyweb

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Posts posted by furyweb


  1. On 6/22/2019 at 8:44 AM, ketmar said:

    i thought about sprite shadows, and yes, it won't look good. but with shadow mapping, sprites are just another kind of masked midtexture, so no special handling required. it may look acceptable.

     

    actually, i can implement proper raycasting for static lightmaps (i.e. static light sources can cast shadows from midtextures) in the existing code. maybe i'll add such experimental mode in one of the next public builds.

     

    i am also thinking about increasing lightmap resolution too (or even make it variable, so moving dynamic lights can use lower resolution, for example). but this means rewriting shaders and lightmap cache implementation, and i need to experiment with various designs for this.

     

    Higher res lightmap would be amazing. The sprites casting shadows would be pretty damn cool aswell. Would you not be able to apply some sort of blue effect from the effected shadow cast from the sprite?.


  2. So basically I want to create sprites with normal and specular maps. Problem is there is no way of doing it in GZDoom only on textures. So my other solution was to use a flat 3D plane and have the sprite displayed on that and then change as you move round it.


  3. IS it possible to do a billboard effect with a 3D model plane. I want to be able to move around it and have the texture change to the 8 angle as I go round the plane, but also have the plane face you as you go round it. Is this even possible.


  4. Still dont get how to do this. From what I am gathering, your copying stuff from the putrefier pk3 and pasting it into a new wad and setting the sectors to the same numbers that were on the original map?. So does that mean the effect is coded through ACS in the original pk3?.

     

    Thanks.


  5. I stumbled upon this map by mistake, and damn is this map amazing quality. One question though is how is the reflection in the water achieved at the beginning of the level. I have opened it up in GZDoom Builder BF and checked everything, and maybe I am missing something but no way can I see how its been achieved. I know its not floor reflection in the texture options due to the fact it performs so well in game and plus the texture in the map editor does not show the option enabled.

     

    Thanks.


  6. YES!!!. So after hours of reading on forums and zdoom wiki I found the solution. And its so friggin simple and stupid anyway

     

    AltFire:
    		MHP1 ABC 2
    		MHP1 DE 1
    		TNT1 A 0 A_JumpIfCloser(128, "AltFire2") //This checks to see how close the monster is then jumps to said state
    		MHP1 F 6 A_CustomPunch(5, FALSE, 0)
    		MHP1 GHI 4
    		MHP1 JK 2
    		Goto Ready
    AltFire2:
    		TNT1 A 0 A_ZoomFactor (1.050)
    		MHP1 F 6 A_CustomPunch(5, FALSE, 0)
    		TNT1 A 0 A_ZoomFactor (1.0)
    		MHP1 GHI 4
    		MHP1 JK 2
    		Goto Ready

     


  7. So I figure I could do this with a A_JumpIf but the problem is what do I use for monster being hit. I Tried "pain" "A_Pain" and just get and error so the ? mark is where I need something for this to work

     

    AltFire:
    		MHP1 ABC 2
    		MHP1 DE 1
    		TNT1 A 0 A_Jumpif (? "AltFire2")
    		MHP1 F 4 A_CustomPunch(20, FALSE, 0)
    		MHP1 GHI 2
    		MHP1 JK 2 
    		Goto Ready
    	AltFire2:
    		MHP1 ABC 2
    		MHP1 DE 1
    		TNT1 A 0 A_ZoomFactor (1.050)
    		MHP1 F 4 A_CustomPunch(20, FALSE, 0)
    		TNT1 A 0 A_ZoomFactor (1.0)
    		MHP1 GHI 2
    		MHP1 JK 2

     


  8. Is it possible to change gzdoom FOV for fps models. Ive got the model all perfect in the fps but when I throw a punch (fist animation) the hand stretches out stupid like its set on a FOV of 47-50 which is way to much for doom, it should be around 30-35 for doom.

     

    Cheers!.


  9. So I have managed to get a model in game, working with textures and normal/spec, and ive got it animating somewhat. Problem is the animation is 60 frames long.

     

    Now from what I can gather I can only have the max of the alphabet letters A-Z. Or am I wrong and how do I go about getting it to play the full 60 frames. I checked

     

    https://zdoom.org/wiki/MODELDEF

     

    But there is only so much you can get from there. Nothing about max frames or whatnot.

     

    Cheers!.


  10. So this is a Doom pallet version of it. Now its not complete fully but its basically drawn over from the render, used greyscale image from render then drew over it suppose like they did originally with doom. Personally I think it looks pretty cool and might continue down this path, thing is, its alot of work for 16 angle so i might be I just stick with 8. We will see...

     

    Bb8UgRq.png


  11. So I know gzdoom supports models md2, md3, obj. So basically out of my own curiosity I want to add normal specular to sprites, but we cant as of yet so I was thinking of using a flat plain and then just adding materials/sprites to it, now I am not bothered about how much work it would take, all I am looking for is maybe some idea on how I can go about doing this. As in how do I create a plain that would house the textures?. then swap the textures over for each frame of animation/rotation?.

     

    Any help would be amazing. 

     

    Thanks!.

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