Want some Bloom in your GL Port (Yes, Zandronum)

General discussion of the port and Doom-related chat.
Catastrophe
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#41

Post by Catastrophe » Fri Nov 15, 2013 4:08 pm

Where in the ini?
Last edited by Catastrophe on Fri Nov 15, 2013 4:08 pm, edited 1 time in total.

BlackFish
 
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#42

Post by BlackFish » Fri Nov 15, 2013 4:34 pm

Just add it in the zandronum section. Note that it'll disable all the fancy shadow effects it brings.

LifeKILLED
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#43

Post by LifeKILLED » Sun Nov 17, 2013 4:49 pm

I have fixed sky bug with SSAO. All setup in this video.

http://www.youtube.com/watch?v=BuYqcbMeC_I

Catastrophe
You can download last fix (link in video info). Put opengl32.dll and QEffects.ini in Zandronum folder and see options in QEffects.ini. You can make SSAO effect little less.

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StrikerMan780
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#44

Post by StrikerMan780 » Sat Jan 11, 2014 6:39 pm

BlackFish wrote: LifeKILLED PM'ed me to update this thread with an update that he made to the source. It makes the fancy SSAO shadows work, but they bleed through the sprites still.
https://drive.google.com/file/d/0BxwczZ ... sp=sharing
He should apply his changes to QEffectsPRO which is a fairly new development - https://github.com/eezstreet/QEffects-Pro/wiki .
Download link: http://jkhub.org/files/file/1484-qeffects-pro/

It adds some fixes of it's own, and has motion blur(Albeit primitive so far).

That aside, even with that "fix", SSAO just doesn't work for me at all if there are any HUD Models in use.

Ambient Occlusion is probably something that should be implemented at engine-level (in Zandro itself) so that it can be put in at the right stage of the rendering routine for certain things to look right. (Ie. No sprite bleeding, and no AO in the sky.) I personally really like Doomsday's "Simulate Radiosity" option which is very similar in appearance, and would love to see it in Zandro someday.

Having Bloom be a native effect of Zandro would be neat as well, because being able to specify what textures/sprites can or cannot emit bloom would be useful.
Last edited by StrikerMan780 on Sat Jan 11, 2014 7:31 pm, edited 1 time in total.

Konda
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#45

Post by Konda » Sat Jan 11, 2014 8:23 pm

I tried the settings from Sergeant_Mark_IV's post and this looks absolutely gorgeous!

Here are some screenshots from GVH:
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Spoiler: That's the fog, actually... (Open)
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Spoiler: If you're not inside a map, the colored text will glow in the console too! (Open)
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Last edited by Konda on Sat Jan 11, 2014 8:24 pm, edited 1 time in total.

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<Synert> fuck
<Synert> plugged in my memory stick and got a bsod

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ibm5155
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#46

Post by ibm5155 » Sat Jan 11, 2014 8:33 pm

I wanna see u try to play a aow map where almost all textures was white and there was a fog if I remember xD
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Konda
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#47

Post by Konda » Sat Jan 11, 2014 9:21 pm

ibm5155 wrote: I wanna see u try to play a aow map where almost all textures was white and there was a fog if I remember xD
That reminds me. AOW has some nice effects so I decided to give it a try. Though I couldn't find the map you were talking about. None of them have enough fog to make a difference.
Spoiler: Red team getting raped (Open)
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Some maps:
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Some weapons:
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Nuke:
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Spoiler: Jesus Christ! (Open)
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That smoke was probably from the previous nuke...
Ion:
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<Synert> fuck
<Synert> plugged in my memory stick and got a bsod

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