Normal map shader for Zandronum (Doom 1 pack) 2.0

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TDRR
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Normal map shader for Zandronum (Doom 1 pack) 2.0

#1

Post by TDRR » Wed Feb 24, 2021 2:30 am

Check here to get a version much more appropriate for usage in your own projects (probably won't break with renderer updates and doesn't replace brightmaps)
For a while now, GZDoom has been the only ZDoom-derived port to get any sort of normal mapping. But that's no more :cool:

DOWNLOAD (for Doom 1)

Here's the shader + a bunch of normal maps already done for The Ultimate Doom!
The normal mapping is completely based around dynamic lights, so it works very similarly to GZDoom.

If you think the effects are a little too subtle, you can go into Options > Display Options > OpenGL options > Dynamic Lights and increase the light size there.
Spoiler: Screenshots (Open)
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Last edited by TDRR on Fri Jun 02, 2023 8:44 pm, edited 5 times in total.
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.

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Ænima
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Re: Normal + Specular map shader for Zandronum (Doom 1)

#2

Post by Ænima » Mon Mar 29, 2021 3:43 pm

Beautiful.

The last screenshot made me think of Doom3. :lol:
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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TDRR
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Posts: 244
Joined: Thu Jun 28, 2018 9:13 pm
Location: Venezuela
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Re: Normal map shader for Zandronum (Doom 1 pack) 2.0

#3

Post by TDRR » Fri Jun 02, 2023 8:41 pm

Brought this up to date with the grayscale bump map shader. Now supports walls too, and it should run quite a bit faster. Plus all the settings are available in func_brightmap.fp as with gs_bump.fp.
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.

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