Normal map shader for Zandronum (Doom 1 pack) 2.0

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
TDRR
Forum Regular
Posts: 218
Joined: Thu Jun 28, 2018 9:13 pm
Location: Venezuela
Contact:

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)
Image
Image
Image
Last edited by TDRR on Fri Jun 02, 2023 8:44 pm, edited 5 times in total.
One thing I have asked from the Lord, that I shall seek: That I may dwell in the house of the Lord all the days of my life, to behold the beauty of the Lord and to meditate in His temple. (Psalm 27:4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

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:
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
TDRR
Forum Regular
Posts: 218
Joined: Thu Jun 28, 2018 9:13 pm
Location: Venezuela
Contact:

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.
One thing I have asked from the Lord, that I shall seek: That I may dwell in the house of the Lord all the days of my life, to behold the beauty of the Lord and to meditate in His temple. (Psalm 27:4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.

Post Reply