What are you working on? [WIP Screenshots Thread]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
skaarjman
 
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Re: What are you working on? [WIP Screenshots Thread]

#641

Post by skaarjman » Thu Mar 29, 2018 7:45 pm


Good luck, i’ve been trying to figure out a good way of doing that for years.

The only way i can think of is spawning 8 dummy actors around the spot (one in each cardinal direction), checking which one is lowest, then making the bloodspot face that direction and adjust its pitch downward accordingly. Very hacky and math-intensive.

IMO it would be nice if MODELDEF simply had a “adjust model’s pitch based on floor slope” flag. :P
Oh yes, I've also trying to make a dynamic shadows for models, using simple prerendered flat sprite. Rotate, tilt, stretch the sprite based on light source "The sun" location and direction. This method is also quite costly.
Some of my models are already neatly optimized - combining models with sprites, adjusted by distance ... etc. Most of the optimizations don't hurt visuals and increase FPS by a whole lot.
For example, I have huge 15000 x 17000 MP map and it has about 5000 models (grasses, trees, bushes)
Spoiler: Screenshot (Open)
I got that many much vegetation and still over 120 FPS (was getting 35 FPS without optimization codes)
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Ænima
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Re: What are you working on? [WIP Screenshots Thread]

#642

Post by Ænima » Fri Mar 30, 2018 11:38 pm

Nice, dude. 👍


Let me know how the shadows work out online.

Does each actor spawn them via a script that checks their positions against the light source?
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skaarjman
 
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Re: What are you working on? [WIP Screenshots Thread]

#643

Post by skaarjman » Sat Mar 31, 2018 10:34 am

Ænima wrote:
Fri Mar 30, 2018 11:38 pm
Nice, dude. 👍


Let me know how the shadows work out online.

Does each actor spawn them via a script that checks their positions against the light source?
That is right. Shadows are hidden within certain distance, models are broken down into sprites-models and when you are even further - models turn into sprites.
Unfortunately, even tilted they look terrible on slopes, so I am just using subtractive lights as "shadows" for now.

As for realistic shadows, if I was good at maths and formulas I think I could do it properly. Now I just have no clue how to turn angles into X and Y stretch amounts so they look good at all directions. Also, this method would not work (or very very tedious task) on moving models.
I believe they would look awesome if I only could fix them:
Spoiler: Screenshot (Open)
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Fabysk
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Re: What are you working on? [WIP Screenshots Thread]

#644

Post by Fabysk » Wed Apr 11, 2018 6:50 am

This is fun to make. Might release it? Still gotta perfect it.
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skaarjman
 
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Re: What are you working on? [WIP Screenshots Thread]

#645

Post by skaarjman » Sun Jan 13, 2019 10:40 pm

Unreal 1 Remake in Zandronum ? Because why not
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NachtIntellect
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Re: What are you working on? [WIP Screenshots Thread]

#646

Post by NachtIntellect » Thu Jun 27, 2019 5:51 am

Just working on a little something, currently placeholders at the moment, I can already hear the angry doom fans screaming at me. Also that voice language currently supports English and Japanese but they both work.
Spoiler: large image (Open)
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skaarjman
 
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Re: What are you working on? [WIP Screenshots Thread]

#647

Post by skaarjman » Sun Aug 25, 2019 9:03 am

Still Unreal Gold in GZDooM

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NachtIntellect
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Re: What are you working on? [WIP Screenshots Thread]

#648

Post by NachtIntellect » Wed Dec 18, 2019 4:12 pm

Was working on fixing some in general horrible lighting for the X-mas update of EBlitz
Spoiler: Even though spoilers do nothing (Open)
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Fabysk
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Re: What are you working on? [WIP Screenshots Thread]

#649

Post by Fabysk » Wed Mar 18, 2020 1:43 am

Spoiler: Map Stuff (Open)
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