TasAcri Posted October 29, 2022 Awesome. This is getting really good. I have a question though. How do you make projectiles cast light like in those pictures? 0 Quote Share this post Link to post
Arl Posted October 29, 2022 (edited) 3 hours ago, TasAcri said: Awesome. This is getting really good. I have a question though. How do you make projectiles cast light like in those pictures? Thanks! Go to options and to the search section, write dynamic light, enable hardware/software. I also have the rest ON. Edited October 29, 2022 by Arl 0 Quote Share this post Link to post
TasAcri Posted October 29, 2022 2 hours ago, Arl said: Thanks! Go to options and to the search section, write dynamic light, enable hardware/software. I also have the rest ON. I do have the dynamic lighting options ON. Yet, traveling projectiles do not cast lights. 0 Quote Share this post Link to post
Arl Posted October 31, 2022 (edited) New download, tweaked stuff and added yet more textures: https://www.mediafire.com/file/qbmfhuz3p0gg861/ARL_PBR_POM_0.3.zip/file More screens: Spoiler Edited October 31, 2022 by Arl 0 Quote Share this post Link to post
NightFright Posted October 31, 2022 (edited) Does this still need a separate parallax shader? And if so, wouldn't the GLDEFS from the other shader interfere with this one? Edited October 31, 2022 by NightFright 0 Quote Share this post Link to post
BerserkerNoir Posted October 31, 2022 On 10/29/2022 at 6:41 PM, TasAcri said: I do have the dynamic lighting options ON. Yet, traveling projectiles do not cast lights. You must also load the lights.pk3 archive that comes with gzdoom. 2 Quote Share this post Link to post
TasAcri Posted October 31, 2022 (edited) 1 hour ago, BerserkerNoir said: You must also load the lights.pk3 archive that comes with gzdoom. Thanks, that works Edited October 31, 2022 by TasAcri 1 Quote Share this post Link to post
Arl Posted February 20, 2023 Forgot to post here a video I made about it: Also, since this has download link and all, could it be that this thread be placed in Wad & Mods instead of WAD Discussion sub forum? Is there any place where I should formally make a petition for that? 3 Quote Share this post Link to post
arsac Posted February 20, 2023 14 minutes ago, Arl said: Also, since this has download link and all, could it be that this thread be placed in Wad & Mods instead of WAD Discussion sub forum? Is there any place where I should formally make a petition for that? You can report your own post and request it to be moved. The mods will take it away as soon as they can. 1 Quote Share this post Link to post
Arl Posted February 24, 2023 On 2/20/2023 at 1:01 PM, Z50 said: You can report your own post and request it to be moved. The mods will take it away as soon as they can. That did it, thank you and thanks to whoever did it. 0 Quote Share this post Link to post
Shulbocka Posted February 25, 2023 This is so cool looking it's insane. I've never actually liked the highres textures for Doom and am extremely happy you chose to stick with the pixel look for this project. I hope you see it through to it's completion because what you've done so far is amazing. Great work. 2 Quote Share this post Link to post
Chang O'Brian Posted April 22, 2023 On 10/31/2022 at 10:53 PM, NightFright said: Does this still need a separate parallax shader? And if so, wouldn't the GLDEFS from the other shader interfere with this one? Works fine without. The alternate shader by Darkcrafter looks much better without texture filtering though, but also looks weird with certain textures.https://drive.google.com/file/d/1gPNltVIhMQKRlvN02-0eujojfks1EIkT/view 0 Quote Share this post Link to post
Chang O'Brian Posted April 22, 2023 @Arl Reinchard's project seems to handle these situations differently. Perhaps you could borrow his ideas to adress some issues that others raised? 0 Quote Share this post Link to post
Caleb13 Posted April 22, 2023 Damn, how I kept missing this for 5 years...? I tried version 0.4 in GZdoom 4.10.0 and during startup, I get about 100 errors like this: Roughness texture 'materials/roughness/BRNPOIS2.png' not found in texture 'BRNPOIS2' Metallic texture 'materials/metallic/BROVINE2.png' not found in texture 'BROVINE2' Specular texture 'materials/specular/SW1BRN1.png' not found in texture 'SW1BRN1' Ambient occlusion texture 'materials/ao/flat17.png' not found in texture 'FLAT17' Is that because the mod is not finished yet? The shaders do work on some surfaces, although the end result is nowhere as impressive as in the OP. 0 Quote Share this post Link to post
Judicator Posted April 23, 2023 Oh man, I got here after years to see what's up and this looks stunning! Many thanks for sharing this with the community, it is incredible how this game with some (hard) work can look that good. 0 Quote Share this post Link to post
Untamed64 Posted June 20, 2023 (edited) Word from the wise. This runs independently from the Parallax shader in the ZDoom Forums. Edited June 20, 2023 by Untamed64 1 Quote Share this post Link to post
TasAcri Posted June 21, 2023 Did the Relighting project got abandoned? Last few posts from the author teased shadows like this: Author's last post 7 months ago was "Should post tomorrow" 1 Quote Share this post Link to post
BerserkerNoir Posted June 21, 2023 21 minutes ago, TasAcri said: Did the Relighting project got abandoned? Last few posts from the author teased shadows like this: Author's last post 7 months ago was "Should post tomorrow" the project is far from done. He updates very oftenhttps://forum.zdoom.org/viewtopic.php?t=76706 2 Quote Share this post Link to post
TasAcri Posted June 21, 2023 Oh it's in another topic, i was looking at the topic posted here. Thanks. 0 Quote Share this post Link to post
TasAcri Posted June 21, 2023 (edited) I'm confused with the requirements of this project. You link a different parallax mod that is different than yours. They don't work together, i can only enable one of the two with different results (the other one is less shiny). Edited June 21, 2023 by TasAcri 1 Quote Share this post Link to post
Untamed64 Posted June 30, 2023 (edited) On 6/21/2023 at 6:05 PM, TasAcri said: I'm confused with the requirements of this project. You link a different parallax mod that is different than yours. They don't work together, i can only enable one of the two with different results (the other one is less shiny). On 6/21/2023 at 10:32 AM, Untamed64 said: Word from the wise. This runs independently from the Parallax shader in the ZDoom Forums. In other words, the first one you get from the OP of this thread is the one you use Edited June 30, 2023 by Untamed64 1 Quote Share this post Link to post
Chang O'Brian Posted July 12, 2023 (edited) BTW, I highly recommend running this mod with HontE, with this combination the graphics really pop. 👌 Edited July 12, 2023 by Chang O'Brian 0 Quote Share this post Link to post
BerserkerNoir Posted July 14, 2023 Any plans to add Brightmap compatibility? Seems like the only way to make them compatible is adding the brightmap definition into GLDEFS along with The Materials. Any Brightmaps defined in any other lump, wont work. 0 Quote Share this post Link to post
Chang O'Brian Posted July 16, 2023 (edited) Showcasing some WADs that make this mod pop. Edited July 16, 2023 by Chang O'Brian 4 Quote Share this post Link to post
TasAcri Posted July 16, 2023 29 minutes ago, Chang O'Brian said: Showcasing some WADs that make this mod pop. Wait, how? These maps have custom textures in them, does the mod take into account those too? I thought it only works with the specific textures inside the mod's archive, mostly textures from DOOM 1 and 2. I tried in Eviternity and it doesn't work. 0 Quote Share this post Link to post
Chang O'Brian Posted July 16, 2023 (edited) 6 hours ago, TasAcri said: Wait, how? These maps have custom textures in them, does the mod take into account those too? I thought it only works with the specific textures inside the mod's archive, mostly textures from DOOM 1 and 2. I tried in Eviternity and it doesn't work. I think you figured it out, only Wads using stock textures. Edited July 16, 2023 by Chang O'Brian 0 Quote Share this post Link to post
TasAcri Posted July 16, 2023 1 hour ago, Chang O'Brian said: I think you figured it out, only Wads using stock textures. But some of the textures in your photos aren't stock. Like this floor: 8 hours ago, Chang O'Brian said: 0 Quote Share this post Link to post
Chang O'Brian Posted July 16, 2023 1 hour ago, TasAcri said: But some of the textures in your photos aren't stock. Like this floor: These are the only custom textures in Zero Brightness pk3: 2 Quote Share this post Link to post
Shepardus Posted July 20, 2023 On 7/16/2023 at 1:42 PM, TasAcri said: But some of the textures in your photos aren't stock. Like this floor: That's FLOOR4_6. 2 Quote Share this post Link to post
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