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Dentommod: Screen artifact with mussleflashes for guns #36
Comments
Interesting, this seems to be a side-effect of the soft particles, at least on my system I wonder if other mods have the same issue |
Can confirm that disabling soft particles fixes the problem. I also tried to reproduce it with Sikkmod, but it did not happen with that mod. |
or at least if weaponDepthHack is set. That somehow broke muzzle flash effects in Dentonmod, see dhewm/dhewm3-sdk#36
I just pushed a commit to dhewm3 master which should fix this |
I tried it... but... dentonmod-artifacts-muzzleflash.mp4So 2 out of 3 weapons now look fine, but the pistol is still giving trouble. Could it be the shell-casing? |
more likely it doesn't have the weapon-hack flag set for some reason I guess I need to debug this deeper instead of just disabling soft particles for weapons (or actually view entities that have the weapon hack flag set) |
Ok, I think this time I really fixed it :) |
@nbohr1more: Not sure if your new (GLSL-based) softparticle code already fixes this, but if not you may want something similar to dhewm/dhewm3@cef1178 in TDM so particle materials can use translate, scale, rotate etc (https://github.com/stgatilov/darkmod_src/blob/trunk/glprogs/stages/surface_passes/soft_particle.vert.glsl looks like you just pass the texture coordinate through instead of multiplying them with a texture matrix, like it's done in the interaction shader) |
I think that's all handled by Uniforms: but I'll ping stgatilov to be sure |
It doesn't look like the soft particle vertex shader uses any uniforms to transform the texture coordinates, so unless it's somehow done in the fragment shader instead (which wouldn't make much sense as far as I can tell) I don't think it's handled |
It seems that you are right. We only support a subset of properties for soft-particles. stgatilov has indicated that most of our particles are physically rotated or translated rather than using any texture translation features and that the current feature set was probably intentionally set by SteveL for performance reasons. I guess we'd need to see an example of a particle ( other than muzzle flash ) that needs these other attributes to achieve it's intended effect before adding any back. The interesting thing about Doom 3's particle system is that it's built very much like a LOD model manager. If you were clever enough you could use all the fading and distance arguments to manage scene geometry LOD style. So that would be a Doom 3 vanilla use-case that would need the additional properties... but in TDM we have a separate LOD system so it guess that would be redundant ( though maybe we should look at merging the systems more... ). |
artifects-mussleflash.mp4
Details
Not sure what is happening here. Made a short video to show you the effect.
Version
1.5.4 RC2, which you can find here: flathub/org.dhewm3.Dhewm3#26
Basic details
Spelling
I recommend mussles with brown bear. Gives them a slightly sweet flavour, with a lot of texture.
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