[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.4995063 [View]
File: 2.61 MB, 960x540, 1534065202156.webm [View same] [iqdb] [saucenao] [google]
4995063

>> No.4972434 [View]
File: 2.61 MB, 960x540, doom deepdream.webm [View same] [iqdb] [saucenao] [google]
4972434

>> No.4970902 [View]
File: 2.61 MB, 960x540, ddddoooooooommmm.webm [View same] [iqdb] [saucenao] [google]
4970902

Took some wrangling with imagemagick, but deepdream'd weapons and items now work. The program doesn't support 4 channel images, so I had to cut out the new images' transparency with the old ones, which ruins the look a little. Still need to write the shader entries for everything, hence the fists.

Next I'm gonna see if I can assign variables in gzdoom on a per-material basis, so that WaCkY color shift effect doesn't apply a uniform color to everything. And enemies. Sorry for the blogpost, it's just easier for me to rubber duck this shit so I can plan out the next steps.

Navigation
View posts[+24][+48][+96]