pRoJect45yt Posted August 22, 2023 Let’s say I wanted the screen to static/glitch out? Would it be possible to do this? 0 Share this post Link to post
0 URROVA Posted August 22, 2023 In GZDoom the glitching can be made using glsl shaders, and aplying it to the screen as a post process scene shader (GLDEFS -> Hardware Shaders part: https://zdoom.org/wiki/GLDEFS). You will also need a ZScript EventHandler overriding the RenderOverlay function to apply the shader, like this (in a ZScript lump): class ShaderHandler : StaticEventHandler { override void RenderOverlay(RenderEvent e) { PlayerInfo p = players[consoleplayer]; Shader.SetEnabled(p, "ShaderName", true); } } The static can be done also with shaders, but more easily you can just stamp a static image in the screen using hudmessage, it allows you to regulate the alpha and all 1 Share this post Link to post
0 pRoJect45yt Posted August 22, 2023 Im very confused as to what any of that means. Will someone need the Handler and Shaders to play the wad I made it for? 0 Share this post Link to post
0 ramon.dexter Posted August 22, 2023 Yes, they will need the handler. 0 Share this post Link to post
0 pRoJect45yt Posted August 22, 2023 11 hours ago, ramon.dexter said: Yes, they will need the handler. that helps but i have no clue what im supposed to do or how to approach this. 0 Share this post Link to post
0 ramon.dexter Posted August 22, 2023 (edited) So, it's not an easy task. You need a shader code, gldefs definition of the shader code, zscript eventhandler to trigger the shader and optionally a cvar to be able to turn the effect on and off. I'm not good at explaining things. Here, take a look at an example shader implementation. In this case, crt effect. https://github.com/jorisvddonk/GZDoom_CRTShader Also take a look here: https://forum.zdoom.org/viewforum.php?f=103 0 Share this post Link to post
Let’s say I wanted the screen to static/glitch out? Would it be possible to do this?
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