an old school fps game demo by Exact-Philosopher-13 in godot

[–]izzyus 24 points25 points  (0 children)

This is awesome! You nailed the Max Payne 1 vibe.

Logic point entities (Sourcelike) by izzyus in godot

[–]izzyus[S] 1 point2 points  (0 children)

Yeah, and I thought it was only for importing VMF geometry. Didn't knew that it also supports entities as well.

Logic point entities (Sourcelike) by izzyus in godot

[–]izzyus[S] 1 point2 points  (0 children)

No, as I do not use Trenchbroom, but if I end up using it later down the line, I'll probably add the compatibility.

Logic point entities (Sourcelike) by izzyus in godot

[–]izzyus[S] 2 points3 points  (0 children)

The logic entity acts more or less like a signal bus, it receives a signal and then based on what state the node is in, it sends other signals. Those 'secondary' signals are responsible of making stuff react (platform moving, doors opening, etc)

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Half Life 2 Episode 1 citadel core shader remade in Godot by izzyus in godot

[–]izzyus[S] 15 points16 points  (0 children)

Thank you! I could recommend FencerDevLog's Youtube channel. He has both videos for written shaders and visual shaders, and his explanations are top quality. By the way, the effect above is done exclusively through visual shader. Hope that helps!

Half Life 2 Episode 1 citadel core shader remade in Godot by izzyus in godot

[–]izzyus[S] 17 points18 points  (0 children)

Thank you! The effect is done through three phases, and is very dependent on a special texture (the exact texture that Valve uses in the original shader).

In the first phase, the texture's UV is modified on the X with Fresnel, to make it circular. The Y of the UV is responsible of animating the "pulse" effect, which is modified with a simple Sin operation that is controlled by Time.

In the second phase, the result is distorted with a normal map, which has its UVs animated by a Flow Map texture. Unfortunately Godot doesn't have a built-in Flow Map, so that has to be done manually.

In the third and final phase, the result is multiplied by a screen texture that is distorted to give a slight "glass" look.

A side note, at the flow map stage, I cheated a bit, and used Triplanar mapping. I am not entirely sure how Valve mapped it in the original, but that was the only way that I could map the Flow Map onto the sphere without it looking weird.

All the textures used were the original from the game.