Boom TRANMAP lumps, and why.

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esselfortium
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Re: Boom TRANMAP lumps, and why.

Post by esselfortium »

Graf Zahl wrote:BTW, additive should work now. At least your overbright TRANSADD now gets recognized as additive 100+100.
Wow, awesome. Thanks Graf!
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Post by Gez »

dr.Robotnik wrote:F-U-C-K with those TRANMAPS!they are VERY OLD!!and they arent needed anymore!!and they have modern analogues.....IMHO
I agree. ZDoom should ditch Doom support because it's a very old game that isn't needed anymore. Instead, it should be a client for World of Warcraft.
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Post by Project Shadowcat »

dr.Robotnik wrote:F-U-C-K with those TRANMAPS!they are VERY OLD!!and they arent needed anymore!!and they have modern analogues.....IMHO
Get off of my forum.
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randi
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Re: Boom TRANMAP lumps, and why.

Post by randi »

Graf Zahl wrote:Even that nonwithstanding I believe that this feature is a nasty trap just waiting to block potential improvements to the renderer. It is so purely and utterly locked to 8 bit graphics that problems are inevitable.
This is exactly why I never supported it. The algorithm is dead simple, but it's not forward-thinking in any way.
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Re: Boom TRANMAP lumps, and why.

Post by esselfortium »

Okay, I have another request for detection and emulation. I'm not sure if it'd be feasible, but it'd be extremely nice to have...
Spoiler:
Masked flats!

This trick works by aligning translucent midtextures into the floor (or ceiling), 1 unit away from the edges of the sector, and allowing them to bleed down (or up) into it. However, instead of using normal translucent lines, these have a tranmap applied to them which causes the midtextures to only be drawn when they're being mixed with a black pixel (i.e. the spaces between the grating).

I would have used a simpler example that doesn't combine this with the glass-floor trick, but off the top of my head I can't really think of any other way to show it off as a useful feature.

The tranmap looks like this:
Spoiler:
Everything except the very top row (which is used for when black is the color that the translucency is being drawn in front of) is 0% opaque, so the midtexture isn't visible in front of those pixels at all. The top row is 100% opaque.

In effect, the midtextures are masked by the "transparent" color in front of them (or is it behind them? the illusion always messes me up), rather than by transparent pixels on the midtextures themselves.

The tranmap lump can be downloaded from here: http://sl4.poned.com/screens/tranmap-fx ... ANMASK.lmp

I don't know if this is remotely feasible to emulate, but I figured it wouldn't hurt to ask.

Thanks!
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Re: Boom TRANMAP lumps, and why.

Post by Graf Zahl »

Using a hack to improve the visuals of another hack?

I don't think so. Maybe Randy will do it but I won't waste any time with anything that concerns TRANMAP.
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Re: Boom TRANMAP lumps, and why.

Post by Enjay »

Am I right in saying that, in addition, it won't work at all in OpenGL ports anyway because the lines would be clipped at floor level?
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Re: Boom TRANMAP lumps, and why.

Post by Graf Zahl »

Since in this case there'd be nothing to obstruct them if done properly it might be doable - but this is such a godawful hack that I really feel no desire to think about it.
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Re: Boom TRANMAP lumps, and why.

Post by esselfortium »

Enjay wrote:Am I right in saying that, in addition, it won't work at all in OpenGL ports anyway because the lines would be clipped at floor level?
That is correct; the standard Boom glass-floor trick doesn't work in GL, either, for the same reason. As such, I wouldn't really have any expectation of this trick being emulated in GL.
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