Grey Doubt v1.1

Grey Doubt v1.1

Postby Pixel Eater » Thu Mar 29, 2018 12:17 am

GreyDoubt1.1.pk3
A more polished version of a feature in Troo Cullers, Grey Doubt adds the desaturation-at-a-distance that software DooM has but blends and fades in a modern smoother way. Works nicely with SSAO and dynamic lights:
Demo2.jpg

Version 1.1 fixes a glitch in the LUT which caused the Soulsphere's face to blergh.
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Re: Grey Doubt v1.1

Postby Pixel Eater » Sat Mar 31, 2018 5:19 am

These are a terrible example but I'm sharing them anyway because...
They're my first screen recordings!:
Gif1.gif
Gif2.gif
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Re: Grey Doubt v1.1

Postby Darkcrafter » Thu Mar 28, 2019 12:03 pm

Good! That's exactly what I missed in the OpenGL renderer, thanks.
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Re: Grey Doubt v1.1

Postby Agitatio » Mon Jun 10, 2019 12:45 pm

Love it, but it seems to not work very well with dynamic lights and sector lights in some cases. For example, on MAP01 in the stimpack secret it makes dynamic lights grey no matter how close or far you are.
Also very noticeable on the first map of Doom 64. The cages with zombieman should have blue lighting, but it's fully grey.
Spoiler:
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Re: Grey Doubt v1.1

Postby Pixel Eater » Mon Jun 10, 2019 10:12 pm

Thanks for the heads up Agitatio,

I've had a look and I think the problem is that the shades of colour affected fall outside Doom's palette. The lookup table involved uses those "rogue" colour entries as storage for the grey replacement values and so they can't coexist unfortunately.
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Re: Grey Doubt v1.1

Postby 40KN » Tue Jun 11, 2019 8:16 pm

Thank you, this is great. Would it be feasible to use this method in order to recreate the same desaturation effect that applied to monsters in low-light settings (specific to software-rendered Doom)?
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Re: Grey Doubt v1.1

Postby Pixel Eater » Tue Jun 11, 2019 8:52 pm

You can try Troo Cullers for getting the full Doom colourmap effect. It's a little outdated now (and totally inaccurate for Raven's titles) but I've got some improvements down the pipeline.
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