NeuralStunner wrote:Does this use the colormap itself?
It's a new way of palettizing lookup tables so that they don't contain Doom's style of generated colourmap. Instead the colours stay fairly uniform down to black like the Raven colourmaps do. Then in the right circumstances it's possible to bend some of those colours as they fade to simulate stuff like the deep blue stained glass windows in the picture above (and they even return to normal colouring as you move closer like a classic colourmap).
Another use is for proper emulation of the Jaguar port's CRY colorspace (animates when clicked):
Re: The WIP Thread
Posted: Mon Jan 14, 2019 4:14 pm
by abbuw
I think I've got my cool volumetric light technology trademarked(R) down to a science. A very laggy science. Instead of eyeballing each sprite, I'm using evil confusing simple mathematics to get them all the right size. Each one of these light beams is composed of 57 tightly packed sprites. Standing in the middle of one of these drops my framerate on my cheap laptop to about 30 FPS, but it looks real purty, especially when you slap one of those warp things in ANIMDEFS on the sprite. plz no steal
Re: The WIP Thread
Posted: Mon Jan 14, 2019 4:16 pm
by Vostyok
Lol. I wouldn't even know HOW to steal that, Abbuw. Looks really moody though.
Finally!... Some Invasion maps for Zandronum Multiplayer Mode? Brings back memories with the Doom Armageddon, yo. Keep it up!
Re: The WIP Thread
Posted: Sat Jan 19, 2019 12:54 am
by Cherno
Nice statues.
Re: The WIP Thread
Posted: Sat Jan 19, 2019 10:50 am
by RiboNucleic Asshat
Really simple faithful water shader I cooked up.
It respects the original resolution of the texture it replaces, as well as the palette. Youtube's encoding kinda blurred the hell out of it but it blends wonderfully with stock Doom textures. Unfortunately, using mipmapping or texture filtering causes grid artifacts, so it's not very practical at the moment.
Here's how it looks in BTSX:
(However, since BTSX uses additional frames in its water animation, it only shows up briefly. I'll have to look into how to fix that.)
Re: The WIP Thread
Posted: Sat Jan 19, 2019 4:55 pm
by Dark-Assassin
I NEED IT
Re: The WIP Thread
Posted: Sat Jan 19, 2019 6:40 pm
by iSpook
Re: The WIP Thread
Posted: Sun Jan 20, 2019 12:15 am
by Captain J
Nice to hear and see this SUAB Concepts again-
PermaNoob wrote:Really simple faithful water shader I cooked up.
It respects the original resolution of the texture it replaces, as well as the palette. Youtube's encoding kinda blurred the hell out of it but it blends wonderfully with stock Doom textures. Unfortunately, using mipmapping or texture filtering causes grid artifacts, so it's not very practical at the moment.
Looks Smooth, Cool and Fluid!... Literally! Heheheh-
So we're going to add new weapon replacements for the invasion mod as well, here's a video of the new plasma rifle.
(credits to redead-ita for the sprites, fixed up and polished)
Re: The WIP Thread
Posted: Mon Jan 21, 2019 10:43 am
by Dr_Cosmobyte
iSpook wrote:
Hellkrieger. So now it has a name. Also, how you did the stats bar? Is it inherited from Strife?
Looks great so far, the weapons feel very nice.
Re: The WIP Thread
Posted: Tue Jan 22, 2019 11:52 am
by Nailz the Ravager
Re: The WIP Thread
Posted: Tue Jan 22, 2019 3:44 pm
by YukesVonFaust
NailZx128 wrote:
Is that weapon pack for the Nimrod TC?
it looks cool!
Re: The WIP Thread
Posted: Tue Jan 22, 2019 8:19 pm
by Captain J
Never seen these weapon sprites before! But those sounds and special effects are SUPERB!