---> Zdoom color <---

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

---> Zdoom color <---

Postby Anonymous » Tue Oct 14, 2003 1:33 pm

when will zdoom support more than 8bit color? i believe the textures in the doom2.wad are more than 8bit, am i correct?
Anonymous
 

Postby Zell » Tue Oct 14, 2003 2:14 pm

Zdoom is going to support truecolor, png, and jpeg very soon here. Just hold on :)
User avatar
Zell
:O ALIVE[again]
 
Joined: 24 Jul 2003
Location: IN A GODDAMN BOX[In Erie.]

Postby Nanami » Tue Oct 14, 2003 2:35 pm

I wouldn't say soon, Randy's very busy. Just let it happen when it happens. He'll probably let us know when/if he gets close to done with it.
User avatar
Nanami
Natdhipytadd
 
Joined: 15 Jul 2003
Location: That little island pritch created.

Re: ---> Zdoom color <---

Postby Hirogen2 » Tue Oct 14, 2003 2:42 pm

immortal18 wrote:when will zdoom support more than 8bit color? i believe the textures in the doom2.wad are more than 8bit, am i correct?

Hope before xmas ;)
No, no hi-color textures in Doom2, you must be looking for something else, probably this, this, this or this.
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby Anonymous » Tue Oct 14, 2003 3:00 pm

well, even if theres no high color texturing in the doom2.wad, will zdoom at least do its rendering in higher color? (shadowing, additive transparency and such)
Anonymous
 

Postby HotWax » Tue Oct 14, 2003 4:18 pm

immortal18 wrote:well, even if theres no high color texturing in the doom2.wad, will zdoom at least do its rendering in higher color? (shadowing, additive transparency and such)


I'm not sure what you mean by shadowing... If you're talking about realtime shadows, that has nothing to do with color. If you're talking about automatically generated "shadow" palettes, I don't see a need.

As for transparency, it already supports that for transparent textures and sprites. High color support would make it look better of course, and Randy does indeed plan on adding it eventually, but it probably won't be any time soon.

If you must have pretty graphics, try ZDoomGL.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby bimshwel » Wed Oct 15, 2003 9:45 am

If anyone "must have" pretty graphics by that definition of pretty, why be playing Doom? I truly don't understand the immediate need to have high color and / or origami monsters. If it happens, that's fine. It's the "when?" questions that bother me.
User avatar
bimshwel
only as old as I feel, and I feel like dirt
 
Joined: 15 Jul 2003
Location: misplaced
Discord: bimshwel #7516

Postby Enjay » Wed Oct 15, 2003 11:21 am

Evil Mittens wrote:origami monsters


I think that's the best description I've seen of low poly count models. I take my (paper) hat off to you. :)
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Postby Nanami » Wed Oct 15, 2003 1:05 pm

Evil Mittens wrote:If anyone "must have" pretty graphics by that definition of pretty, why be playing Doom? I truly don't understand the immediate need to have high color and / or origami monsters. If it happens, that's fine. It's the "when?" questions that bother me.
Well said.
User avatar
Nanami
Natdhipytadd
 
Joined: 15 Jul 2003
Location: That little island pritch created.

Postby HotWax » Wed Oct 15, 2003 10:30 pm

Hooray for Evil Mittens' first serious post! Hooray for it being a good one! Hooray for the sake of having three cheers so I can ad two Hips to each one!
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby MLdB » Thu Oct 16, 2003 12:50 am

i'd vote for the 32-bit color option tho, please no merging of ZDooMGL and ZDooM, nor changing the renderer (please keep doom 2.5D... please :( ), but 32-bit color will allow more freedom with underwater sectors and colored lighting in general. Plus (as immortal said) better shadowing, cuz i think he meant the light diminishing as objects/walls are further away. So it'll give more freedom in lighting a sector (less chunky light diminishing). Sure it will also allow fullcolor sprites and textures, but i really think that would destroy the doom-feeling ;)

To see the difference, build a few sectors (dark and light, but especially light values like and under 96) in DoomBuilder (where you can see the result in the 3d mode with 32 bit 'shadowing'/lighting) and then run it in ZDooM and cry :)
User avatar
MLdB
 
Joined: 16 Jul 2003
Location: The Netherlands

Postby Anonymous » Thu Oct 16, 2003 3:00 am

MLdB understands what i meant and how i feel!

and no, i stick with zdoom due to its old school effect. no GL for me!

i just want a prettier sky. thats IT! :) and with these 256 colors, its hard to get my pretty sky.....
Anonymous
 

Postby Hirogen2 » Thu Oct 16, 2003 3:29 am

MLdB wrote:but i really think that would destroy the doom-feeling ;)

1. The Doom sprites in doom2.wad are still 8-bit,
2. You can always switch back to 8-bit in the video menu
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby MLdB » Thu Oct 16, 2003 11:17 am

you don't get it, do you :)

i said i DO WANT 32 BIT COLOR!!!

but i DON'T want it JUST BECAUSE i want to use 32-bit color sprites and textures. Meaning: making 32-bit images and replacing the 8-bit doom ones with those.

So, recapitulating: YES to 32-bit support. NO to replacement 32-bit textures.

And please, I'm not totally against 32-bit textures, it's just NOT the reason why i want 32-bit support...

hope it communicates (as meant) now...
User avatar
MLdB
 
Joined: 16 Jul 2003
Location: The Netherlands

Postby HotWax » Thu Oct 16, 2003 11:51 am

Relax. We understand j00.

Using the original resources and mixing them in 32-bit means that colored lighting will look better and fading will look better. (Shadowing indeed, hmph :roll:) It also means we have to come up with something new to use for texture/flat/sprite resources to support the 32-bit graphics. And it of course means lots of coding for randy. :) As has been said before, and likely will again, Randy plans on 32-bit support, but don't expect it soon. As I said if you can't live without it, use ZDoomGL for now. It has full 32-bit support and the added advantage of OpenGL rendering.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID


Return to General

Who is online

Users browsing this forum: No registered users and 5 guests