Page 1 of 1

---> Zdoom color <---

Posted: Tue Oct 14, 2003 1:33 pm
by Anonymous
when will zdoom support more than 8bit color? i believe the textures in the doom2.wad are more than 8bit, am i correct?

Posted: Tue Oct 14, 2003 2:14 pm
by Zell
Zdoom is going to support truecolor, png, and jpeg very soon here. Just hold on :)

Posted: Tue Oct 14, 2003 2:35 pm
by Nanami
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.

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

Posted: Tue Oct 14, 2003 2:42 pm
by Hirogen2
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.

Posted: Tue Oct 14, 2003 3:00 pm
by Anonymous
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)

Posted: Tue Oct 14, 2003 4:18 pm
by HotWax
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.

Posted: Wed Oct 15, 2003 9:45 am
by bimshwel
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.

Posted: Wed Oct 15, 2003 11:21 am
by Enjay
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. :)

Posted: Wed Oct 15, 2003 1:05 pm
by Nanami
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.

Posted: Wed Oct 15, 2003 10:30 pm
by HotWax
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!

Posted: Thu Oct 16, 2003 12:50 am
by MLdB
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 :)

Posted: Thu Oct 16, 2003 3:00 am
by Anonymous
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.....

Posted: Thu Oct 16, 2003 3:29 am
by Hirogen2
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

Posted: Thu Oct 16, 2003 11:17 am
by MLdB
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...

Posted: Thu Oct 16, 2003 11:51 am
by HotWax
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.