Re: POSSEST
Posted: Wed Feb 20, 2013 11:38 am
Take a look at this discussion for the effect, its basicaly a glow around bright areas. http://forum.zdoom.org/viewtopic.php?f=4&t=24280CeeJay wrote:What's "bloom"?
Take a look at this discussion for the effect, its basicaly a glow around bright areas. http://forum.zdoom.org/viewtopic.php?f=4&t=24280CeeJay wrote:What's "bloom"?
Hey, if they can't stand the genuine 90's cheese, then too bad. It's a classic in my opinion.Vaecrius wrote:Looks nice... never played the original, whole thing looks kinda like Blood, if it were something you wouldn't be embarrassed to be caught playing as an adult. ::crucified::
It wouldn't be a Let's Play then.Vaecrius wrote:Also, I really wish the Let's Play'er would like not speak in that video or something. x_x
Yeah i like to call that the blueprint or alpha version for the newer one i released or original as you may call it. I actualy dont have it anymore, but if you do want it heres the link to the alpha zdoom version i first made http://dl.dropbox.com/u/30737344/POSSESTolder.wadgrouchbag wrote:Didn't you make a longer version for zdoom?
Hi!Enjay wrote:Any idea why, in the old one, the polyobject doors are invisible in GZDoom?
You should be able to get the effects that you want without using this method so I suggest using a method that will allow your mod to work in ZDoom and GZDoom.Graf Zahl wrote:It's actually quite simple: The polyobjects in this map use the lower texture and different sector heights on both side of the polyobj linedefs. In other words: They try to mimic real 3D objects. I'm surprised that ZDoom renders them properly. I can change it so that the walls get drawn properly but the flat part - I'm sorry is not easily doable because it's effectively dynamic geometry.
It's still a fundamentally non-trivial change because it needs to rewrite the entire polyobj handling so don't expect any quick results.