32/24Bit Color Depth!
Moderator: GZDoom Developers
Dynamic lighting for one is far from useless. When used properly it can look simply amazing. Sure it can be abused by level designers who don't know what they're doing... but if that's the only reason for not including it, then ZDoom's coloured lighting and even Doom's sector lighting should be removed, since they can be abused just as much (e.g. a level where every sector has a light level of 255, or worse yet something less than 100). For a level with well used dynamic lighting, take a look at the in-progress EDGE wad Delta Prospekt.
3D models are most certainly are not useless either. Monster models might tend to look like crap, but you're overlooking the fact they can be used for all sorts of other things. Just go take a look at sitters' JDoom wads: he's used 3D models to create things like shelves, furniture, machinery, vehicles, organic growths, diagonal support beams, etc which would be difficult if not impossible to do with other methods (or are possible but would just look like crap).
Also, creating a 3D model, animating and skinning it takes absolutely no time or effort at all when you compare it with drawing dozens of frames for a new sprite.
3D models are most certainly are not useless either. Monster models might tend to look like crap, but you're overlooking the fact they can be used for all sorts of other things. Just go take a look at sitters' JDoom wads: he's used 3D models to create things like shelves, furniture, machinery, vehicles, organic growths, diagonal support beams, etc which would be difficult if not impossible to do with other methods (or are possible but would just look like crap).
Also, creating a 3D model, animating and skinning it takes absolutely no time or effort at all when you compare it with drawing dozens of frames for a new sprite.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Agreed. But look at how most source ports implement it: Some shitty default settings for the existing light source items that don't look good in many cases.NiGHTMARE wrote:Dynamic lighting for one is far from useless. When used properly it can look simply amazing.
To look good dynamic lighting needs some careful planning. Just forcing it into a map is guaranteed to yield unsatisfying results.
I've been doing limited color sprite/pixelart for a while. Animation, too. I wanted to have cell-shaded looking characters with a painterly looking background (wall textures, sky box, etc.). The characters can be limited color without a major problem, but the wall textures are going to look like crap, I fear.
Anyhow, here are some old examples of my stuff:




These aren't indicative of what I was making for my new game, who's title art mockup can be found here:

I guess I'll just have to suck it up!
Anyhow, here are some old examples of my stuff:




These aren't indicative of what I was making for my new game, who's title art mockup can be found here:

I guess I'll just have to suck it up!
Last edited by Penguinx on Sun Jul 17, 2005 9:33 pm, edited 2 times in total.
- Caligari87
- Admin
- Posts: 6233
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
- Contact:
The only problem I can see with model support is how it would work with DECORATE. Would it be pretty much the same thing, with the sprite name referencing the model and the frame name referencing animation sequences? Or would Model DECORATE have a totally different syntax convention?NiGHTMARE wrote:Also, creating a 3D model, animating and skinning it takes absolutely no time or effort at all when you compare it with drawing dozens of frames for a new sprite.
(I'm thinking about GZDoom when/if models are implemented)
