DOOM2.exe colored lighting trick
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coltermegasxlr
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DOOM2.exe colored lighting trick
I have this idea, where you first make a sector using custom textures that are tinted a certain color to create the illusion of colored lighting. I know that this has been and can be done. But is it possible to make the DOOM2.exe engine tint the sprites only when they enter this sector, I mean modify the color tint effects (rad suit, beserk) to tint only sprites and not the entire screen? I know this isn't very specific, but hopefully somebody does understand what I am trying to say here.
- Macil
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Re: DOOM2.exe colored lighting trick
Without modding the exe? Probably not possible.
Re: DOOM2.exe colored lighting trick
Definitely not possible. Use ZDoom.
- Cutmanmike
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Re: DOOM2.exe colored lighting trick
Could you tell us why you'd want to do that for doom2.exe?
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coltermegasxlr
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Re: DOOM2.exe colored lighting trick
Because I am drawing levels for a planned WAD project and I think that the old DOOM 2 engine has alot of untapped potential. Take for example espi's Suspended in Dusk, now that pushed the engine to the graphical limit. Or even IC2005, which used some tricks that one would believe used scripting from ZDOOM, but no scripts were used at all.
Re: DOOM2.exe colored lighting trick
While there are certainly ways to "trick" more out of the Doom engine, the renderer has been pretty much tapped out. You can of course make alternate textures and tint those, but you're going to have a lot of trouble getting the engine to selectively switch sprite sets based on where the enemies are, and it certainly is not going to tint them on its own.
- Cutmanmike
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Re: DOOM2.exe colored lighting trick
I still don't get why people have to have it "as retro as humanly possible".
- esselfortium
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Re: DOOM2.exe colored lighting trick
LalHotWax wrote:While there are certainly ways to "trick" more out of the Doom engine, the renderer has been pretty much tapped out.
Challenge?Cutmanmike wrote:I still don't get why people have to have it "as retro as humanly possible".
And for the record, IC2005 was a Boom wad. It used voodoo dolls on conveyor belts to accomplish its scripting.
Re: DOOM2.exe colored lighting trick
as retro as humanly possible is the way to go for sure. the challenge is fun and exciting, not to mention ridiculously frustrating.
Re: DOOM2.exe colored lighting trick
If you want coloured lighting but absolutely refuse to use a port, my advice would be to make your map for Duke 3D or one of the other Build engine games instead
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coltermegasxlr
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Re: DOOM2.exe colored lighting trick
I know that IC2005 is a Boom engine wad, but I've read on a review that some of its tricks were also done using vanilla DOOM. And I now think that it's just easier to moddify current textures' colors in order to get that colored lighting feel. In fact, the more advanced Quake 1 engine can't do colored lighting without some moddifying, yet when you're near lava, you feel that the lava is giving off its glow amongst the walls.
Re: DOOM2.exe colored lighting trick
The only possible way of doing this is to add tinted sprites and then limit their use and movement to those specific sectors.
Re: DOOM2.exe colored lighting trick
rape colormap harder
Re: DOOM2.exe colored lighting trick
To expand on Isle's eloquence, to get coloured lighting on textures and sprites:
Split the colormap into two ranges. Compress the normal light to dark range into a lesser number of steps, say 24, use the vacant 8 to map all colours to a specific hue. Within the maps, use the the brightness range 64 to 248 for normal lighting, and the range 0 to 56 for the coloured areas.
To tint only sprites:
Create a new palette, split it into two sections, one for textures one for tintable sprites. Draw all textures and untintable sprites using the texture range. Draw all tintable sprites using the tint range. Customise the colormap to map the tinted range to your desired colour for a certain brightness value or range. When mapping, use that brightness value in sectors you want the sprites to tint.
Potential hurdles: Bleedthrough between ranges, full bright sprites, replacing the palette means replacing all original Doom graphics, etc. You don't get anything for free. Unless you do the sane thing and use a port that supports coloured lighting properly, but where's the fun in that?
Split the colormap into two ranges. Compress the normal light to dark range into a lesser number of steps, say 24, use the vacant 8 to map all colours to a specific hue. Within the maps, use the the brightness range 64 to 248 for normal lighting, and the range 0 to 56 for the coloured areas.
To tint only sprites:
Create a new palette, split it into two sections, one for textures one for tintable sprites. Draw all textures and untintable sprites using the texture range. Draw all tintable sprites using the tint range. Customise the colormap to map the tinted range to your desired colour for a certain brightness value or range. When mapping, use that brightness value in sectors you want the sprites to tint.
Potential hurdles: Bleedthrough between ranges, full bright sprites, replacing the palette means replacing all original Doom graphics, etc. You don't get anything for free. Unless you do the sane thing and use a port that supports coloured lighting properly, but where's the fun in that?
- Cutmanmike
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Re: DOOM2.exe colored lighting trick
That's insane, just do it in ZDoom 