Water and lights effects by...

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kodi
 
 
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Re: Water and lights effects by...

Post by kodi »

Still not sure which of the available methods he used for that.
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Jaxxoon R
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Re: Water and lights effects by...

Post by Jaxxoon R »

enderkevin13 wrote:Still, the use of decals for a fancier lighting effect in some areas.
Those aren't decals, they're 3D floors.
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enderkevin13
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Re: Water and lights effects by...

Post by enderkevin13 »

Jaxxoon R wrote:
enderkevin13 wrote:Still, the use of decals for a fancier lighting effect in some areas.
Those aren't decals, they're 3D floors.
I mean the area with the realistic shadows on the wall.
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Tormentor667
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Re: Water and lights effects by...

Post by Tormentor667 »

Which one?
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enderkevin13
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Re: Water and lights effects by...

Post by enderkevin13 »

Tormentor667 wrote:Which one?
You know when you get that first door open, and you go forward? There are shadows from the chain link thingy on the side.
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enderkevin13
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Re: Water and lights effects by...

Post by enderkevin13 »

I'll screenshot it real quick.
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enderkevin13
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Re: Water and lights effects by...

Post by enderkevin13 »

Here's what I mean by the way.
Spoiler:
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Shadelight
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Re: Water and lights effects by...

Post by Shadelight »

You don't need to triple post.
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ibm5155
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Re: Water and lights effects by...

Post by ibm5155 »

I beat one cookie that it's just a 3d floor with minimal size change and a alpha textured floor/wall...
it could be done that way, the way haze did (pre-rendering each Sprite with shadows as a single texture)...

I wish I could mix a translucent Sprite with another one just using texturex, but, meh, it's g/zdoom limits again hiting my hear D:
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Zanieon
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Re: Water and lights effects by...

Post by Zanieon »

The method is a non-solid 3D floor one pixel above the real floor with that texture, and another for the wall but one pixel wide and with the height to fit that lit part.

Pay attention closely at the edge of the floor with the wall, that shadow is one pixel elevated from the floor to also cover the blood decals that is made with planes of 3d models.
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Freaklore1
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Re: Water and lights effects by...

Post by Freaklore1 »

So just updating to tell you guys that Sgtmark 4 released his remake of 'Sewers' a map from the Xbox360 port of Doom.

https://www.youtube.com/watch?v=dXAHgT0DJW0

Your toughts on it ?

edit:oh and something i forgot to mention,not sure if anyone saw this ?

Sgtmark4 also added some small compability of BD to Chex Quest 3 as a easter egg,not sure why it's even a thing.

https://www.youtube.com/watch?v=A9kWFySInLQ

I mean,basically CQ3 was made as a commercial cereal game for children where you use some tools to teleport aliens back to their home planet,but now with BD it's like the protagonist doesnt give a care about those aliens and just freakin blow them to pieces.
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Freaklore1
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Re: Water and lights effects by...

Post by Freaklore1 »

Comparing the original version of Sewers with the remake,the new one sure look more interesting.

One thing to notice is that SGTmark4 added underwater gameplay to that map and if you use Brutal Doom you can see the imps have swimming animations.

The size of the map is quite huge and there's some backtracking to do,so it can take awhile before one can finish the map,so does the map feel too long for you guys or is it just fine in term of lenght ?

edit:since there's like 3 or 4 map wads called sewers on idgames database,here's the link to the original map for you guys to make it easier for you https://www.doomworld.com/idgames/level ... -u/sewers2
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Jaxxoon R
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Re: Water and lights effects by...

Post by Jaxxoon R »

That same overbearing reverb effect throughout the entire map is extremely grating, as is the really loud ambient waterfall sound in the starting corridor. There's also some bad graphical glitches on the waterfalls in one of the rooms. There are seams where the slopes of the sewer tunnels meet the water. The yellow key flesh room doesn't really look any better than the original, which is weird, since there's a pretty good-looking flesh room in another part of the map. And the reflections still have that weird dithering to them.
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Re: Water and lights effects by...

Post by Hellser »

Jaxxoon R wrote:And the reflections still have that weird dithering to them.
The problem with some people is... once they learn or found a new method for something, they'll overuse it to death. Regardless if it looks good or bad.
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Snarboo
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Re: Water and lights effects by...

Post by Snarboo »

To be fair, the only way to know if something looks good or bad is to use it everywhere. :p Some of the effects used, like the blurry, reflected lights, do look great in some cases, so I can't blame him for using it every chance he gets. I'd love to see some of these effects used with some restraint in a traditional map.
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