[RELEASE] Fake Volumetric Lighting in Doom!

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.+:icytux:+.
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by .+:icytux:+. »

heh, you are all arguing about the same thing i was so pissed off on a person for.

imo i think its pretty gay to do something exactly the same as someone else does and like "takes all the credits". its not really like that, but when something like this happens to you. its not fun.
some people here did the same about my ioncanon. well, i just got over it atlast. >:/

actually one thing nash could have done was linked to the Total Chaos topic.


This is a pretty cool effect and will probably be used by me sometime :P
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esselfortium
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by esselfortium »

NiGHTMARE wrote:Excuse me, but I'm pretty sure I'm the first person who ever used a translucent texture to create a coloured lighting effect (over 10 years ago, quite possibly before ZDoom even existed), so all credit to me plz :P.

Proof (see "Colored Lighting In Boom" at the bottom of the page).
The zip file that it links to doesn't want to open in any decompression programs I've tried. Do you still have a working copy of it anywhere?
Cutmanmike wrote:
esselfortium wrote:On-topic:
http://sl4.startan3.com/screens/prettylights/
Image
You could make KDiKDiZD even BETTER looking than before! :)
:lol: If you're serious, vanilla doesn't have translucency, additive blending, or the ability to draw more than 256 segs at once (meaning that having just one of those light beams would probably cause it to HOM all over the place, but it's a null point because it doesn't have the additive translucency that's needed).
Tormentor667 wrote:...or TSoZD... :)
Maaaaaaaybe. How's m3 coming? :P
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Da Spadger
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Da Spadger »

esselfortium wrote:
Tormentor667 wrote:...or TSoZD... :)
Maaaaaaaybe. How's m3 coming? :P
Essel finish z2m4.
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by NiGHTMARE »

esselfortium wrote:The zip file that it links to doesn't want to open in any decompression programs I've tried. Do you still have a working copy of it anywhere?
I'm not surprised, since that site no longer exists! Anyway, I don't have that exact .wad file, but I do have a later .wad which contains the room from that .wad along with some other tricks: grab it here (this particular .wad was never publically released, but it's the predecessor of nb_bmtrk.wad).
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esselfortium
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by esselfortium »

NiGHTMARE wrote:
esselfortium wrote:The zip file that it links to doesn't want to open in any decompression programs I've tried. Do you still have a working copy of it anywhere?
I'm not surprised, since that site no longer exists! Anyway, I don't have that exact .wad file, but I do have a later .wad which contains the room from that .wad along with some other tricks: grab it here (this particular .wad was never publically released, but it's the predecessor of nb_bmtrk.wad).
Ah, I see. Some interesting stuff in there, though most of it is no longer needed these days. Thanks for that! You need to get a new website sometime :P
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JonayaRiley
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by JonayaRiley »

That is pretty damn cool. I may have to steal... er... be inspired by this technique if I ever get around to working a GZDoom map. If there's anything I need, it's another way to slow down people's computers in my WADs. Haw.
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Project Shadowcat »

Most. Stupid. Fucking. Argument. Ever.
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BlackRabite
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by BlackRabite »

ZDoom came up with the ACS scripting system first
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HotWax
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by HotWax »

Nope, that was Hexen. :P
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Ixnatifual
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Ixnatifual »

For my trick I used a double.
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by NiGHTMARE »

I was just thinking, perhaps this effect could be made to look even better by using animated textures? This would be especially good for light created by natural sources (e.g. fire, the sun). You could even include some swirling dust particles.
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Hoodlook
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Hoodlook »

Is anyone willing to use this and create a usable graphic mod for playing in all doom and/or doom 2 levels?
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by wildweasel »

Hoodlook wrote:Is anyone willing to use this and create a usable graphic mod for playing in all doom and/or doom 2 levels?
You'd have to physically modify every map of every Doom game for that, if I remember correctly how this works.
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Hoodlook
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Hoodlook »

wildweasel wrote:
Hoodlook wrote:Is anyone willing to use this and create a usable graphic mod for playing in all doom and/or doom 2 levels?
You'd have to physically modify every map of every Doom game for that, if I remember correctly how this works.
Oh. Do you know of any dynamic lighting graphic mods for doom? Example: Ability for darkness like this(map is Freedoom Phase 1's E1M1)[Dark Doom ON]Image
But with light where it should exist, like light coming in from the windows(which the first screenshot doesn't have), like this.[Dark Doom OFF]
Image
The first screenshot used dark_doom, a small graphic mod made by the creator of SneakyDoom which gives any map way more shadows and darkness.

Basically I am looking for something like what dark_doom creates but without removing light where it should actually be(like windows, holes in the ceiling etc).
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Josh771
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Re: [RELEASE] Fake Volumetric Lighting in Doom!

Post by Josh771 »

If that had been possible, I would have written my Dark Doom script to only darken sectors with a ceiling other than F_SKY. As it is, your request could only be met with direct map editing, just as the previous request.
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