Posted: Thu Oct 25, 2007 3:20 am
Sweet, how'd you rip those anyway?
Well that looks pretty good to me. They did a lot of sector colouring in PSX Doom didn't they.DoomKn1ght wrote:http://www.zshare.net/download/444880750a719d/
DoomKn1ght wrote:good news, thanks to Kaiser and psxmake I have found a way
of putting psx exact rvb value to sector I converted the psx color chart
to 255 sectorset_color I know this use the 255 tags but you
can choose a gray neutrall color tag for sector that must be triggered
I think this is the best and fastest way to do it even if you must
retag some sector that must be triggered I make 2 demo level
map01 and map24 because a lot of color in this one
http://www.zshare.net/download/444880750a719d/
Dont mind if there is bug I must fix bug dues to tag and zwadconv
anyway this look really nice in gl bit less in software
and an otherremark these map could be different from your version of psxdoombecause they come from european one
play this with psx ultra wad enjoy
check the doomworld thread for info about recoloring.
http://www.doomworld.com/vb/wads-mods/3 ... ole-specs/
[edit] it's a bit different than the psxdoom feeling personnaly i found
the map bigger in psxdoom i supect psxdoom to have a different
fov I dont know if zdoom have fov and zoom fov settings.
Psxcolor.acs this awsomez made color in sector. thankDoomKn1ght wrote:I forgot to mention that there is an acs library in this pk3
called PSXCOLOR (untested) but I think it can be better than put all
the sector set color in every map like this is done in this pk3
put #include "PSXCOLOR.acs" can be sufficient even if I don't tested it yet.
I find this highly doubtful. First, where's the demand? While some people might like the PSX version, most prefer the PC version of the game which ZDoom already supports. Second, where're the files? AFAIK, the only way to get hold of these is to rip the game disc, which most people won't have. Implementing this feature might actually encourage piracy... Third, given that it's doubtful that there are many custom levels for this, the only thing gained from this would be one (or two) level sets. Finally, it should be a faily simple process to recreate the game in ZDoom as-is.Gez wrote:I wonder if, with the technical informations and specs given by Kaiser, it would be possible to adapt ZDoom to be able to play PSX Doom directly...
I never said that. It was idle curiosity on whether what Kaiser has found would be enough.HotWax wrote:I just don't see this being worth randy or Graf's time.
sector rvb lightning instead of simple light.so it simply support psx doom map format. (GL port only because zdoom is only 8 bit)the biggest issue there would be to get a way to add sector colors without going through ACS but during the map conversion step.
maybe do a decoprate pack with all monster.The three new creature flags would be another problem
Kaiser said in doomworld that this can be get if you check psxdoom.exeAnd of course, support for PSXDoom's graphic and music formats would have to be written (as well as the dynamic fire texture that is used for the fire sky effect).
I converted the title screen before, so I should be able to do that, and yes, the FOV is slightly higher in psxdoom, which explains why the levels appear 'large'.
Also, bear in mind that not all colors will look good because Doom/Zdoom/whatever still uses a 8-bit color palette while PSXDoom was full 3D and is 16-bit, not 8-bit, so it did a better job blending colors. But you can get away with using a GL-based source port.
In fact thats why I esitate releasing the whole thing or do this for myselfI'm of the opinion that distributing a converted rip is much more blatant piracy anyway...
I'll check feature thread for see what zdoom/gzdoom/skulltag devs think but this already be suggested mapinfo or acs fov and zoom fovBut nothing that change change FOV automaticly for you.
For future reference, could you please upload your files to a site that isn't full of fail?DoomKn1ght wrote:http://www.zshare.net/download/444880750a719d/