The WIP Thread

If it's not ZDoom, it goes here.
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hnsolo77
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Re: WHAT THE HELL are you working on

Post by hnsolo77 »

printz wrote:Looks veeeeery much like that HPACK map you're making's start.
caught red handed!

i figured that it looked cool, so why not re-use the idea somewhat?
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Nash
 
 
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Re: WHAT THE HELL are you working on

Post by Nash »

Image

Messing around with Photoshop... it's been years since I've been trying to paint in it seriously. I won't finish this piece...
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Siggi
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Re: WHAT THE HELL are you working on

Post by Siggi »

I like the bit on the right, very professional.
I don't know about the rest though...
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Snarboo
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Re: WHAT THE HELL are you working on

Post by Snarboo »

Morpheus wrote:I tried to rip the first sprite of the Sparker gun from Z.A.R.
Wait, how did you rip that? It looks excellent!
Ryan Cordell wrote:some crappy ass pixel art work in progress that could serve as the title pic for The Order - Strifeguy standing on the hill looking down at Tarnhill. lawl
That looks great, actually. It's much better than what I can do.
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Remmirath
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Re: WHAT THE HELL are you working on

Post by Remmirath »

Snarboo wrote:
Morpheus wrote:I tried to rip the first sprite of the Sparker gun from Z.A.R.
Wait, how did you rip that? It looks excellent!
Screenshot, and a very tiring photoshop work. >_>
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Snarboo
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Re: WHAT THE HELL are you working on

Post by Snarboo »

Ah, I was afraid you were going to say that. It still looks nice, however. :) When I rip hud frames from FPS games, I generally use FRAPS. The trial version lets you take screenshots on an automatic delay until the screenshot button is pressed again, which is nice. It also helps to aim the weapon in front of a contrasting surface such as the sky.
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Remmirath
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Re: WHAT THE HELL are you working on

Post by Remmirath »

But there's only a problem that prevents me using FRAPS:

I have to run Z.A.R. through DOSBox to make it work, otherwise i can't use the VESA resolutions mode to have the resolution at least at 640x480. So i have to use screenshots.
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Mechadon
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Re: WHAT THE HELL are you working on

Post by Mechadon »

Morpheus wrote:I'd rather call it Brownwar, since i see very little green in those screenies. :P
Heh, when I started my first map for GWII, I thought "oh hey, I better make it really green!". But then after I finished it up I noticed that everyone else was just sorta doing whatever with their textures. So I just said "ah fuck it" and I did some sort of SiD-inspired techbase for my second claim :p

Someone did mention it was dark, right? I thought about bumping the entire lighting of the map by 8 units since some areas were pretty dark. I may still do that.
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esselfortium
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Re: WHAT THE HELL are you working on

Post by esselfortium »

Doom only distinguishes between lighting levels in increments of 16, though. Eternity takes increments of 8, and ZDoom and (presumably) all GL ports will take whatever light level, but for Boom-compatible stuff it's generally best to stick to increments of 16 so your map won't be lit differently in different ports.
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Mechadon
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Re: WHAT THE HELL are you working on

Post by Mechadon »

Oh that's right, I forgot about that. Thanks for reminding me esselpants, I'll have to try and remember this stuff :p
Gez
 
 
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Re: WHAT THE HELL are you working on

Post by Gez »

Also:

GL renderers are often a lot brighter than the software renderer. (For GZDoom, the lighting mode closest to software is "Doom" BTW, not "Standard".) When I made a map some time ago (you can even find it in this thread), I used light levels below 128 in some places, and found out that they were horribly dark.
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Enjay
 
 
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Re: WHAT THE HELL are you working on

Post by Enjay »

Does Doom (ie vanilla) have a non-linear lighting gradient?

The reason that I ask is because of this observation that OpenGL ports tend to be brighter than software Doom. I'm not disputing the observation - it's pretty obviously the case. What I am trying to find out is why.

From what I can tell, most OpenGL ports set a proper linear scale between the darkest value and the brightest one. This, however, tends to make the darker areas in a Doom map brighter than they are when viewed in software mode. So, why the difference? It does seem to me that, in software mode, values below around about 128 do tend to get darker quicker than values above 128 get brighter.

So, I guess my question is really something a bit more like are the dark lighting values in software Doom darker than they should be?
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Ixnatifual
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Re: WHAT THE HELL are you working on

Post by Ixnatifual »

I know GZDoom has a "Doom-style" lighting that more closely emulates this than the standard setting, but it's still not quite the same as the sharp contrast you get in software mode.
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esselfortium
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Re: WHAT THE HELL are you working on

Post by esselfortium »

I have a feeling that the differences in lighting between GL and software ports are at least partially related to software's light diminishing, which is evidently difficult to replicate accurately without the use of wacky custom shader stuff in place of fog.
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Snarboo
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Re: WHAT THE HELL are you working on

Post by Snarboo »

Why is that exactly? How can a game designed for 386's have lighting code that is difficult to recreate in hardware? I'm not passing judgment, I'm just curious.

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