GreyDoubt1.1.pk3
- (84.27 KiB) Downloaded 590 times
Grey Doubt v1.1
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Pixel Eater
-
- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Grey Doubt v1.1
A more polished version of a feature in Troo Cullers, Grey Doubt adds the desaturation-at-a-distance that software DooM has but blends and fades in a modern smoother way. Works nicely with SSAO and dynamic lights:
Version 1.1 fixes a glitch in the LUT which caused the Soulsphere's face to blergh.
- Pixel Eater
-
- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Re: Grey Doubt v1.1
These are a terrible example but I'm sharing them anyway because...
They're my first screen recordings!:
They're my first screen recordings!:
- Darkcrafter
- Posts: 586
- Joined: Sat Sep 23, 2017 8:42 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Grey Doubt v1.1
Good! That's exactly what I missed in the OpenGL renderer, thanks.
- Agitatio
- Posts: 242
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: Grey Doubt v1.1
Love it, but it seems to not work very well with dynamic lights and sector lights in some cases. For example, on MAP01 in the stimpack secret it makes dynamic lights grey no matter how close or far you are.
Also very noticeable on the first map of Doom 64. The cages with zombieman should have blue lighting, but it's fully grey.
Also very noticeable on the first map of Doom 64. The cages with zombieman should have blue lighting, but it's fully grey.
Spoiler:
- Pixel Eater
-
- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Re: Grey Doubt v1.1
Thanks for the heads up Agitatio,
I've had a look and I think the problem is that the shades of colour affected fall outside Doom's palette. The lookup table involved uses those "rogue" colour entries as storage for the grey replacement values and so they can't coexist unfortunately.
I've had a look and I think the problem is that the shades of colour affected fall outside Doom's palette. The lookup table involved uses those "rogue" colour entries as storage for the grey replacement values and so they can't coexist unfortunately.
Re: Grey Doubt v1.1
Thank you, this is great. Would it be feasible to use this method in order to recreate the same desaturation effect that applied to monsters in low-light settings (specific to software-rendered Doom)?
- Pixel Eater
-
- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Re: Grey Doubt v1.1
You can try Troo Cullers for getting the full Doom colourmap effect. It's a little outdated now (and totally inaccurate for Raven's titles) but I've got some improvements down the pipeline.