---> Zdoom color <---
---> Zdoom color <---
when will zdoom support more than 8bit color? i believe the textures in the doom2.wad are more than 8bit, am i correct?
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I'm not sure what you mean by shadowing... If you're talking about realtime shadows, that has nothing to do with color. If you're talking about automatically generated "shadow" palettes, I don't see a need.immortal18 wrote:well, even if theres no high color texturing in the doom2.wad, will zdoom at least do its rendering in higher color? (shadowing, additive transparency and such)
As for transparency, it already supports that for transparent textures and sprites. High color support would make it look better of course, and Randy does indeed plan on adding it eventually, but it probably won't be any time soon.
If you must have pretty graphics, try ZDoomGL.
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i'd vote for the 32-bit color option tho, please no merging of ZDooMGL and ZDooM, nor changing the renderer (please keep doom 2.5D... please ), but 32-bit color will allow more freedom with underwater sectors and colored lighting in general. Plus (as immortal said) better shadowing, cuz i think he meant the light diminishing as objects/walls are further away. So it'll give more freedom in lighting a sector (less chunky light diminishing). Sure it will also allow fullcolor sprites and textures, but i really think that would destroy the doom-feeling
To see the difference, build a few sectors (dark and light, but especially light values like and under 96) in DoomBuilder (where you can see the result in the 3d mode with 32 bit 'shadowing'/lighting) and then run it in ZDooM and cry
To see the difference, build a few sectors (dark and light, but especially light values like and under 96) in DoomBuilder (where you can see the result in the 3d mode with 32 bit 'shadowing'/lighting) and then run it in ZDooM and cry
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you don't get it, do you
i said i DO WANT 32 BIT COLOR!!!
but i DON'T want it JUST BECAUSE i want to use 32-bit color sprites and textures. Meaning: making 32-bit images and replacing the 8-bit doom ones with those.
So, recapitulating: YES to 32-bit support. NO to replacement 32-bit textures.
And please, I'm not totally against 32-bit textures, it's just NOT the reason why i want 32-bit support...
hope it communicates (as meant) now...
i said i DO WANT 32 BIT COLOR!!!
but i DON'T want it JUST BECAUSE i want to use 32-bit color sprites and textures. Meaning: making 32-bit images and replacing the 8-bit doom ones with those.
So, recapitulating: YES to 32-bit support. NO to replacement 32-bit textures.
And please, I'm not totally against 32-bit textures, it's just NOT the reason why i want 32-bit support...
hope it communicates (as meant) now...
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Relax. We understand j00.
Using the original resources and mixing them in 32-bit means that colored lighting will look better and fading will look better. (Shadowing indeed, hmph ) It also means we have to come up with something new to use for texture/flat/sprite resources to support the 32-bit graphics. And it of course means lots of coding for randy. As has been said before, and likely will again, Randy plans on 32-bit support, but don't expect it soon. As I said if you can't live without it, use ZDoomGL for now. It has full 32-bit support and the added advantage of OpenGL rendering.
Using the original resources and mixing them in 32-bit means that colored lighting will look better and fading will look better. (Shadowing indeed, hmph ) It also means we have to come up with something new to use for texture/flat/sprite resources to support the 32-bit graphics. And it of course means lots of coding for randy. As has been said before, and likely will again, Randy plans on 32-bit support, but don't expect it soon. As I said if you can't live without it, use ZDoomGL for now. It has full 32-bit support and the added advantage of OpenGL rendering.