12 UT2004 Style Skyboxes for GZdoom/ZdoomGL Released

News about GZDoom.

Moderator: Graf Zahl

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Soultaker wrote:Damnit... I take it the skyboxes require OpenGL mode?

You could remap the skybox graphics to the standard palette and define them in TEXTUREx but it'd look like crap.
User avatar
Soultaker
Posts: 219
Joined: Fri Sep 02, 2005 8:26
Location: Capping some zombies Gangsta Style.
Contact:

Post by Soultaker »

That is pretty sweet looking.

Edit: I do not give a crap at the moment. I know I am gonna drool like Hell once I startup these OpenGL only maps and such with my new rig.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Son-of-a.... I thought there was some news on GZDoom development. :(

Nice pics though.
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

lookin' good! convert some more GL sky textures now please ;)
User avatar
Manc
Posts: 17
Joined: Fri Oct 28, 2005 5:20

Post by Manc »

KingofFlames wrote:lookin' good! convert some more GL sky textures now please ;)
http://mike.mancubus.net/projects/gzdoom/DOOM0002.jpg
http://mike.mancubus.net/projects/gzdoom/DOOM0003.jpg
http://mike.mancubus.net/projects/gzdoom/DOOM0004.jpg
http://mike.mancubus.net/projects/gzdoom/DOOM0005.jpg

This is Espi's ZooM track Forest with the hl2: lost coast sky applied.

The skybox images are 512x512 but they are being scaled to 128x128. However, and this could be related to the way I'm doing this, viewing them in any texture filtered mode results in the seams being visible, while in the non filtered mode they are seamless. The HL2 skies really lend themselves well. The neat thing about this is that it looks like software rendered but no color restrictions!

I'll ask it here, how did you get 32bit textures into the wad, did you use deepsea or xwe or what?
User avatar
BlackFish
Posts: 108
Joined: Thu Sep 01, 2005 18:33

Post by BlackFish »

XWE has a function where you can do this

Load (raw data)
the raw data being the 32bit texture. (all of mine were png format)
Also if you study the pngs in the png zip you'll notice the sides are actually all one big texture (minus the up and down). That might fix a few things.

Can you show me a screenshot in filter mode and zoom in on where it seams?
User avatar
Enjay
Developer
Developer
Posts: 4723
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Manc wrote:This is Espi's ZooM track Forest with the hl2: lost coast sky applied.
:shock:

Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

This is starting to look like the fake screenshot thread! Hax I say. Anyway these are most beautiful. Now would be a good time for a pack of these skyboxes ci?
User avatar
grubber
Site Founder
Posts: 230
Joined: Wed Jun 29, 2005 18:57
Location: Czech Republic, Zlin
Contact:

Post by grubber »

Graf Zahl wrote:How can I extract the textures from the .utx file? I don't have any Unreal / UT tools to do it. :(
Try UTPT.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

:shock:
Wow, just wow. I had an idea like this a while ago, but it stank in Software. This however looks.. uber.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Grubber wrote:
Graf Zahl wrote:How can I extract the textures from the .utx file? I don't have any Unreal / UT tools to do it. :(
Try UTPT.

Thanks. That's exactly what I was looking for. :)
User avatar
Manc
Posts: 17
Joined: Fri Oct 28, 2005 5:20

Post by Manc »

BlackFish wrote:XWE has a function where you can do this

Load (raw data)
the raw data being the 32bit texture. (all of mine were png format)
Also if you study the pngs in the png zip you'll notice the sides are actually all one big texture (minus the up and down). That might fix a few things.
From what I keep hearing xwe is not good at doing this, but if you could get it to work then I should be ok. The fact that it's individual vs. one texture may or may not be affecting it, we'll see.
BlackFish wrote: Can you show me a screenshot in filter mode and zoom in on where it seams?
There's no need to zoom in as you very clearly can see seams of the box. I'll try various other methods out of sheer curiosity.
User avatar
Manc
Posts: 17
Joined: Fri Oct 28, 2005 5:20

Post by Manc »

Enjay wrote:
Manc wrote:This is Espi's ZooM track Forest with the hl2: lost coast sky applied.
:shock:

Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).
It's the blue :)
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Enjay wrote: :shock:

Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).
I fully agree with you. These screenshots are breath-taking, Manc.

Now all we really need are the damn high-res HUD weapons support.

Then we'll really start seeing wads that don't even look like Doom anymore. >;)
User avatar
Manc
Posts: 17
Joined: Fri Oct 28, 2005 5:20

Post by Manc »

Nash wrote:
I fully agree with you. These screenshots are breath-taking, Manc.

Now all we really need are the damn high-res HUD weapons support.

Then we'll really start seeing wads that don't even look like Doom anymore. >;)
Actually what I like is running gzdoom without any filtering, so it retains the appearance of the software renderer with the benefit of true color, high resolution graphics and dynamic lights. The shots I posted are an example of that, it's almost surreal.
Locked

Return to “News”