Screenshots

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

More additions to my test level.
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New entryway
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In the pool
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Teh hallway of teh darkness
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Nukage under a grate
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Green lighting
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Lamp down a hall
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Room Over Room
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I like Colored Lighting
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A very basic ship constructed entirely of 3d floors[/spoiler]
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KeksDose
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Post by KeksDose »

Screenshots of my new project. I think it quite got this destroyed base feeling. Showing off a Sandstorm, a Hi-Resolution Skybox and some smoke effects.

[Edit]

Doom Lighting Mode Screenshot:


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Last edited by KeksDose on Sun Feb 03, 2008 14:59, edited 1 time in total.
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InsanityBringer
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Post by InsanityBringer »

More GL fun!

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I love abusing dynamic lights. Some areas will be lit more later, when I actually release this.

EDIT: I also plan to tweak the liquid like the lava.
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KeksDose
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Post by KeksDose »

My last post about screenshots (maybe :wink:)
Enhanced liquid effect:
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Lava effect:
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Last edited by KeksDose on Sun Feb 03, 2008 15:00, edited 2 times in total.
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Tormentor667
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Post by Tormentor667 »

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UTNT LE
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KeksDose
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Post by KeksDose »

You can guess three times what this is :P

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"Hmm, round-ish explosions, little particles which fly off these explosions... this is..." [Insert Text Here =P]

[Edit]
Just gonna post some Hexen screenshots, I didn't see even ONE on the Screenshots thread :P

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[Edit]
Everything in 70 FPS Vision ;)
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Tormentor667
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Post by Tormentor667 »

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More Keksdose Beauty :D
spacepirate
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Post by spacepirate »

Here are some very early screenshots of a project I am working on:

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Deamonic
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Joined: Tue Oct 25, 2005 10:09
Location: Australia.

Post by Deamonic »

Just picked up GZDoom mapping again today; I've been trying to make a map set reminiscent of the "Condemned" X360 and PC game, and making the maps simple yet stunning, and without lag... Two out of three is good enough...
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I'm still playing with Dynamic Lights.
Subtractive lights rock, by the way.
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KeksDose
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Post by KeksDose »

Eh! Again this shit stuff you await from me! :P

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Last edited by KeksDose on Sun Feb 03, 2008 15:01, edited 1 time in total.
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KeksDose
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Post by KeksDose »

[Double Post]
My interpretation of spark decorations :D I have much more time again, thanks to my friendship to real life ;)

I learned how to interpret particles much better and how to make them look damn great. So I made an enhancement to the BFG blast :D Enjoy ;)
Spoiler: Spoilered for slow computer safety ;) Seven images.
Last edited by KeksDose on Sun Feb 03, 2008 15:02, edited 1 time in total.
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solarsnowfall
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Post by solarsnowfall »

An experiment in blue.
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solarsnowfall
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Post by solarsnowfall »

A deadly Trap
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OMGFire version 3 is almost complete (for those who have subscribed to previous versions). Does anybody have a (somewhat) decent flame thrower weapon I could test this out with?
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Alter
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Post by Alter »

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My q2 inspired project only for gzdoom!
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Enjay
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Post by Enjay »

Take an existing and well known deathmatch level (although I forget its name) from the /idgames archive, mess around with its textures a bit, add an ugly looking skybox and then put some Quake2 models into the skybox.

OK, not the prettiest screenshots on the planet, but the Viper ships flying through the skybox look good.

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Of course, they look much better moving. Don't believe me?

http://www.youtube.com/watch?v=mzdml88eY-E

OK, so Youtube messes up the quality, but you get the idea, :mrgreen:
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