Screenshots

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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InsanityBringer
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Post by InsanityBringer » Thu Jun 28, 2007 16:29

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 » Fri Jun 29, 2007 22:30

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 » Sat Jun 30, 2007 20:09

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 » Tue Jul 03, 2007 17:44

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 » Thu Jul 12, 2007 15:06

Image
UTNT LE

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KeksDose
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Post by KeksDose » Fri Jul 20, 2007 15:25

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 » Tue Jul 24, 2007 0:47

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More Keksdose Beauty :D

spacepirate
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Post by spacepirate » Wed Aug 08, 2007 20:49

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

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Deamonic
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Post by Deamonic » Fri Aug 10, 2007 12:39

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 » Sat Aug 11, 2007 17:58

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 » Fri Aug 17, 2007 14:39

[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 » Tue Aug 28, 2007 2:05

An experiment in blue.
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solarsnowfall
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Post by solarsnowfall » Wed Aug 29, 2007 1:33

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 » Wed Oct 31, 2007 14:07

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My q2 inspired project only for gzdoom!

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Enjay
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Post by Enjay » Sun Nov 04, 2007 16:23

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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