Screenshot Discussion Thread

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

User avatar
Rex Claussen
Developer
Developer
Posts: 2394
Joined: Tue Jul 11, 2006 18:36
Contact:

Post by Rex Claussen » Tue Nov 18, 2008 16:10

Jive wrote:Are you able to tell me what you're looking at? :-D
Heh, that's easy. MapE1M2, the secret outdoor area where you can pick up a chaingun and a soul sphere.

Nice picture, though.

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4589
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay » Tue Nov 18, 2008 17:42

I'll go further than that. I reckon it's E1M2 in the location ReX said, but it's also using Kurikai's latest texture pack release. Also, there are a lot of dead marine bodies implying a deathmatch game. However, all the bodies seem to be the same colour. Assuming all players are not using the same colour, it looks like a very one-sided match. :P

User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive » Wed Nov 19, 2008 1:09

Enjay wrote:I'll go further than that. I reckon it's E1M2 in the location ReX said, but it's also using Kurikai's latest texture pack release. Also, there are a lot of dead marine bodies implying a deathmatch game. However, all the bodies seem to be the same colour. Assuming all players are not using the same colour, it looks like a very one-sided match. :P
ARGGGGGGGGGGG....
On my ass, I'm on my ass !!!!!!!!
:shock:
What I can conclude is that you are...
Attachments
ADO_ENDPIC_after.jpg
and you should have a life out of Doom
Hahaha !!!
ADO_ENDPIC_after.jpg (55.53 KiB) Viewed 4632 times

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4589
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay » Sat Dec 06, 2008 4:25

Moved from the screenshots thread. Please remove the post in that thread if you want.
Alex-bomber_Man wrote:Hmm.. looks nice, but as for me - it needs more details =)
I quite like the level of detailing. There is some there, but it has been kept quite clean looking and not overly cluttered. What is there has been quite nicely done by the look of it.

User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash » Wed Jan 14, 2009 19:31

Good to see you're getting the hang of modeling, Enjay. I really have to ask though... how on earth did you achieve the transparent tube in the model?

I mean... please tell me GZDoom finally supports alpha in model skins!? I'd so crap my pants if that has been recently implemented!

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4589
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay » Thu Jan 15, 2009 1:31

The model is a bit of a cheat - from a number of perspectives. My modelling style is still much like my spriting style - Frankenstein-like. ie, I copy and paste stuff from other sources. So, if there is a model that has the basic elements that I need shape-wise, I'll copy that and then change it to suit my needs. These tubes were made from an old model of a simple barrel that was nothing more than a cylinder and a box model. With copying, pasting, deleting bits and moving stuff around I got what I wanted. I'm still not very good at doing stuff from scratch.

As for how I got the tubes translucent, again more cheating. If an actor has a translucent renderstyle, then GZdoom will use that setting and apply it to the model. My tube effect is done by the tube guys (sprite) actor immediately spawning 2 models in its spawn state. 1 actor has the model for the solid looking bits of the tube attached and the second actor is a translucent actor with a model for the glass part of the tubes attached. So, for each tube that you see in those pics, there is a central sprite actor and 2 additional actors, each with a model attached.

User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash » Thu Jan 15, 2009 20:16

Oh. Clever tricks - although I was disappointed because I really want model skin alpha... :(

User avatar
Blade Nightflame
Posts: 31
Joined: Sun Dec 04, 2005 22:35

Post by Blade Nightflame » Wed Jan 21, 2009 21:43

Some darn nice screens there, Bomb'n-man. Has a funky Chasm: The Rift like feeling to it. ;)

User avatar
Alex-bomber_Man
Posts: 56
Joined: Sat Aug 19, 2006 9:47
Location: Ukraine\Kharkov
Contact:

Post by Alex-bomber_Man » Wed Jan 21, 2009 21:49

Really? XD you are not the first who told me that. Well, as for project - i have to add one more weapon and a few maps for a release.

User avatar
Rex Claussen
Developer
Developer
Posts: 2394
Joined: Tue Jul 11, 2006 18:36
Contact:

Post by Rex Claussen » Tue Feb 17, 2009 16:51

Alex & Enjay, those pics are terrific.

Enjay, any plans to do a Star Wars mod and use those models? It'll be schweet!

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4589
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay » Tue Feb 17, 2009 18:27

No plans. I was just messing with the models to see what they would look like in GZdoom. I'd quite like to have a Star Wars mod under my belt but I don't see myself ever summoning up enough motivation to do it. I did one years ago as a Heretic TC but that got well and truly lost through a combination of disk formatting and floppy corruption. Shame, it was pretty reasonable for the time.

User avatar
Bishop
Decorate Junkie
Posts: 22
Joined: Mon May 04, 2009 13:40
Location: France

Re: Screenshot Discussion Thread

Post by Bishop » Sat Jun 27, 2009 12:53

That's an interesting concept, but I wouldn't use dynamic lights to do any advanced lighting like that in gzdoom. It's all very limited.
Trying to pull something off like that using dynamic lights I find a bit too much hassle for how nice it would look.
You would always see the round edges on the shadow casting. (unless you accuratley place and size many smaller ones to fill in the gaps, but may lag when done often. Terribly) Same thing with the actual "directionnal" light itself.
The shadow seems a bit too dark as well. The spot light would emit light onto the shadow as well, not making it totally dark.
I agree with what you wrote after that... If gzdoom had the possibility to place circular lights and directional lights where you could adjust color, size and intensity would be nice. And what would be nicer is if theese lights would behave more realisticly meaning that the light would not only light up a small area, but light up the entire room in a way depending on many factors (intesity mainly) and eventually casting shadows wherever it would. Anyone who has ever done any mapping for Half-Life 2 would probably know what I'm talking about.
Not trying to get too ahead of myself, this is all very complex and might be such a hassle to implement and make it work niceley. (without any FPS drop) So, I'm not too enthousiastic about it happening anytime soon.

User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Re: Screenshot Discussion Thread

Post by InsanityBringer » Sat Jun 27, 2009 18:01

The effect is only partially finished, actually. I wanted to do more with it, but in all reality, it's just a proof-of-concept, to see if I could do it, so I'm probably not going to touch it again.

User avatar
Logan MTM
I can see you ...
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Re: Screenshot Discussion Thread

Post by Logan MTM » Thu Jul 02, 2009 8:35

Dave_B wrote:Here's a couple of screenshots from my latest WAD, Doom 2: Evolved...[/img]
I just loved it! (L)
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...

dark-slayer-201
Steam - ds201
Posts: 149
Joined: Thu Jul 16, 2009 14:31
Location: South Australia. Adelaide's outdoor mall has 2 big balls of steel!

Screenshots

Post by dark-slayer-201 » Mon Dec 21, 2009 5:43

Janitor wrote:Image
although that is awesome, will it beat Total Chaos?
Image
Hello Username

Locked

Return to “GZDoom”

Who is online

Users browsing this forum: No registered users and 1 guest