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.
Moderator: Graf Zahl
http://mike.mancubus.net/projects/gzdoom/DOOM0002.jpgKingofFlames wrote:lookin' good! convert some more GL sky textures now please
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: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.
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.BlackFish wrote: Can you show me a screenshot in filter mode and zoom in on where it seams?
I fully agree with you. These screenshots are breath-taking, Manc.Enjay wrote: :shock:
Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).
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.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. >;)