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Posted: Sat Apr 08, 2006 17:04
by Jaevlafitte
That's because you have not considered Jdoom's particles workaround

Posted: Sat Apr 08, 2006 18:20
by Tormentor667
Graf Zahl wrote:Tormentor667 wrote:
This reminds me of Legacy's Decals

Me, too. Ugly, aren't they?

Very ugly, but ZDoom's aren't that better, still don't look realistiv enough!
Posted: Sat Apr 08, 2006 18:44
by Graf Zahl
ZDoom's decals aren't supposed to be realistic. I'd say they fit pretty well into the overall look of Doom. But these look more like splats of thick paint, not blood.
Posted: Sat Apr 08, 2006 19:19
by Jaevlafitte
Those are exactly what Doom enemies spurt when shot. Realistic or not, ugly or pretty (a matter of tatse anyways) they are part of the Doom's original artwork, which makes them techinically more suitable than any other blood decal.
By the way, is there something I can use in decaldef to make blood splat to the lateral walls instead of just the one behind the enemy?.
Posted: Sat Apr 08, 2006 20:56
by Graf Zahl
As sprites they are ok as they are short lived. But not when sticking them permanently on walls.
Posted: Sat Apr 08, 2006 21:44
by Jaevlafitte
These decals look particulary best solid (with their own colors) and 0.50 of translucency. When shaded like in the screenshot, the center (which displays the blackest pixels of the image), becomes quite too seethru when splatted to brighter textures.
Posted: Sun Apr 09, 2006 16:55
by DaniJ
Sounds like you are using an addtive blending mode for your blood splats... normally blood splats look better using a subtractive blending mode and inverting the blood colors (see the blood splats in jDRP or Quake3 for an example).
Posted: Sun Apr 09, 2006 18:25
by Jaevlafitte
This is how they look using the method I described above, which's exactly what I wanted to achieve. No more overbrightening.

Posted: Mon Apr 10, 2006 5:37
by DaniJ
3d floors with additive translucency. (pics by solarsnow in screenshot thread)
I shudder to think what the overhead is for GZDoom in order to produce that (although it DOES look nice).
You could create an effect with much the same results using regular midtextures with an alpha channel though. It would be certainly be much kinder to the engine at least (FPS)
I'm glad to see you like my textures also

Posted: Mon Apr 10, 2006 8:48
by Graf Zahl
The additive translucency for 3D floors is still buggy (the blending mode isn't set for the flats.) so it won't be the same in the next version.
Posted: Mon Apr 10, 2006 12:13
by Tormentor667
@solarsnowfall - Awesome!

Looks impressive!
Posted: Mon Apr 10, 2006 18:53
by Nash
solar's screenshot == sex.
Posted: Tue Apr 11, 2006 0:47
by solarsnowfall
DaniJ wrote:You could create an effect with much the same results using regular midtextures with an alpha channel though.
It certainly wouldn't look as nice. I have no problem maintaining 165 fps in Quallity rendering mode, so I don't think this is terribly abbusive either. If during play testing I find it excludes too many users, I'll consider redoing them.
If those are your textures, the ones from the retexturing project, thanks, though I've had to modify nearly every one I've used so far.
Posted: Tue Apr 11, 2006 1:37
by Graf Zahl
Doing soft vertical gradients with this method is much more costly.
These few light effects here don't add that many polygons but when optimizing Tormentor's TNT4 map I had to replace some of the lighting effects with custom textures to speed things up.
Posted: Tue Apr 11, 2006 2:37
by Snarboo
@ Solar: <3
It's amazing how you can make the Doom Engine look fresh with simple stuff like three-dee floors and translucency. :)