timmie Posted February 6, 2004 Heh, as 0.75 draws nearer, I figured making a demo map would be nice to show how to use the new features like the shader system and enhanced hires texture management. So far making the map has turned up a few bugs in the shaders that I never even really thought of :) So anyway, here's an early screenshot of it: http://timmie.squabble.org/screenshots/gldemo_1.jpg The map uses "Front Line Assembly - Providence" for the soundtrack, so it has a cool (imo) etheral feel to it. You can grab that here if you want (it's a pretty cool song): http://www.frontlineassembly.com/media/mp3/FrontlineAssembly-Providence.mp3 0 Quote Share this post Link to post
Opulent Posted February 6, 2004 Whoa. cool. go blue! the proximity lighting is nice. 0 Quote Share this post Link to post
timmie Posted February 6, 2004 Yeah, I'm going to try and use colors that are so rarely used in Doom maps because they look horrible and blue is one of those colors! Heh, here's an earlier screenshot of the map in software mode to illustrate: http://www.timmie.squabble.org/screenshots/gldemo_sw.jpg 0 Quote Share this post Link to post
chilvence Posted February 6, 2004 Its very moody... I think you should throw in a recursive mirror example somewhere, its definately a striking effect. 0 Quote Share this post Link to post
Fredrik Posted February 6, 2004 Looks pretty cool, though if you ask me that kind of blue tint looks out of place in everything except strictly techy maps. 0 Quote Share this post Link to post
boris Posted February 6, 2004 Another example of colored lighting in software/OpenGL mode: http://boris.slipgate.org/media/zdoomgllooksnice.png 0 Quote Share this post Link to post
timmie Posted February 6, 2004 haha, it doesn't look too bad, actually! http://www.timmie.squabble.org/screenshots/gldemo_pink.jpg 0 Quote Share this post Link to post
insertwackynamehere Posted February 7, 2004 I love blue/silver/techie maps! Looks great BTW! 0 Quote Share this post Link to post
timmie Posted February 9, 2004 A little clip of some of the shader work in the demo map: http://timmie.squabble.org/screenshots/shader5.mpg The glowing effect is a simple alpha mask that cycles between 0 and 50% transparency with an additive blend func. There's also some finer detail stuff in there but it didn't come out in the video at all. shader DOORYEL { layer DOORYEL { } layer YELMASK { blendFunc GL_SRC_ALPHA GL_ONE alpha cycle sin 0.0 0.5 2.0 } layer COMPBLUE { alpha 0.35 scale 0.25 0.25 vector 0.0 -0.25 } layer FWATER1 { alpha 0.5 blendFunc GL_SRC_ALPHA GL_ONE texgen sphere } } 0 Quote Share this post Link to post
toxicfluff Posted February 10, 2004 That's looking awesome Timmie. Since wall/floor textures are interchangeable in Zdoom, I presume you can apply a texture with a shader to any surface? 0 Quote Share this post Link to post
chilvence Posted February 10, 2004 Slide (over at newdoom) pointed out how the fog looks a little bit thick - maybe you should have a few variations on the fog colours to make them jDoomers a bit jealous ;) 0 Quote Share this post Link to post
timmie Posted February 10, 2004 heh, consider it done! Although I think I'll stop with the screenshots now until 0.75 comes out or people will be too ready for the visuals :) edit: of course, the beta testers will still get preview versions of it as I go... 0 Quote Share this post Link to post
Chopkinsca Posted February 11, 2004 chilvence said:Slide (over at newdoom) pointed out how the fog looks a little bit thick - maybe you should have a few variations on the fog colours to make them jDoomers a bit jealous ;) I am not sure if what I am thinking is the same thing or not. How hard would it be to have 'patches' of more dense fog? The fog would be darker in some areas. I guess the only problem would be making where the 'dense' fog is consistent with player movement... Unless you used the players position and the direction they are facing to calculate what areas look darker. aye.. too confusing for me. I doubt it would be possible... if it was it would be cool. Actual 'fog' instead of ambient colour. 0 Quote Share this post Link to post
timmie Posted February 11, 2004 Ok, I lied about not posting new screenshots :( http://www.timmie.squabble.org/screenshots/shader6.mpg As for the different areas of fog, the fog uses the fade color of the sector along with the sector light level, so by altering those two parameters you can change the fog in different sectors. That video actually has different colors and densities of fogs, actually. It may not be exactly what you're talking about, though... 0 Quote Share this post Link to post
toxicfluff Posted February 11, 2004 timmie said:Ok, I lied about not posting new screenshots :( http://www.timmie.squabble.org/screenshots/shader6.mpg As for the different areas of fog, the fog uses the fade color of the sector along with the sector light level, so by altering those two parameters you can change the fog in different sectors. That video actually has different colors and densities of fogs, actually. It may not be exactly what you're talking about, though... Heh, nice looking stuff yet again - the receding blue fog looks awesome. Korn: ZdoomGl seems to support volumetric fog, so with a couple of fog sectors (I think) it's possible to achieve an effect similar to what you described. 0 Quote Share this post Link to post
chilvence Posted February 11, 2004 I was thinking more of a gradual change in fog colours or density, to show off that fog can be different between sectors (jdoom can only have fog on the whole map, or not at all) But that pulsating fog definately looks good :) 0 Quote Share this post Link to post
boris Posted February 11, 2004 chilvence said:I was thinking more of a gradual change in fog colours or density, to show off that fog can be different between sectors (jdoom can only have fog on the whole map, or not at all) Maybe I'm misunderstanding you, but different fog in different sectors has always been possible in ZDoom. 0 Quote Share this post Link to post
DaniJ Posted February 11, 2004 That glass effect is seriously cool. Can you break it as well? You could use the traditional Doom method for that. 0 Quote Share this post Link to post
timmie Posted February 11, 2004 hehe, the glass isn't breakable right now since I am a complete n00b at mapping. You won't believe how long it took me to figure out how to make the lines translucent :) 0 Quote Share this post Link to post
chilvence Posted February 12, 2004 boris said:Maybe I'm misunderstanding you, but different fog in different sectors has always been possible in ZDoom. I know, thats why timmie should show it off (even if it is only a side effect of ZDGL being based on Zdoom). It just looks good :) 0 Quote Share this post Link to post
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