andrewj Posted October 28, 2008 Oblige now has some code to generate random sky textures, which will make the levels a bit more interesting to look at. Earthy: Hellish: Can do Starry as well. 0 Quote Share this post Link to post
Csonicgo Posted October 28, 2008 holy jesus that looks incredible. will this be in lua so we can make our own skies? and is that a beta of the new layout of the maps? that looks interesting. 0 Quote Share this post Link to post
gggmork Posted October 28, 2008 Awesome, so it actually generates/draws a new pseudorandom sky each time (rather than randomly choose from premade skies)? Since you like generative stuff you might want to check out LP5 by autechre. As far as gameplay goes, I really like the settings of obhack (particularly how it allows harder difficulty in general). 0 Quote Share this post Link to post
SulfurOccult Posted October 28, 2008 those sky textures look pretty good, I'm very impressed. 0 Quote Share this post Link to post
andrewj Posted October 28, 2008 Cheers everybody :-) The generation algorithms (yes it is all randomly generated from scratch) are very basic ones. I'm surprised myself how well the mountains look because that was really just a quick hack. Better algorithms are planned for the future [I could spent heaps of time on this...] @Csonicgo: Lua doesn't make the skies, but it will control various parameters, especially the colors to use (palette indexes), also the fractal dimension (the smoothness or roughness), how high the mountains are (etc etc). @gggmork: thx for the reference. @Jute Gyte: the maps are Oblige generated, I've been doing a lot of work on rewriting the map algorithms and so far it doesn't create anything worth looking at, no doors or stairs or monsters or other stuff. Right now I'm working on the hardest thing: laying out a room (putting in stairs where needed, where the walls will be, etc etc). After that I will redo the monsters/items code and finally there will be playable maps again! :) 0 Quote Share this post Link to post
Graf Zahl Posted October 28, 2008 Nice. Can the height of the sky textures be customized so that ports which support tall skies can use this, too? 0 Quote Share this post Link to post
andrewj Posted October 28, 2008 Graf Zahl said:Nice. Can the height of the sky textures be customized so that ports which support tall skies can use this, too? Taller skies will be easy to support. Eventually I'd like to make true skyboxes too, for QuakeII and OpenGL Doom ports. Maybe you can tell me a litte about ZDoom: will it use tall skies automatically or only under certain circumstances? What is the correct or best height to use? 0 Quote Share this post Link to post
Gez Posted October 28, 2008 Height should be 256 I think. The following screenshot shows what happens when I use a 256x200 version of Episode 1's sky taken from Skulltag.wad to replace the normal 256x128 version. In GZDoom it's fine but in ZDoom it's too tall to be stretched and not tall enough to avoid being tiled. Heretic uses 256x200 skies as well, but I haven't noticed such problems, probably because Heretic featured looking up and down so the levels are built so as to avoid this kind of situation, contrarily to the Doom levels. 0 Quote Share this post Link to post
Graf Zahl Posted October 28, 2008 Actually, 256x240 seems to be the best for ZDoom. 0 Quote Share this post Link to post
40oz Posted October 28, 2008 Whoa! I'm baffled by this. Will you be able to extract the skies from the wad? 0 Quote Share this post Link to post
NiGHTMARE Posted October 28, 2008 Awesome :). It'd be nice to be able to make 1024 wide wraparound skies with this, too. 0 Quote Share this post Link to post
leileilol Posted October 28, 2008 a simple 'bump' light filter could bring more depth out of them. Right now they're reminescent of Scorched Tanks for the Amiga. 0 Quote Share this post Link to post
MasterOFDeath Posted October 28, 2008 JohnnyRancid said:Whoa! I'm baffled by this. Will you be able to extract the skies from the wad? I'm pretty sure you'll be able to, since the skies will have to be saved in the wad to even be seen. :P 0 Quote Share this post Link to post
CODOR Posted October 28, 2008 leileilol said: Right now they're reminescent of Scorched Tanks for the Amiga.The first thing I thought of when I saw the screenshots was that the mountains looked like Scorched Earth's... 0 Quote Share this post Link to post
esselfortium Posted October 28, 2008 I agree with leileilol that the mountains look a bit flat, particularly the "Earth" mountains (which could also probably benefit from one of Doom's softer tan ranges), but this is still really cool. :) 0 Quote Share this post Link to post
jute Posted October 29, 2008 If you also make it generate all new textures, sprites, sounds, and music, Oblige could become an open content project generator. 0 Quote Share this post Link to post
phi108 Posted October 30, 2008 About what you said about true skyboxes, Thay look great in ZDoom as well, you just have to build a 512x512x512 sector with a skybox thing in the middle, and skybox textures on the walls/ceiling. It would be great if you could incorporate this into the map building. Anyway, Thanks, its looking to be a great generator! (not that it isn't already!) EDIT: And Im pretty sure 256x228 is the sky height that keeps the base of the texture at the same place it is in doom, but adds 100 pixels, which is the extra vertical look distance zdoom allows. 200 is too short, and 240 is too tall. 0 Quote Share this post Link to post
Sunny Day Posted October 31, 2008 Id do an option to not have mountains, just sky, some may not want them. 0 Quote Share this post Link to post
myk Posted October 31, 2008 Or other skies. I bet a randomized urban sky should be possible, as well as a flesh-like (or hellish) one. 0 Quote Share this post Link to post
leileilol Posted October 31, 2008 CODOR said:The first thing I thought of when I saw the screenshots was that the mountains looked like Scorched Earth's... except scorched earth did not use gradients or any fuzz - it's completely one flat color. 0 Quote Share this post Link to post
andrewj Posted November 1, 2008 myk said:Or other skies. I bet a randomized urban sky should be possible, as well as a flesh-like (or hellish) one. Sillouetted skyscrapers is something I'll try soon, should be fairly easy, with the occasional odd-shape roof and a few antennas here and there. 0 Quote Share this post Link to post
CODOR Posted November 1, 2008 leileilol said: except scorched earth did not use gradients or any fuzz - it's completely one flat color.Version 1.5 can use scanned images of mountains (which are dithered down to Scorch's palette). There's a random chance (customizable) of a level using a mountain texture, in which case generated dirt (from dirt clods, rockslides after explosions, dirt charges, etc.) has a random look to it. 0 Quote Share this post Link to post
Vegeta Posted November 1, 2008 Do you think there could be possible a random titlepic generator? You insert the words you want (with a limit of characters) and the program would generate a logo using a random font, with a random sky as background. 0 Quote Share this post Link to post
ReFracture Posted November 1, 2008 Oblige has always made me think about the first Diablo game. When you start it, you never know what the layout will be, and it was always entertaining. 0 Quote Share this post Link to post
phi108 Posted November 1, 2008 When using ZDoom, if the "stretch short skies" option is on, it stretches skies that are 128 pixels tall. With 228, 240, 256 height textures, they don't stretch. So eventually this could be in the options- "Sky type: Original, Tall (pix height), Sector skybox, GL skybox"... And the theme for the episode could be chosen? Episode 1: Urban, Mountains, Hell, Space, etc Just thinking about this makes me drool... 0 Quote Share this post Link to post
andrewj Posted November 2, 2008 Vegeta said:Do you think there could be possible a random titlepic generator? You insert the words you want (with a limit of characters) and the program would generate a logo using a random font, with a random sky as background. Yeah, possible. It's a wonder nobody has done it already, what I'm doing is certainly nothing new (I was playing around with this spectral synthesis stuff over 10 years ago). Unfortunately I'm not interested in making a stand-alone program with these algorithms in it, even though that would be more useful to the community. @phi108: OBLIGE III lets you select a theme for all the levels (or leave it as "Mix It Up"). The generated skies will match the level themes. The sky height will depend on which Engine is selected, e.g. 128 for "Limit Removing", 240 for "ZDoom". 0 Quote Share this post Link to post
andrewj Posted November 2, 2008 This attempt at Silhouetted Skyscrapers needs some work: 0 Quote Share this post Link to post
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