Archvile
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > Colormap and Invul effect emulation
 
Author
All times are GMT. The time now is 21:41. Post New Thread    Post A Reply
emailking
Junior Member


Posts: 185
Registered: 10-04


Excuse the ignorance here, but I was wondering why does the invulnerability look so different on this wad (longdays)? Like...it looks more as though everything turned black and white, whereas with invulnerability it normally looks like light and dark reverse.

Old Post 03-03-10 06:08 #
emailking is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Super Jamie
Forum Staple


Posts: 2664
Registered: 03-08


Whilst it's possible to change the Invulnerability with the COLORMAP lump, there's nothing in Long Days which would do that. It's probably just your eyes being tricked by the visual effect the Invuln has on the particular sky Eternal's used in the map.

Old Post 03-03-10 06:49 #
Super Jamie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
emailking
Junior Member


Posts: 185
Registered: 10-04



Super Jamie said:
Whilst it's possible to change the Invulnerability with the COLORMAP lump, there's nothing in Long Days which would do that. It's probably just your eyes being tricked by the visual effect the Invuln has on the particular sky Eternal's used in the map.


It can't be that because if I go to level 2 (just the normal Underhalls) and use invuln there it looks *very* different from what I get if I use invuln on level 2 with just the iwad and no longdays loaded.

Here are pics showing the difference.

normal: http://i50.tinypic.com/142fx2t.jpg
longdays loaded: http://i46.tinypic.com/20glfh0.jpg

Last edited by emailking on 03-03-10 at 22:00

Old Post 03-03-10 21:49 #
emailking is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Super Jamie
Forum Staple


Posts: 2664
Registered: 03-08


Something to do with GL mode perhaps? In software mode, -warp 2 and typing "idbeholdv" appears exactly the same with and without longdays.wad loaded.

Old Post 03-03-10 23:02 #
Super Jamie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Phml
Senior Member


Posts: 1823
Registered: 06-09


This wad is intended to be played with GL mode, so that's probably it.

Old Post 03-03-10 23:05 #
Phml is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
emailking
Junior Member


Posts: 185
Registered: 10-04



Phml said:
This wad is intended to be played with GL mode, so that's probably it.


So it's a COLORMAP then? I wonder why the author did that.

Old Post 03-03-10 23:06 #
emailking is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Super Jamie
Forum Staple


Posts: 2664
Registered: 03-08


No, there is no COLORMAP lump in the wad, open it in XWE.

I was more referring to how the lighting model is different in GL compared to software.

Old Post 03-03-10 23:27 #
Super Jamie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2522
Registered: 01-04



emailking said:
normal: http://i50.tinypic.com/142fx2t.jpg
longdays loaded: http://i46.tinypic.com/20glfh0.jpg



GLBoom-Plus detects in-wad hires textures and starts to use another (not colormap based) method for invul effect even if "Use Colormaps" is enabled. It helps to avoid this. GLBoom-Plus uses colormap approximation for hi-res textures only for Boom colormaps and there is an ability to increase precision with "gl_hires_24bit_colormap 1" in config - in this case RGB2PAL.dat (16MB) will be created in prboom folder.

code:
invul_method = 0; if (players[displayplayer].fixedcolormap == 32) // invul { if (gl_boom_colormaps && !gl_has_hires) { invul_method = INVUL_CM; // colormap } else { if (gl_version >= OPENGL_VERSION_1_3) { invul_method = INVUL_BW; // black and white analogue, requires FBO } else { invul_method = INVUL_INV; // inverse } } }

Last edited by entryway on 03-04-10 at 11:46

Old Post 03-04-10 11:39 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 21:41. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > Colormap and Invul effect emulation

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory