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Karnizero
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http://www.youtube.com/watch?v=PBtXswRE6Hk

I made Doom visual effects when boredom strikes (sometimes i play Monopoly).

This is only a kindy BETA version, with lots of things to fix and enhance.

The visual glitches seems to be a FRAPS issue, since when playing with FRAPS turned off, they dont appear.

And next version will grant:

- Eyes Adaptation to the Darkness, after look close to the light
- Dust particles, being illuminated by the light (viewable only when you are by the wall).
- Eyes adaptation to the light, after a bit time looking directly at it.

All was build exclusively to run only under Vavoom Engine.

Last edited by Karnizero on 08-18-08 at 22:04

Old Post 08-18-08 15:15 #
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Kyka
needs to LURK MORE


Posts: 483
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I really liked it. Very eerie and atmospheric. As you say, its just messing around, but it could have a lot of uses.

P.S. liked the music too. A nice rendition.

Old Post 08-18-08 16:22 #
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hardcore_gamer
I am not a moron, but you have the right to call me one


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lol!

Will this work with custom wads, or is this something that will only work in levels made for it?

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Old Post 08-18-08 18:24 #
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leileilol
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volumetric lighting and 'hdr' is not the same thing!

Old Post 08-18-08 20:03 #
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kristus
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My bet it's something like a bunch of translucent textures layered on top of each other to give the sense of volumetric lighting.

Old Post 08-18-08 20:19 #
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zap610
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Sorry, I have seen much better versions of this trick.

Old Post 08-18-08 20:28 #
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kristus
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You talking about this?
http://www.youtube.com/watch?v=BpDWGJX4xH4

Old Post 08-18-08 20:33 #
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hardcore_gamer
I am not a moron, but you have the right to call me one


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kristus said:
You talking about this?
http://www.youtube.com/watch?v=BpDWGJX4xH4



nice!

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Old Post 08-18-08 20:54 #
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BlackFish
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kristus said:
My bet it's something like a bunch of translucent textures layered on top of each other to give the sense of volumetric lighting.

http://forum.zdoom.org/viewtopic.php?f=19&t=18563

mmhmm

Old Post 08-18-08 21:31 #
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Karnizero
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leileilol said:
volumetric lighting and 'hdr' is not the same thing!


This does not pretends to be Volumetric Lightning, just HDR.

HDR is the effect of your view when you look directly to an intense source of light from a darkest place (similar to the one you can see at the video). HDR (appart of other effects), makes the light to blur the borders of the window.

The real effect, also makes the dark room to seem much more dark, and after keep looking the light for a time, then you need to adapt to the darkness again, and you will seem blind. (Try this looking at a incandescent lamp in a full dark room, at your home).
At the video is not implemented yet, but HDR also makes your eyes to adapt the intense light, after a bit time looking directly to it.

CHeck this video to understand what i want to achieve (or at least, something simillar)
http://www.youtube.com/watch?v=JHSk--ZE7Es&NR=1

I have now developed a enhanced version, and granting the adaptation to the dark effect too.
Only need some tweaks for some rendering issues, and FPS enhancement.

Maybe tomorrow or in two days i will post something new.


kristus said:
My bet it's something like a bunch of translucent textures layered on top of each other to give the sense of volumetric lighting.


That effect at the video is possible to work on any OpenGL Source Port.

But i have the plans and a basic and schematic source code for VavoomC (VavoomC is similar to Decorate), to allow this effect without having to modify the map structure. This is, only with programming and a bit ACS scripting (and i mean really small script).
I cant told anymore, cause i have still not tested or programmed, so i dunno if that will work propertly.

Old Post 08-18-08 22:02 #
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DaniJ
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This isn't HDR.

Old Post 08-19-08 01:59 #
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MikeRS
Doomworld is so about bullshit excuses


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Karnizero said:

HDR is the effect of your view when you look directly to an intense source of light from a darkest place (similar to the one you can see at the video). HDR (appart of other effects), makes the light to blur the borders of the window.


Uh, no. HDR is the technique used in photography to make details from all levels of light equally visible, like this: http://commons.wikimedia.org/wiki/I...t_night_HDR.jpg

Old Post 08-19-08 02:03 #
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myk
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Karnizero seems to be referring to high dynamic range rendering, and would be correct if the effect is done using lighting calculations done in a larger dynamic range, as the article explains.

Old Post 08-19-08 02:24 #
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Karnizero
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MikeRS said:

Uh, no. HDR is the technique used in photography to make details from all levels of light equally visible, like this: http://commons.wikimedia.org/wiki/I...t_night_HDR.jpg



You are wrong.

Im not talking about photography, just game rendering.


myk said:
Karnizero seems to be referring to high dynamic range rendering, and would be correct if the effect is done using lighting calculations done in a larger dynamic range, as the article explains.


Thats correct.
Since Doom Engine has lots of limitations, this effect is better do coding, and not mapping.
We need to check where the player is looking to, and then, apply the desired effect.

This sounds easy, but that's not so easy :-P

Old Post 08-19-08 13:35 #
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JohnnyRancid
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Nevertheless it looks pretty neat.

The thing Wadaholic was making for Skulltag looks better though.

Old Post 08-20-08 02:21 #
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Karnizero
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JohnnyRancid said:
Nevertheless it looks pretty neat.

The thing Wadaholic was making for Skulltag looks better though.

Thanks.

Volumetric Lightning != HDR

But if you like Volumetric Lightning effects, that looks much better on Vavoom Engine, when you combine sector fading, additive traslucent sprites and GLVISed lights:

http://img514.imageshack.us/img514/...ightfog1lx0.png
http://img514.imageshack.us/img514/...ightfog2zx5.png
http://img514.imageshack.us/img514/...ightfog3pt2.png

But that is not what i want to reach :-)

Old Post 08-20-08 15:32 #
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