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ptoing
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Experimented a bit with the colormap and tried what it looks like if the lightlevels were inverted. It looks rather strange.

I thought perhaps someone else might find this mildly interesting so I uploaded it to wadhost.

EDIT: New file with the old wad and 2 new ones of equal "value"
http://wadhost.fathax.com/files/chacks.zip

Last edited by ptoing on Sep 3 2009 at 16:09

Old Post Sep 3 2009 13:39 #
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arrrgh
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This looks really cool, especially sice things that were fullbright like skies are now pitch black. Try playing E3M8.

Old Post Sep 3 2009 13:55 #
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ptoing
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Haha, yeah. One thing I noticed is that it does not take to transparent stuff (most projectiles in Zdoom) kindly. They become virtually invisible :o

Old Post Sep 3 2009 14:01 #
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Juiche
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I'm not sure, but it seem, it has too big contrast.

Old Post Sep 3 2009 14:10 #
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Erik
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Although this mod in itself is rather useless, it can give you some good ideas of unorthodox lighting patterns that looks really nice.

Old Post Sep 3 2009 14:32 #
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EarthQuake
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Neat...

Edit: Okay, sorry, that's just too fucking cool. For some reason I get a really spooky feeling when playing with this, like I'm walking around with a flash light or something. Also, all the skies are black instead of full-bright which adds to the spook factor.

Really nice work here, I should definitely add something like this to Prisma's capabilities (sorry, no recent work on it).

I think this is something worth exploring further. I'm gonna be messing around with colormap inversion as well. Again, nice work.

Last edited by EarthQuake on Sep 3 2009 at 15:08

Old Post Sep 3 2009 15:02 #
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gggmork
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That's cool. I never messed with the colormap. Not sure if I'd know how unless you just save as bmp and edit pixels like normal textures.

Old Post Sep 3 2009 15:09 #
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Dreadopp
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I was playing the first level of Doom 2 and it was really creepy. :P I like it.

Old Post Sep 3 2009 15:26 #
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ptoing
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Heh, I am happy someone is enjoying this :)

Earthquake: If all goes well I will soon have a way to quickly convert stuff how I need to to make relative quick proper edits to the colormap, then I will go back to actually working on my colormap improvement plan.

Old Post Sep 3 2009 16:11 #
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Gez
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EarthQuake said:
I think this is something worth exploring further.

Keeping in mind that this trick isn't guaranteed to work on all Doom ports. A hardware renderer like GZDoom's doesn't use the colormap at all, for example.

Old Post Sep 3 2009 16:53 #
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Jodwin
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This is pretty awesome, and creepy with the "right" maps. You should upload this to the archives. :)

Old Post Sep 3 2009 19:34 #
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ptoing
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If you say so :D

Just upped it to the incoming folder in /idgames

Old Post Sep 3 2009 19:45 #
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Graf Zahl
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Jodwin said:
This is pretty awesome, and creepy with the "right" maps. You should upload this to the archives. :)


But better modify it a bit first so that the 'fullbright' level is not completely black. I think that'd make it a bit more interesting if one could actually still see these parts. ;)

Old Post Sep 3 2009 19:52 #
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Jodwin
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Graf Zahl said:
But better modify it a bit first so that the 'fullbright' level is not completely black. I think that'd make it a bit more interesting if one could actually still see these parts. ;)

But isn't complete darkness supposed to be completely dark? :P

Old Post Sep 3 2009 20:00 #
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Gez
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Jodwin said:
But isn't complete darkness supposed to be completely dark? :P

In a computer game? No.

Old Post Sep 3 2009 20:05 #
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ptoing
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Gez said:
In a computer game? No.

Well that depends, tho Graf Zahl is right.
I upped a txt file to tell them to delete it for now since I will make adjustments.
Those will be adding alternate colormap files tho.

Old Post Sep 3 2009 20:13 #
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printz
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I've been playing this with PrBoom Mac and the spectres were all black and visible.

Old Post Sep 3 2009 20:16 #
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ptoing
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Nothing that can be done about that.
I guess with this spectres are more effective in areas of the map which originally were light.

Old Post Sep 3 2009 20:30 #
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Kyka
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Man I loved this. Spooky. The c_invert one especially.

Everything flashes dark whenever you get hit, and the chaingun makes everything go much darker when you fire. This made Doom scary again.

Liteamp goggles are a bad idea. Kinda obvious in retrospect.

At one point I had liteamp goggles on, and a rad suit at the same time, and that black-green color scheme thing going on there was pretty freaky.

Ptoing said:
Haha, yeah. One thing I noticed is that it does not take to transparent stuff (most projectiles in Zdoom) kindly. They become virtually invisible :o

I was wondering about this.

Last edited by Kyka on Sep 3 2009 at 21:50

Old Post Sep 3 2009 20:32 #
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Da Spadger
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How do you edit the colormap anyway? I've yet to find anything on how to do stuff like that.

Old Post Sep 3 2009 20:47 #
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ptoing
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Notepad and hex-editor :)

Old Post Sep 3 2009 21:15 #
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jute
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I really like the flashlight-eque effect this mod causes. I wish it would work more predictably with the Doom 2 maps, which are often not bright enough to be made very dark by this mod.

Kyka said:
Man I loved this. Spooky. The c_invert one especially.

Everything flashes dark whenever you get hit, and the chaingun makes everything go much darker when you fire. This made Doom scary again.

I really liked this. It's a little like the player is amateurishly closing their eyes when firing.

Old Post Sep 3 2009 21:59 #
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arrrgh
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Nighttime bossfights:


Old Post Sep 4 2009 00:01 #
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5hfifty
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wow, this is really cool.. you could make a level centered around this idea with the right design, it really is like you have a torch (FLASHLIGHT) in some places

awesome, thanks a lot! :D

Old Post Sep 4 2009 00:15 #
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printz
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As usual with raw colormap replacements, sector light variation, fullbright sprites and gunflashes tend to look bad. Otherwise, cinvert makes the player resemble a Shadow Knight, shunnig light and with his darkness casting around him. clines is good probably for testing light diminishing. And cring is a middle of the line between original and cinvert.

Last edited by printz on Sep 4 2009 at 10:16

Old Post Sep 4 2009 10:07 #
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marver0PS
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sorry for the bump,but does anyone still has this?

Old Post Jul 15 2013 02:42 #
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Mad Butcher
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http://www.mediafire.com/download/g...zged/chacks.zip

Old Post Jul 15 2013 02:51 #
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marver0PS
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Mad Butcher said:
http://www.mediafire.com/download/g...zged/chacks.zip

thanks

Old Post Jul 15 2013 02:56 #
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