franckFRAG Posted April 1, 2019 15 hours ago, xdarkmasterx said: Nice ambiance xdarkmasterx. 1 Share this post Link to post
exl Posted April 1, 2019 (edited) Experimenting with color grading using LUTs and a pixel shader. These are not done through PLAYPAL\COLORMAP effects, but rather screen-space pixel shaders that are controlled by a texture like this one (which actually contains multiple LUTs): The last 3 rows are the the LUTs for the pictures shown above. The effect can even smoothly transition between LUTs by interpolating between two of them, which is handy for giving each area of a map a different "feel". 35 Share this post Link to post
nrofl Posted April 1, 2019 13 hours ago, Tango said: When will this be released? 1 Share this post Link to post
Tango Posted April 1, 2019 (edited) 2 hours ago, Rhebiz said: When will this be released? hopefully within the next month or two! this is for a v2 of a set I released last year, including the existing maps plus a handful of new maps (pictured here), and hopefully a brand new map01 to replace the old one if i can make a new one quickly 7 Share this post Link to post
RonLivingston Posted April 2, 2019 6 hours ago, exl said: Nice Monochrome 3 Share this post Link to post
Danlex Posted April 3, 2019 https://www.youtube.com/watch?v=fPK2tI2X1Z4 9 Share this post Link to post
elend Posted April 3, 2019 @exl Just saw those pictures with the color gradient shaders, that is some awesome stuff. I really like the monochrome version. Post more screenshots please. 2 Share this post Link to post
DiaBomb Posted April 4, 2019 On 4/1/2019 at 9:47 PM, exl said: Would be perfect for the invulnerability sphere. The original burns my eyes, even with lower monitor brightness. 2 Share this post Link to post
yakfak Posted April 4, 2019 back on my nonsense after a break to make a pico-8 cart feelin all irresponsible with linedefs after those constraints (zekhmet is coming) 20 Share this post Link to post
exl Posted April 4, 2019 A variation of the earlier black and white LUT, trying to get that Sin City effect going. 27 Share this post Link to post
Linguica Posted April 4, 2019 Voodoo scripting? In vanilla Doom? It's more likely thank you think. https://www.doomworld.com/forum/topic/105364-did-you-know-you-can-make-a-voodoo-conveyor-belt-in-vanilla-doom/ 29 Share this post Link to post
Bauul Posted April 4, 2019 Working on a Water themed map for Elementalism. With Sunder back in development, I thought I'd have a go at some insane_gazebo inspired architecture. 41 Share this post Link to post
wolfmcbeard Posted April 4, 2019 After recovering from a slight burnout, I've done something that might end up being the single largest endeavor in mapping for me, this is what I've finished yesterday and I'd say it's maybe 10ish% done...also, do I really need nodes? *coughs* asking for a friend... 1 Share this post Link to post
Steve D Posted April 4, 2019 3 hours ago, exl said: A variation of the earlier black and white LUT, trying to get that Sin City effect going. And you did a great job. That is freaking awesome! 1 Share this post Link to post
Gez Posted April 4, 2019 1 hour ago, wolfmcbeard said: also, do I really need nodes? *coughs* asking for a friend... You don't. The Doom engine does, though. That said, several source ports (Doomsday, EDGE, anything based on ZDoom...) include their own nodebuilders and so are able to generate nodes on-the-fly while loading the level. So generating nodes yourself is only really required if you target vanilla, limit-removing, or Boom compatibility. Since your map is apparently UDMF (that's what the GZDB status bar says at least), that's not a problem for you, you can distribute it without built nodes. 1 Share this post Link to post
wolfmcbeard Posted April 5, 2019 2 hours ago, Gez said: Since your map is apparently UDMF, that's not a problem for you, you can distribute it without built nodes. Good, I was thinking I would have some kind of issue and didn't want to make this behemoth of a map if it wasn't going to work. I assume nodes are for the ai to navigate. 0 Share this post Link to post
bioshockfan90 Posted April 5, 2019 been chipping away at a layout on and off over the past 2 days. taking my time with things for once and not rushing. how's this for a start? Spoiler 3 Share this post Link to post
AL-97 Posted April 5, 2019 8 hours ago, exl said: A variation of the earlier black and white LUT, trying to get that Sin City effect going. Actually, the map itself looks awesome. Is it the same map from the previous screens? Sorry if I missed it, but what project is this - the map and the LUTs - are from? 0 Share this post Link to post
elend Posted April 5, 2019 @exlThat is indeed gorgeous, please keep it up! Lots of interesting things possible with this. 1 Share this post Link to post
nrofl Posted April 5, 2019 3 hours ago, Rince-wind said: More or less detail? More on the ceiling would be nice. Otherwise I do like it. 0 Share this post Link to post
nrofl Posted April 5, 2019 I really dig the two flesh eyes, pretty unique texture use there. 0 Share this post Link to post
Master O Posted April 5, 2019 1 hour ago, Rince-wind said: I'll see what I can do. "Abandon Hope ... All Ye Who Enter Here!" 2 Share this post Link to post
exl Posted April 5, 2019 17 hours ago, AL-97 said: Actually, the map itself looks awesome. Is it the same map from the previous screens? Sorry if I missed it, but what project is this - the map and the LUTs - are from? It is from the previous. The map'll be released once there's a new GZDoom version out that fixes a bug. All I can do is chip away at it some more until then. The LUT stuff I might release as some sort of standalone\resource type thing though. 3 Share this post Link to post