Abyssalstudios1 Posted May 6, 2010 WOW that looks amazing rf'. Keep working at it! 0 Share this post Link to post
Super Jamie Posted May 6, 2010 Simon666 said:Some pics from my work in progress: http://img52.imageshack.us/i/screenshotdoom201005060.png/ http://img576.imageshack.us/i/screenshotdoom201005060.png/ http://img97.imageshack.us/i/screenshotdoom201005060.png/ Cool! Nice clean detail and good use of colored lights. Makes me think of a more sinister version of Star Trek. 0 Share this post Link to post
Malinku Posted May 9, 2010 http://i696.photobucket.com/albums/vv326/Ogerz001/Screenshot_Doom_20100509_010115.png more metal 0 Share this post Link to post
DeathevokatioN Posted May 9, 2010 Every screenshot from the last page looks great. 0 Share this post Link to post
esselfortium Posted May 9, 2010 Eternity SVN has had a total rewrite of the texture system that supports large patches and texture/flat mixing and other cool stuff, so I took the opportunity to make a new sky and new gargantuan rock texture for my Vaporware maps: 0 Share this post Link to post
Whoo Posted May 9, 2010 esselfortium said:Eternity SVN has had a total rewrite of the texture system that supports large patches and texture/flat mixing and other cool stuff, so I took the opportunity to make a new sky and new gargantuan rock texture for my Vaporware maps: http://sl4.poned.com/screens/vapor/map3vista.png A++++++++++++++++++++++++++++++ 0 Share this post Link to post
Super Jamie Posted May 9, 2010 esselfortium said:http://sl4.poned.com/screens/vapor/map3vista.png Rubbish as usual :P Can't wait to see where you go with this now. Will you be re-making any of your existing Vaportex work in HR? 0 Share this post Link to post
esselfortium Posted May 9, 2010 Super Jamie said:Rubbish as usual :P Can't wait to see where you go with this now. Will you be re-making any of your existing Vaportex work in HR? Nah, all the hi-res stuff that needs to be done is more or less done, at least for the areas that exist so far. And to clarify, this isn't "hi res" in the sense of smaller pixels to fit more detail, just a gigantic texture to cover a gigantic space. For comparison, here's a shot of the same area from a year and a half ago, without slopes, and with the older textures: http://sl4.poned.com/screens/vapor/01.24/map03/etrn1015.png Pretty major improvement I think, even though retexturing it was the most major change :> 0 Share this post Link to post
Super Jamie Posted May 9, 2010 esselfortium said:Pretty major improvement I think, even though retexturing it was the most major change :> I agree, it repeats alot less and looks way more natural. 0 Share this post Link to post
Dutch Doomer Posted May 9, 2010 The new rock texture looks much better, nice screenhot. 0 Share this post Link to post
WH-Wilou84 Posted May 10, 2010 That's an awesome screen you have there, essel ! Looks very natural. 0 Share this post Link to post
printz Posted May 10, 2010 Only peeve I have is that those crates look like they're made of plastic, by how they're lit up in comparison with the surrounding grittier textures. But I don't want to suggest replacements. I don't want to see ripped TNT crates instead. EDIT: could it be the lack of shadows? :) 0 Share this post Link to post
esselfortium Posted May 10, 2010 printz said:Only peeve I have is that those crates look like they're made of plastic, by how they're lit up in comparison with the surrounding grittier textures. But I don't want to suggest replacements. I don't want to see ripped TNT crates instead. EDIT: could it be the lack of shadows? :) As it is now, the light's coming from above. If I put directional shadows on the crates, I'd have to put shadows on everything for consistency. And yeah, Doom's crate textures are pretty basic, but I guess I'm so used to seeing them that they don't seem that odd to me. 0 Share this post Link to post
gemini09 Posted May 10, 2010 rf' - lookin' good. I miss the original automap colors... :( 0 Share this post Link to post
Ahcruna Posted May 10, 2010 esselfortium said:Eternity SVN has had a total rewrite of the texture system that supports large patches and texture/flat mixing and other cool stuff, so I took the opportunity to make a new sky and new gargantuan rock texture for my Vaporware maps: http://sl4.poned.com/screens/vapor/map3vista.png That doen't even look like Doom, and It's beautiful. 0 Share this post Link to post
Gez Posted May 10, 2010 gemini09 said:I miss the original automap colors... :( ??? Are you using a port that doesn't have them? The only port I know of that doesn't use the original colors by default is ZDoom (and its derivatives), and even then it's still available nonetheless. (Options -> Display Options -> Automap Options -> Map Color Set.) 0 Share this post Link to post
printz Posted May 10, 2010 esselfortium said:If I put directional shadows on the crates, I'd have to put shadows on everything for consistency.There should be a tool that automatically casts shadows from sectors with a sky ceiling. 0 Share this post Link to post
printz Posted May 10, 2010 Gez said:The only port I know of that doesn't use the original colors by default is ZDoom??? Also Boom? 0 Share this post Link to post
darkreaver Posted May 10, 2010 printz said:There should be a tool that automatically casts shadows from sectors with a sky ceiling. Uhm, no. 0 Share this post Link to post
kristus Posted May 10, 2010 printz said:There should be a tool that automatically casts shadows from sectors with a sky ceiling. Vavoom got that. 0 Share this post Link to post
gemini09 Posted May 10, 2010 Gez said:??? Are you using a port that doesn't have them? The only port I know of that doesn't use the original colors by default is ZDoom (and its derivatives), and even then it's still available nonetheless. (Options -> Display Options -> Automap Options -> Map Color Set.) Thanks. essel The landscape is beautiful. IMO, the Darkening 2 textures would compliment it very well - or any other texture set for that matter, that's more in line with the landscape texturing... Looks marvelous either way. take it with a grain of salt as it's just my impression from the screenie etc 0 Share this post Link to post
DaniJ Posted May 11, 2010 A little something deng team is currently working on: http://dengine.net/wip/splitscreen.jpg, http://dengine.net/wip/splitscreen2.jpg As you can see, all viewports currently display the view of local player 1 but thats a minor detail. Up to 16 player splitscreen coming soon. 0 Share this post Link to post
printz Posted May 11, 2010 Could be useful for master spymode in coop. 0 Share this post Link to post
Malinku Posted May 11, 2010 DaniJ said:Up to 16 player splitscreen coming soon. I think you would need a movie theater screen to have decient screen size with that many players 0 Share this post Link to post
DaniJ Posted May 11, 2010 Most probably but it will at least be possible :) 0 Share this post Link to post
Nomad Posted May 11, 2010 Finally, another port with split screen. I loved it in Legacy, but it's so out of date. I don't really like Doomsday, but I would likely use this in the future. 0 Share this post Link to post