scifista42 Posted July 12, 2012 Here are screenshots from my newest map, which I started as a map for Doomworld Mega Project. It's a "space base" map that works with ZDoom/Skulltag and includes complicated system of portals (stacked sectors), as you can see in 2nd and 3rd shot. The map will be finished soon. 0 Share this post Link to post
Gez Posted July 12, 2012 The tiles in the first screenshot don't really work; though maybe you could rotate them 45° so that they follow the geometry. 0 Share this post Link to post
scifista42 Posted July 12, 2012 Gez said:The tiles in the first screenshot don't really work; though maybe you could rotate them 45° so that they follow the geometry. Phobus said:Ha, and essel says that I abuse FLAT20 :P Doomworld Mega Project unfortunately doesn't allow custom textures (and I think there's no way to rotate flat by 45°). So since I wanted to make a space base, I need to use a lot of FLAT19, FLAT20, SHAWN2, SUPPORT2 and similar bright flats/textures. There is a corridor and the screenshot shows just the curved part of that corridor, but other parts follows the geometry correctly. So maybe I will use another texture for the curved part, if I don't find any proper one, I probably won't change it at all. Thanks for advice. EDIT: Oh, sorry, I didn't notice Sector_SetRotation - thank you, I will use it 0 Share this post Link to post
Phobus Posted July 12, 2012 You certainly can rotate the flat by 45 degrees as you're using ZDoom. If you're in UDMF format it's a sector property - if it's Hexen format, there's action specials for it. 0 Share this post Link to post
scifista42 Posted July 12, 2012 Okay, Sector_SetRotation worked well. It will take some time to tune constants for Sector_SetRotation, Sector_SetFloorPanning and Sector_SetFloorScale correctly, but I hope it basically looks better. However, I'm afraid that I won't be able to get rid of those misalignments in the boundary between slopes and plains and between different rotated floors :( 0 Share this post Link to post
LigH Posted July 12, 2012 That's just Euclidean Geometry. Real tilers face the same issues if they work in non-rectangular rooms. 0 Share this post Link to post
Phobus Posted July 12, 2012 My approach to that sort of thing would be to hide the "seam" with a border of some sort - CEIL5_1 (the black one) would be good for this, as would FLAT14/COMPBLUE if you're after some colour. 0 Share this post Link to post
esselfortium Posted July 12, 2012 My approach would be to use a better texture. :P 0 Share this post Link to post
LigH Posted July 12, 2012 @ esselfortium:scifista42 said:Doomworld Mega Project unfortunately doesn't allow custom textures... And I believe the tiles are on purpose. Textures with less obvious seams could only be some with even less detail, and that would reduce the spatial impression. 0 Share this post Link to post
Memfis Posted July 12, 2012 I really like the first screenshot. Very convincing spaceship. 0 Share this post Link to post
scifista42 Posted July 12, 2012 Here is an updated version of the first screenshot. I decided to make that border from SHAWN2 because pros were stronger than cons. :) Cons: not enough distinct from distance Pros: not enough distinct from distance And one more - the last :) - screenshot (view from the window). 0 Share this post Link to post
Platinum Shell Posted July 12, 2012 There we go! You chopped the problem at the neck! That looks too awesome, can't wait for it to be finished. 0 Share this post Link to post
Retog Posted July 12, 2012 First level of Jaq.wad http://img690.imageshack.us/img690/6157/doom0005.png http://img507.imageshack.us/img507/7158/doom0004.png http://img31.imageshack.us/img31/8205/doom0003.png http://img594.imageshack.us/img594/1272/doom0002k.png 0 Share this post Link to post
DuckReconMajor Posted July 14, 2012 scifista42 said:tiley tunnel thingawesome! 0 Share this post Link to post
elic Posted July 14, 2012 Doomguy 2000 said:http://i252.photobucket.com/albums/hh10/Doomguy_2000/channels3_backgroundjpg.png Holy shit, that was slightly funny. I can't stress the "slightly" enough, but still, that's the first "joke" that you've made that wasn't negative on the funny scale. Congratulations. 0 Share this post Link to post
Nomad Posted July 14, 2012 Not sure if anyone's done this before, but using skybox cameras I effectively made teleporters that you can see where you are going before you step through. The effect is kind of strange from a distance since it IS a skybox you're looking at, but actually walking through it's almost seamless and looks pretty cool; I'm pretty proud of it myself. I might try to use heavy fog to help diminish the weird perspective you see when looking at the portals from a distance (objects in the other end rotate when you look from different angles but don't change size when moving towards or away so everything is huge when you are looking from a distance). You can walk behind this portal and it looks a bit like this (I've changed them slightly since this shot): 0 Share this post Link to post
LigH Posted July 14, 2012 The technique of portal rendering is quite usual in different games, even if there are no virtual distances between the one and the other side; they can help reducing geometry related complexity of several algorithms and increase frame rates. One of the first 3D shooters massively using portals was Prey. The "other side" became clearly visible only in closer range, it was dimmed out in the distance. 0 Share this post Link to post
LigH Posted July 14, 2012 Your technique is not incredibly new, but quite useful and alread even usual now. Prey (3D Realms) was made in 2006, already before Portal (Valve) in 2007. See Prey - demo review: Check pictures 6 and 9 for samples of render portals (orange ring / cubic crate). PlaneShift (an OpenSource MMORPG) uses render portals to reduce the average polygon count to render, to speed up the frame rate (and to support easier map development). The world is separated into sectors which are connected by more or less "seamless" render portals. Their content is rendered by the same camera as the avatar uses, but updated less frequently, not each tick. See a sample image. 0 Share this post Link to post
gemini09 Posted July 14, 2012 really cool, Nomad also some funny shots posted recently :) 0 Share this post Link to post
lupinx-Kassman Posted July 14, 2012 Neat. Though there is a demo wad in the archive demonstrating the effect, I don't believe I have really seen it used outside of that. 0 Share this post Link to post
scalliano Posted July 14, 2012 It appears in UTNT: http://img444.imageshack.us/img444/5674/screenshotdoom201207141.png 0 Share this post Link to post
DuckReconMajor Posted July 14, 2012 I believe it also appeared in Tribute, but I don't know if he used skybox cameras or not. In any case, cool stuff Nomad. 0 Share this post Link to post
Nomad Posted July 14, 2012 I'm confused by what you're implying, though, LigH. Those examples of portals you are referring to aren't simply skybox cameras. I didn't code anything if that's what you're thinking; I simply put a skybox viewpoint at the location the teleporter warps to, and a skybox picker in a sky paradox. I'm sure the techniques you're talking about are different; they are probably more like the regular portals in Zdoom; you just can't put a portal on a vertical surface in Zdoom (which is a damn shame, and Graf had better get on adding that functionality to GZDoom) @lupinx-Kassman: Yep, that's how I did it! Guess I'm not so clever after all, but I'm still proud of coming up with it on my own! @scalliano: Actually looks like that one uses a camera displayed onto a camera texture. Not quite the same; you can't look at that texture from different angles and see more of the room; it's more like looking at a painting. Could be wrong about that, though, haven't played that map and can't fully tell from a screenshot. 0 Share this post Link to post
LigH Posted July 14, 2012 I did not imply anything. I just referenced similar techniques. ZDoom may be limited to fixed camera positions and skyboxes as projection canvas. Nevertheless, it is very similar to render portals, just a bit distant. You used your limited tools to make something impressive. Well done. 0 Share this post Link to post
Nomad Posted July 14, 2012 LigH said:I did not imply anything. I just referenced similar techniques. ZDoom may be limited to fixed camera positions and skyboxes as projection canvas. Nevertheless, it is very similar to render portals, just a bit distant. You used your limited tools to make something impressive. Well done. Haha, OK. Thanks :) 0 Share this post Link to post