wolfmcbeard Posted December 24, 2018 I've been debating on borrowing some inspiration from his hall as well...but with a bit more wear and tear. the "guitardz hall" may end up becoming a thing. 2 Share this post Link to post
NaturalTvventy Posted December 24, 2018 (edited) There will be mud. Edited December 24, 2018 by NaturalTvventy 33 Share this post Link to post
VanaheimRanger Posted December 24, 2018 Lol, I'm glad people are liking my blue hallways, when I work with UDMF again I guess I'll need to make more myself. 3 Share this post Link to post
Tango Posted December 25, 2018 20 hours ago, Woolie Wool said: I Can't Believe It's Not Software! Winter's Fury, rendered in GL at 640x400 with Vanilla distance fog, software-style banding, AO, and palette tonemapping. The result is quite gloomy and atmospheric, and not as murky as the screenshots suggest because objects silhouette nicely when in motion or animating. It kind of reminds me of Descent. this looks incredible. the lights especially. I've generally avoided using dynamic lights because they look too... "high quality" to me? compared to the rest of the game. these look perfect though and I would use them a lot more if I could make them look like that consistently. what is it that makes them look so good here? is it the resolution? or the banding? 2 Share this post Link to post
Woolie Wool Posted December 25, 2018 All three, plus the palette, plus the fact that the author went light on out-of-palette colors so most maps retain most of their original colors. The Void map has a lot of psychedelic colored lighting and it looks utterly horrendous with these settings. Basically what I'm doing is: Resolution scale: 640x400, actual resolution 3840x2160 @ 70 Hz cl_capfps 1 vid_vsync 1 NO anti-aliasing or texture filtering No mipmaps Distance fog: vanilla Software-style banding enabled Ambient occlusion set to maximum Tonemap setting: palette 6 Share this post Link to post
skillsaw Posted December 25, 2018 Eternity construction site map using OTEX. Surroundings/sky are super WIP. 45 Share this post Link to post
VanaheimRanger Posted December 25, 2018 3 hours ago, Woolie Wool said: All three, plus the palette, plus the fact that the author went light on out-of-palette colors so most maps retain most of their original colors. The Void map has a lot of psychedelic colored lighting and it looks utterly horrendous with these settings. Basically what I'm doing is: Resolution scale: 640x400, actual resolution 3840x2160 @ 70 Hz cl_capfps 1 vid_vsync 1 NO anti-aliasing or texture filtering No mipmaps Distance fog: vanilla Software-style banding enabled Ambient occlusion set to maximum Tonemap setting: palette Would it be possible for you to post your cfg file? I have no idea where most of these options are and I'd love to have a software look on some maps that don't render well in software. 49 minutes ago, skillsaw said: Eternity construction site map using OTEX. Surroundings/sky are super WIP. That looks kisckass, man. Never seen a construction site in the Doom before. 1 Share this post Link to post
Empyre Posted December 25, 2018 1 hour ago, skillsaw said: Eternity construction site map using OTEX. Surroundings/sky are super WIP. That looks like the Crane map from Unreal Tournament. 2 Share this post Link to post
Grain of Salt Posted December 25, 2018 Not gonna finish this, but merry christmas 20 Share this post Link to post
VanaheimRanger Posted December 25, 2018 @Woolie Wool I found most of the settings. My only issue is that I play in a 16x9 window and none of the resolution scale presets fit the window. So, I'm just playing in 1792x1008 until I can figure out if there is a way to do that. I didn't find settings for mipmaps and the fog settings didn't have a vanilla option, only standard, radial, and off, I set it to standard. Here is some screens I took of my Bloodloss Lost Maps with my settings. Spoiler 4 Share this post Link to post
wolfmcbeard Posted December 25, 2018 (edited) finally going to be ready to update FotD before New Years. I like how the stuff below the floor turned out and I need to tweek the status bar a tad more and then I'm done with maps one and two. edit: How do I change that stone on either side of the stbar to just solid black? 4 Share this post Link to post
elend Posted December 25, 2018 @wolfmcbeard How did you do that hole in the floor with a walkable wire-mesh fence ontop?! I am not sure how to call it, so it's a bit hard to google for... :/ 0 Share this post Link to post
wolfmcbeard Posted December 25, 2018 (edited) 9 minutes ago, elend said: @wolfmcbeard How did you do that hole in the floor with a walkable wire-mesh fence ontop?! I am not sure how to call it, so it's a bit hard to google for... :/ It's a 3d floor set to the same level as the normal floor. I had to bring the top and bottom of the 3d floor to the same height offset and the normal sector with the 3d floor tag was dropped down and detailed to my taste. The wire mesh is just a texture I'm using. I'll make a tutorial video if that didn't help much. 2 Share this post Link to post
Gez Posted December 25, 2018 1 hour ago, wolfmcbeard said: edit: How do I change that stone on either side of the stbar to just solid black? In *ZDoom ports, you need to change the GameInfo section of ZMAPINFO, specifically you'll want to change those: borderflat = "<lump>" border = <size>, <offset>, "<tr>", "<t>", "<tl>", "<r>", "<l>", "<br>", "<b>", "<bl>" For borderflat, refer to a lump that is solid black. For border, you need to refer to eight lumps that make the edge of the window. Instead of redefining it entirely, you can just replace the various BRDR_* images from DOOM2.WAD. 3 Share this post Link to post
leodoom85 Posted December 25, 2018 Merry Xmas dooming in Hell and this shot is from the wad Bloodspeed, map 23. Appropiate theme for this day... 7 Share this post Link to post
KVELLER Posted December 25, 2018 9 hours ago, guitardz said: I didn't find settings for mipmaps and the fog settings didn't have a vanilla option, only standard, radial, and off, I set it to standard. The mipmapping settings are in the texture options, texture filtering specifically. Just set it to "None". As for the fog, maybe they meant sector lighting? You can set that to "Software" to have something closer to the original. 1 Share this post Link to post
VanaheimRanger Posted December 25, 2018 24 minutes ago, KVELLER said: The mipmapping settings are in the texture options, texture filtering specifically. Just set it to "None". As for the fog, maybe they meant sector lighting? You can set that to "Software" to have something closer to the original. Thanks, I was already using both of those so that works. However in OpenGL Options there is a fog option, but the settings are standard, radial, and off. I can't tell a difference between standard and off, but radial is definitely not what I want. 0 Share this post Link to post
wolfmcbeard Posted December 25, 2018 Ok, I thought I had it but I only changed the outline color. Anyone know the name of that texture? 0 Share this post Link to post
Koko Ricky Posted December 26, 2018 I don't think the smeary/smudgy effect works for upscaling a low-res texture. 0 Share this post Link to post
VanaheimRanger Posted December 26, 2018 13 minutes ago, GoatLord said: I don't think the smeary/smudgy effect works for upscaling a low-res texture. I think they look pretty nice. Just a different style for those who like it. 2 Share this post Link to post
skillsaw Posted December 26, 2018 Approximately the same shot as yesterday, but much improved. My main aim was to improve the visual contrast of the scene, as I felt it was a bit too flat looking. To do that, I added a layer of dark concrete on the building middle floors to contrast the lighter grays the are more widespread above and below, I added in some green and brown earthy tones (in the grass and in the outer wall structures), and most noticeably swapped the sky to an overcast nighttime blue. I've surrounded the map with buildings to set the scene a bit more. Some doodads on the ground and some smooth gradient lighting rounds it out, I'm very happy with it now. 33 Share this post Link to post
elend Posted December 26, 2018 It still looks amazing. Love this construction site. Those cranes... how? 1 Share this post Link to post
VanaheimRanger Posted December 26, 2018 9 minutes ago, elend said: Those cranes... how? My guess would be 3D floors with transparent textures, but I'm no expert at this. 0 Share this post Link to post
skillsaw Posted December 26, 2018 10 minutes ago, elend said: It still looks amazing. Love this construction site. Those cranes... how? The crane itself is made out of custom midtextures (a vertical variant that is 512px tall or so, and a 128px by 64px horizontal variant to create the horizontal strut), as well as some custom cable midtextures to make it look like the 'hook' is attached to the steel beam. The midtextures themselves are not solid/impassible in any way, as the tower crane is outside of the playable space of the map (although you can go right up to the base of it). The real trick is learning how to use Eternity Engine's linked portals to create 3d architecture. Portals let you link sectors together through lines or ceiling/floor planes - in this case, I am using floor and ceiling portals to create the illusion of a multilevel building with a crane on top... These editor shots might clarify a bit. I use the rainbow stripe texture to indicate a portal (it's really obvious in game when I mess something up). Lower region of the crane, including the 'hook' and steel beam: Upper region of the crane, with cables going to the steel beam in the portal below: Map shot: In game shot: 33 Share this post Link to post
VanaheimRanger Posted December 26, 2018 @skillsaw That is infinitely more complicated than I was expecting, lol. I have noticed in a couple of UDMF maps I've played recently, an Example being @Dragonfly's Order of the Odanata, some use of this upper and lower area thing. I like it. I would like to be able to learn to do such tricks one day. But you mentioned using Eternity portals, I take it that is a function that only works in Eternity? 0 Share this post Link to post
skillsaw Posted December 26, 2018 (edited) ZDoom has linked portals as well. I'm not sure how the feature compares between the two ports, as I've only worked with Eternity's. Note - this map is designed and tested for Eternity, I have no idea what would happen if I tried to load it in ZDoom. 2 Share this post Link to post
VanaheimRanger Posted December 26, 2018 5 minutes ago, skillsaw said: ZDoom has linked portals as well. I'm not sure how the feature compares between the two ports, as I've only worked with Eternity's. Note - this map is designed and tested for Eternity, I have no idea what would happen if I tried to load it in ZDoom. It's cool to know both have the capability of doing it. I've recently started using Eternity on the side...hopefully GZD doesn't start getting jealous. 0 Share this post Link to post