elend Posted December 26, 2018 @skillsaw That‘s a tutorial right there. Thank you, kind sir. Great work, I hope I will have the skills to mess around with portals one day. 1 Share this post Link to post
Tango Posted December 26, 2018 I messed with my GZDoom settings to roughly match what @Woolie Wool posted on the last page, plus bloom. the effect is even _more_ extreme in darker environments as Woolie Wool's shots showed, but so far I really enjoy the combo of tonemap: pallete + bloom. you lose a lot of color depth with the tonemap setting, but man do I love seeing all that banding 23 Share this post Link to post
Teder Posted December 26, 2018 @Tango it looks realy nice. Bloom effect is great with white sky behind the entrance and on the red explosion. Green trees and orange-grey sky work great together too! @GoatLord I'll make version to downscale it to about 128=256 or 128=512 (now is 128=1280) to get nice pixel look, if it will be look worse than @hidfan work, than it will go to trash. 2 Share this post Link to post
VanaheimRanger Posted December 26, 2018 @Teder Please no trash. I want to check it out when it's done. It looks like it's been a bit of work. @Tango I turned on the Bloom as well: 8 Share this post Link to post
VanaheimRanger Posted December 26, 2018 Have a few more fake software mode screens! 13 Share this post Link to post
Teder Posted December 26, 2018 (edited) @guitardz great mood. It's nice to watch it. Motion blur in Doom looks awesome! I love it. Found on zdoom forum. EDIT: I've just used @Woolie Wool settings and I fall in love on it :D EDIT: ha, I see I need to bump resolution to 4k EDIT: hmm, still my screenshots are in 640x480 even in custom 4k Edited December 26, 2018 by Teder 4 Share this post Link to post
elend Posted December 26, 2018 Now those highres textures look kind of interesting in paletted mode. 1 Share this post Link to post
VanaheimRanger Posted December 26, 2018 34 minutes ago, elend said: Now those highres textures look kind of interesting in paletted mode. I have to agree...Now I want them even more, lol. 1 Share this post Link to post
Teder Posted December 26, 2018 Best thing is this that I don't need to do with them, only settings in gzdoom :D 0 Share this post Link to post
NiGHTMARE Posted December 26, 2018 (edited) I started work on a crane in Industrial Zone makeover, but gave up as I couldn't get it to look as good as I wanted: Skillsaw's images have given me the inspiration to try and finish it :). Oddly enough, I'm also planning on adding a construction site to Downtown revamp, using somewhat similar girder textures: (IIRC they're based on a texture from Action Doom). 18 Share this post Link to post
Gez Posted December 26, 2018 (edited) If I may: to look convincing, a crane needs to look balanced. Usually (but not necessarily always), they're taller than they're wide. It also needs to be physically balanced with a counterweight opposite the arm. I'd recommend ditching the vertical spanners on the arm texture. It makes the arm look heavier than it should be, and real cranes are all triangles. The tower part would look sturdier if it was wider, or if the arm was thinner. For your crane you could take inspiration from this one which has similar squat proportions: From the description on the site where I found it, it's a special-purpose industrial crane (not a construction crane like the ones above), built to load heavy metal slabs on trucks. So something like this would make sense in an Industrial Zone. Counterweights are blocks of concrete, so some variation on Doom's GRAY textures should suffice for them. 9 Share this post Link to post
Ichor Posted December 26, 2018 1 hour ago, Zanieon said: This reminds me of Brutal Legend for some reason. 2 Share this post Link to post
Urthar Posted December 26, 2018 14 hours 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. GZDoom incorporated Eternity style portals, but I think ZDoom itself only has the older kind which you can see through, but can't otherwise interact with. 0 Share this post Link to post
skillsaw Posted December 26, 2018 @NiGHTMARE Very cool, looks pretty close to me. @Gez Thanks for those, I'll add a counterweight for sure, and adjusting the slats to be angled should be a fairly easy texture edit, as well as adding some cables along the top connecting the load and the counterweight. I agree that the crane itself would look better with more height to it, but I've already shrunk it vertically quite a bit in order to let the player see it fully as they traverse the map without having to look up too much, so I think the stubby height is staying. 1 Share this post Link to post
VanaheimRanger Posted December 26, 2018 @Teder GZDoom will only output screenshots at whatever resolution scale you're faking, so you could always create a 4k image in Photoshop or another editor and drag the screenshot into it, then stretch it to fill out the whole image. If you want it to retain it's pixelly goodness you'll need to have image sizing settings set to linear. I do this when I am making my YouTube thumbnails. Example: This screen was 1792x1008 (my normal window size I play in with no resolution scaling) stretched up to 1080p 5 Share this post Link to post
Teder Posted December 26, 2018 (edited) @guitardz yeah, I did that way, but I thought there is some possible to do it in gzdoom, thanks for advice! 1 Share this post Link to post
VanaheimRanger Posted December 26, 2018 (edited) So, uh, we're getting real close to 500 pages in here. How should we celebrate? 0 Share this post Link to post
Teder Posted December 26, 2018 (edited) @guitardzSo, uh, wea re getting real close to 500 pages in here. How should we celebrate? :D And here come fullhd screenshots: EDIT: hmm, I think it's still to low crispy. 5 Share this post Link to post
VanaheimRanger Posted December 26, 2018 @Teder I really like that archvile column in the first shot. 1 Share this post Link to post
Steve D Posted December 27, 2018 On 12/21/2018 at 7:46 AM, Dutch Doomer said: I might be wrong here, but I'm fairly sure he's from Belgium. Nice shots you posted again :) Perhaps I assumed too much because "van" is in his name. ;) 0 Share this post Link to post
VanaheimRanger Posted December 27, 2018 (edited) The first Doom Picture thread was closed after around 520ish pages due to being a strain on the website systems. Is this one going to suffer the same fate? And if so, who will start Part 3? @Grazza @Linguica has modern technology beaten this issue? 0 Share this post Link to post
Linguica Posted December 27, 2018 Uh, I dunno? Given it's nearly 2019 it's probably time for a new one anyway? 3 Share this post Link to post
ETTiNGRiNDER Posted December 27, 2018 @Teder I admit I was skeptical looking at the texture previews on their own, but seeing them in action in those screenshots it does look really "natural" compared to any other HD remakes I've seen. 4 Share this post Link to post
VanaheimRanger Posted December 27, 2018 Woot! 500 Pages! We did it Doomworld! 19 Share this post Link to post
wolfmcbeard Posted December 27, 2018 My first Hell related anything. Needs more work, but I'm liking it. 9 Share this post Link to post