Guest mewcat23 Posted November 28, 2000 It is possible to force any engine to accept 16 millions of colors ?? because 256 colors for graphics and sprites the design is limited and it is possible to add more angular position so we can make monster movement more real... 0 Share this post Link to post
Guest Fanatic Posted November 28, 2000 No, you can't force any engine to use something it's not designed for. 0 Share this post Link to post
Lüt Posted November 28, 2000 You can use EDGE for 16-bit graphics (I believe that is 65,536 colors, rather acceptable if you ask me) or JDoom for full 3D-Accelerated graphics (required capable 3D card obviously.) You can get EDGE at http://edge.sourceforge.net (I can't believe you didn't link to that below, Fanatic :)) and JDoom at http://www.newdoom.com/jdoom . JDoom has a few annoying light features which can be turned off in it's configuration menus. (Flares, coronas, etc.) 0 Share this post Link to post
Guest Fanatic Posted November 28, 2000 It doesn't use 16bit source images tho, which I think is what the original question was. EDGE just converts them on the fly to 16bit, making them appear to be a bit more rich, not to mention the fade effect adn translucency have a lot more to use (translucency smootheness and delicacy improves in 16bit by a huge amount). No DOOM source port can use 16bit graphics, because the WAD format of storing them doesn't support it. EDGE will support true color source graphics, but we will most likely create a new WAD format that supports it, and a lot of other kewl things. 0 Share this post Link to post
Lüt Posted November 29, 2000 Ah, I get it. I thought he meant rendering, as in removing that lousy color-banding you get with 256 colors. 0 Share this post Link to post