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SyntherAugustus

Walkable translucent water.

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Nice screen but i must be missing something.

It looks like normal water to me. It is not seeing thing type **77 or **78.

What version of zdoom did you do this with?

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Never mind. Just saw your 93 statement and put it in there.

IT LOOKS SWEEEET. Is it open to the community?

BTW, why is there no gravity in the sqauare area?

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Jehar said:

Is it open to the community?
BTW, why is there no gravity in the sqauare area?


Duh, it's just an example in zdoom editing. And the reason for the "floating" is quite a no-brainer.

(Actually I accidentally put the wrong floaty thing in there. oops.)

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No offense but that looks, well, yuck!

I'll wait to see what it looks like in ZdoomGL.

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DaniJ said:

No offense but that looks, well, yuck!

I'll wait to see what it looks like in ZdoomGL.



That's the problem with blue in the Doom palette. With ZDoomGL it should look better due to true color support.

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How about a quick explanation of how it's done, for those of us who are at work and don't have option to look in an editor?

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I already 'invented' that when portals first came out. It's a nice looking effect, but if any sprites step in the water then they get cut off. Turn on chasecam to see what I mean.

You can also do stuff like have the player go 'under' the water, but portals really aren't made for these sorts of things thanks to Doom's wonderful rendering engine. They're more limited to faking 3D stuff that you can't interact with too much.

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I did this quite some time ago as well. The first time I did it was to make thin ice.
I forget, but maybe it looks better in Hexen. I should remember though, it was today when I last saw it.

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Ermm, that just looks like the bottom part of the sector is darker than the top part - the surface of the water isn't visible at all.

It would be pretty easy to replicate that effect in ZDoom, using 3D lights ;).

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I have one of the brightest monitors in the world, and I see the same effect as they see.

edit: Actually when I look reeealy reaaaly hard I can see blue streaks. BAaaaarely.

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Whatever. The point is the transparent water looks better with good color. I'll also note this for future maps with transparent water-make it less transparent!

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Nick Perrin said:

Whatever. The point is the transparent water looks better with good color.



That's obvious. Translucency effects and 8-bit palettes don't mix well.

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Graf Zahl said:

That's obvious. Translucency effects and 8-bit palettes don't mix well.


That's solved with EDGE 1.29b* You can have 32-bit PNG's as textures.

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TheDarkArchon said:

That's solved with EDGE 1.29b* You can have 32-bit PNG's as textures.



8 bit textures are not a problem. 8 bit displays are. 32 bit textures are a waste of resources most of the time. It is quite rare that you really need more than 256 colors.

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Cyb said:

I already 'invented' that when portals first came out. It's a nice looking effect, but if any sprites step in the water then they get cut off. Turn on chasecam to see what I mean.

I actually had the same idea and I wanted to use it in TNT4 but unfortunately, this problem you mentioned can't be solved :(

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Graf Zahl said:

8 bit textures are not a problem. 8 bit displays are. 32 bit textures are a waste of resources most of the time.


EDGE also supports 32-bit displays. ;)

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TheDarkArchon said:

EDGE also supports 32-bit displays. ;)


So does every other GL port. I still won't use EDGE for my daily dooming.

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Actually 32-bit color is useful for creating beautiful textures and that "bright" effect with lens flares and fires. However in doom you only really need 16-bit, but 32-bit is good for dynamic lights too.

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Nick Perrin said:

However in doom you only really need 16-bit, but 32-bit



That's not true. The color resolution of 16 bit modes is far too low for any decent result. In very dark scenes I can even see banding in 32 bit mode. Needless to say that these won't even be visible in 16 bit anymore.

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