SyntherAugustus Posted February 24, 2005 Anyway I managed to create walkable shallow translucent water with ZDoom. Here is a template wadfile. http://max2.tradingsystems.net/transwater.zip (I'm using .96 btw) 0 Share this post Link to post
Jehar Posted February 24, 2005 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? 0 Share this post Link to post
Graf Zahl Posted February 24, 2005 Of course they are there. How could you miss these things? 0 Share this post Link to post
Jehar Posted February 24, 2005 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? 0 Share this post Link to post
SyntherAugustus Posted February 24, 2005 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.) 0 Share this post Link to post
DaniJ Posted February 24, 2005 No offense but that looks, well, yuck! I'll wait to see what it looks like in ZdoomGL. 0 Share this post Link to post
Graf Zahl Posted February 24, 2005 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. 0 Share this post Link to post
kristus Posted February 24, 2005 Use another color on the water or add a colormap for it. 0 Share this post Link to post
Ultraviolet Posted February 24, 2005 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? 0 Share this post Link to post
Job Posted February 24, 2005 That's all well and good but your level needs more detail. 0 Share this post Link to post
Cyb Posted February 24, 2005 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. 0 Share this post Link to post
Chopkinsca Posted February 26, 2005 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. 0 Share this post Link to post
iori Posted February 27, 2005 Well thats easy to understand, doom's blue palette is negligible. 0 Share this post Link to post
impClaw Posted February 28, 2005 This is really cool, might use it in my WAD 0 Share this post Link to post
Nick Perrin Posted March 11, 2005 EDGE rules. ^ Complete with water sloshing sounds no less. 0 Share this post Link to post
NiGHTMARE Posted March 11, 2005 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 ;). 0 Share this post Link to post
Dutch Doomer Posted March 11, 2005 I don't see any water at all,just a dark shadow on the lower part. 0 Share this post Link to post
Nick Perrin Posted March 11, 2005 TURN UP YOUR MONITOR'S BRIGHTNESS. Maybe my monitor is brighter so it looks better? 0 Share this post Link to post
Epyo Posted March 11, 2005 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. 0 Share this post Link to post
insertwackynamehere Posted March 11, 2005 It's because he made the water more transparent then it ever would be in that setting realistically. 0 Share this post Link to post
Nick Perrin Posted March 11, 2005 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! 0 Share this post Link to post
Graf Zahl Posted March 11, 2005 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. 0 Share this post Link to post
TheDarkArchon Posted March 11, 2005 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. 0 Share this post Link to post
Graf Zahl Posted March 11, 2005 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. 0 Share this post Link to post
Tormentor667 Posted March 11, 2005 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 :( 0 Share this post Link to post
TheDarkArchon Posted March 11, 2005 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. ;) 0 Share this post Link to post
Graf Zahl Posted March 11, 2005 TheDarkArchon said:EDGE also supports 32-bit displays. ;) So does every other GL port. I still won't use EDGE for my daily dooming. 0 Share this post Link to post
Nick Perrin Posted March 23, 2005 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. 0 Share this post Link to post
Graf Zahl Posted March 23, 2005 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. 0 Share this post Link to post