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Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Jaevlafitte
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Post by Jaevlafitte »

That's because you have not considered Jdoom's particles workaround :wink:
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Tormentor667
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Post by Tormentor667 »

Graf Zahl wrote:
Tormentor667 wrote: This reminds me of Legacy's Decals :)
Me, too. Ugly, aren't they? :?
Very ugly, but ZDoom's aren't that better, still don't look realistiv enough!
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Graf Zahl
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Post by Graf Zahl »

ZDoom's decals aren't supposed to be realistic. I'd say they fit pretty well into the overall look of Doom. But these look more like splats of thick paint, not blood.
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Post by Jaevlafitte »

Those are exactly what Doom enemies spurt when shot. Realistic or not, ugly or pretty (a matter of tatse anyways) they are part of the Doom's original artwork, which makes them techinically more suitable than any other blood decal.

By the way, is there something I can use in decaldef to make blood splat to the lateral walls instead of just the one behind the enemy?.
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Graf Zahl
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Post by Graf Zahl »

As sprites they are ok as they are short lived. But not when sticking them permanently on walls.
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Post by Jaevlafitte »

These decals look particulary best solid (with their own colors) and 0.50 of translucency. When shaded like in the screenshot, the center (which displays the blackest pixels of the image), becomes quite too seethru when splatted to brighter textures.
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Post by DaniJ »

Sounds like you are using an addtive blending mode for your blood splats... normally blood splats look better using a subtractive blending mode and inverting the blood colors (see the blood splats in jDRP or Quake3 for an example).
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Post by Jaevlafitte »

This is how they look using the method I described above, which's exactly what I wanted to achieve. No more overbrightening.

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Post by DaniJ »

3d floors with additive translucency. (pics by solarsnow in screenshot thread)
I shudder to think what the overhead is for GZDoom in order to produce that (although it DOES look nice).

You could create an effect with much the same results using regular midtextures with an alpha channel though. It would be certainly be much kinder to the engine at least (FPS) :wink:

I'm glad to see you like my textures also :P
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Graf Zahl
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Post by Graf Zahl »

The additive translucency for 3D floors is still buggy (the blending mode isn't set for the flats.) so it won't be the same in the next version.
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Tormentor667
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Post by Tormentor667 »

@solarsnowfall - Awesome! :) Looks impressive!
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Post by Nash »

solar's screenshot == sex.
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solarsnowfall
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Post by solarsnowfall »

DaniJ wrote:You could create an effect with much the same results using regular midtextures with an alpha channel though.
It certainly wouldn't look as nice. I have no problem maintaining 165 fps in Quallity rendering mode, so I don't think this is terribly abbusive either. If during play testing I find it excludes too many users, I'll consider redoing them.

If those are your textures, the ones from the retexturing project, thanks, though I've had to modify nearly every one I've used so far.
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Graf Zahl
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Post by Graf Zahl »

Doing soft vertical gradients with this method is much more costly.

These few light effects here don't add that many polygons but when optimizing Tormentor's TNT4 map I had to replace some of the lighting effects with custom textures to speed things up.
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Post by Snarboo »

@ Solar: <3

It's amazing how you can make the Doom Engine look fresh with simple stuff like three-dee floors and translucency. :)
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