The Dungeon - Demon Eclipse map09
Moderator: Graf Zahl
- Eriance
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The Dungeon - Demon Eclipse map09
Here's a new level that I made yesterday and today. It's the most complex one i've made yet and uses a lotta 3d floors. I would like some opinions on how it looks. The Screenshots aren't all the huge. But does show enough detail. I have 2 more maps to make/edit and 1 more weapon to draw/decorate before the second episode will be released. Heopefully, I can finish it this summer.
The map is 99% complete, I just gotta figure out how to get XWE to stop turning my PNGs into bitmaps when I load them in and messing up all the pallette. I really like to use some real color PNGs for lighting. How do I do this. So I use 32 bit PNG or a saturated 8 bit? (looks pretty much the same).
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Screenshots:
http://www.deviantart.com/view/32913655/
The map is 99% complete, I just gotta figure out how to get XWE to stop turning my PNGs into bitmaps when I load them in and messing up all the pallette. I really like to use some real color PNGs for lighting. How do I do this. So I use 32 bit PNG or a saturated 8 bit? (looks pretty much the same).
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Screenshots:
http://www.deviantart.com/view/32913655/
- Graf Zahl
- GZDoom Developer
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Use 8 bit PNGs whenever you can. Memory management and performance is better because it doesn't need to read through DevIL. And it has the advantage that the textures show with the software renderer.
As for XWE, make sure you have version 1.16 and import the PNG as raw data. And forget XWE's internal display. It doesn't tell the truth.
As for XWE, make sure you have version 1.16 and import the PNG as raw data. And forget XWE's internal display. It doesn't tell the truth.
- Eriance
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OH....well..no wonder. I have the 1.15. Haha. time to upgrade.Graf Zahl wrote:Use 8 bit PNGs whenever you can. Memory management and performance is better because it doesn't need to read through DevIL. And it has the advantage that the textures show with the software renderer.
As for XWE, make sure you have version 1.16 and import the PNG as raw data. And forget XWE's internal display. It doesn't tell the truth.
- Tormentor667
- Stronghold Team
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- Eriance
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I havent worked on it since DB refused to build the nodes. I wasted like 4 hours adding a bunch of huge yellow-key rooms only to have it screw up. Now I can't even open that wad anymore since all the vertexes are warped out of place for some stupid reason. The map is so detailed that moving all the vertexes back is just impossible.Tormentor667 wrote:Any news on your partial Progress of the "Tower of Suffering"?
I'll work on it sonce i finish updating my current 4 maps. I might have to just build my part seperately and then copy and paste it into your original.
- Tormentor667
- Stronghold Team
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Ah okay, that would make sense, but dont't forget to adjust gameplay on my areas (conc. the monster types and stuff) so I see how I have to work on the final part of the map!Eriance wrote:I'll work on it sonce i finish updating my current 4 maps. I might have to just build my part seperately and then copy and paste it into your original.Tormentor667 wrote:Any news on your partial Progress of the "Tower of Suffering"?
- Paul
- DRD Team Admin (Inactive)
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This quote caught me. Is using hi-res 24 bit pngs for all maps' texturing a performance hit?Graf Zahl wrote:Use 8 bit PNGs whenever you can. Memory management and performance is better because it doesn't need to read through DevIL. And it has the advantage that the textures show with the software renderer.
- Graf Zahl
- GZDoom Developer
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It depends. Loading such textures takes longer and you will need to enable texture precaching for them. 8 bit standard res works fine without.
The biggest hit with hires is when an invulnerability item is picked up. If you do a hires mod I strongly recomment to redefine these items to use a normal blend or an icon as opposed to the standard inverse map.
The biggest hit with hires is when an invulnerability item is picked up. If you do a hires mod I strongly recomment to redefine these items to use a normal blend or an icon as opposed to the standard inverse map.
- Paul
- DRD Team Admin (Inactive)
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- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Paul
- DRD Team Admin (Inactive)
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