Screenshot Discussion Thread

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

Graf Zahl wrote:Doing soft vertical gradients with this method is much more costly.
Well sure, it looks a hell of a lot better too... I'll look into an alternative option. There's an added depth there I don't think textures alone can capture, you'd have to see it in motion I guess.
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Post by Tormentor667 »

Graf Zahl wrote:Doing soft vertical gradients with this method is much more costly.
But using white gradient additive translucent textures would look almost the same without 3D floors and extra calculations, doesn't it?
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Post by Graf Zahl »

The difference is the top and bottom planes. However, those don't work properly in 1.0.04 so solarsnowfall's work might all be in vain. The next version will have a considerable risk of breaking the effect unless he uses transparent textures for it.
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Post by solarsnowfall »

It wasn't really that much work to change the flag to what was already there.
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Post by Shinjanji »

@Eriance: Use Sector_SetPlaneReflection in an OPEN script. Also, you should be coming here to ask questions about screenshots ;)
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Post by Eriance »

Shinjanji wrote:@Eriance: Use Sector_SetPlaneReflection in an OPEN script. Also, you should be coming here to ask questions about screenshots ;)
So it can only be done by scripts? What are the arguments and how are they arranged?
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Post by solarsnowfall »

Info here. Don't forget to include 159:Sector_SetPlaneReflection(3) in your zspecial.acs if it's not already in there.
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Post by SlayeR »

Heh, so Graf, ever get anywhere with the extradata stuff? I was really looking forward to that :P It'd remove the need to use scripts for stuff like Sector_SetPlaneReflection, and probably more importantly Sector_SetFloor/Ceiling Rotation/Scale...

Yeah I know its kinda offtopic :P
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Post by Graf Zahl »

Unfortunately not. I had little to no time from January to March to invest in this and when I finally had the time Randy came along and gave me access to ZDoom's code so it got pushed back again. I have had some ideas how to organize it but it hasn't gone very far. But now that I have added almost everything I could with ZDoom it might be an option to do it. Writing a parser for a simple text format can't be that hard.

I hope I get it running quickly but I'm not sure it won't be ready for ZDoom 2.0.99 (or GZDoom 1.0.05) though.
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Post by Tormentor667 »

@Paul - That looks nice :) BTW: How do you do that translucent water effect?
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Post by Paul »

Line 160 (3d floor)
Type: 2
Flags: 2
Alpha: 120 (or something like that)
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Post by Nash »

Can I see the faked radiosity map, Paul?

I've tried several times but can never seem to get that right amount to make it look as beautiful as your screenshot. =)

gmail it to nashbackslash. Thanks!
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Post by Cutmanmike »

Paul wrote:Line 160 (3d floor)
Type: 2
Flags: 2
Alpha: 120 (or something like that)
That texture looks lovely... Now where is it?! :utchain:
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Post by Paul »

@Nash - the map is here: http://paul.drdteam.org/Stuff/stuph.rar

@Mike - here it is: Image
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Post by Nash »

Thanks. =)
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