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Posted: Mon Oct 31, 2005 0:44
by Graf Zahl
Soultaker wrote:Damnit... I take it the skyboxes require OpenGL mode?

You could remap the skybox graphics to the standard palette and define them in TEXTUREx but it'd look like crap.

Posted: Mon Oct 31, 2005 0:47
by Soultaker
That is pretty sweet looking.

Edit: I do not give a crap at the moment. I know I am gonna drool like Hell once I startup these OpenGL only maps and such with my new rig.

Posted: Mon Oct 31, 2005 1:52
by solarsnowfall
Son-of-a.... I thought there was some news on GZDoom development. :(

Nice pics though.

Posted: Mon Oct 31, 2005 2:59
by BlazingPhoenix
lookin' good! convert some more GL sky textures now please ;)

Posted: Mon Oct 31, 2005 4:41
by Manc
KingofFlames wrote:lookin' good! convert some more GL sky textures now please ;)
http://mike.mancubus.net/projects/gzdoom/DOOM0002.jpg
http://mike.mancubus.net/projects/gzdoom/DOOM0003.jpg
http://mike.mancubus.net/projects/gzdoom/DOOM0004.jpg
http://mike.mancubus.net/projects/gzdoom/DOOM0005.jpg

This is Espi's ZooM track Forest with the hl2: lost coast sky applied.

The skybox images are 512x512 but they are being scaled to 128x128. However, and this could be related to the way I'm doing this, viewing them in any texture filtered mode results in the seams being visible, while in the non filtered mode they are seamless. The HL2 skies really lend themselves well. The neat thing about this is that it looks like software rendered but no color restrictions!

I'll ask it here, how did you get 32bit textures into the wad, did you use deepsea or xwe or what?

Posted: Mon Oct 31, 2005 4:45
by BlackFish
XWE has a function where you can do this

Load (raw data)
the raw data being the 32bit texture. (all of mine were png format)
Also if you study the pngs in the png zip you'll notice the sides are actually all one big texture (minus the up and down). That might fix a few things.

Can you show me a screenshot in filter mode and zoom in on where it seams?

Posted: Mon Oct 31, 2005 9:56
by Enjay
Manc wrote:This is Espi's ZooM track Forest with the hl2: lost coast sky applied.
:shock:

Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).

Posted: Mon Oct 31, 2005 11:54
by Cutmanmike
This is starting to look like the fake screenshot thread! Hax I say. Anyway these are most beautiful. Now would be a good time for a pack of these skyboxes ci?

Posted: Mon Oct 31, 2005 14:37
by grubber
Graf Zahl wrote:How can I extract the textures from the .utx file? I don't have any Unreal / UT tools to do it. :(
Try UTPT.

Posted: Mon Oct 31, 2005 15:43
by Paul
:shock:
Wow, just wow. I had an idea like this a while ago, but it stank in Software. This however looks.. uber.

Posted: Mon Oct 31, 2005 16:49
by Graf Zahl
Grubber wrote:
Graf Zahl wrote:How can I extract the textures from the .utx file? I don't have any Unreal / UT tools to do it. :(
Try UTPT.

Thanks. That's exactly what I was looking for. :)

Posted: Tue Nov 01, 2005 3:35
by Manc
BlackFish wrote:XWE has a function where you can do this

Load (raw data)
the raw data being the 32bit texture. (all of mine were png format)
Also if you study the pngs in the png zip you'll notice the sides are actually all one big texture (minus the up and down). That might fix a few things.
From what I keep hearing xwe is not good at doing this, but if you could get it to work then I should be ok. The fact that it's individual vs. one texture may or may not be affecting it, we'll see.
BlackFish wrote: Can you show me a screenshot in filter mode and zoom in on where it seams?
There's no need to zoom in as you very clearly can see seams of the box. I'll try various other methods out of sheer curiosity.

Posted: Tue Nov 01, 2005 3:36
by Manc
Enjay wrote:
Manc wrote:This is Espi's ZooM track Forest with the hl2: lost coast sky applied.
:shock:

Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).
It's the blue :)

Posted: Wed Nov 02, 2005 22:14
by Nash
Enjay wrote: :shock:

Damn! It's hard to believe I'm looking at Doom screen-shots in this thread (in a good way).
I fully agree with you. These screenshots are breath-taking, Manc.

Now all we really need are the damn high-res HUD weapons support.

Then we'll really start seeing wads that don't even look like Doom anymore. >;)

Posted: Thu Nov 03, 2005 2:47
by Manc
Nash wrote:
I fully agree with you. These screenshots are breath-taking, Manc.

Now all we really need are the damn high-res HUD weapons support.

Then we'll really start seeing wads that don't even look like Doom anymore. >;)
Actually what I like is running gzdoom without any filtering, so it retains the appearance of the software renderer with the benefit of true color, high resolution graphics and dynamic lights. The shots I posted are an example of that, it's almost surreal.