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The Dungeon - Demon Eclipse map09

Posted: Sun May 07, 2006 1:29
by Eriance
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/

Posted: Sun May 07, 2006 1:35
by Graf Zahl
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.

Posted: Sun May 07, 2006 1:45
by Eriance
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.
OH....well..no wonder. I have the 1.15. Haha. time to upgrade.

Posted: Sun May 07, 2006 13:22
by Tormentor667
Any news on your partial Progress of the "Tower of Suffering"?

Posted: Sun May 07, 2006 19:38
by Eriance
Tormentor667 wrote:Any news on your partial Progress of the "Tower of Suffering"?
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.

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.

Posted: Tue May 09, 2006 11:45
by Tormentor667
Eriance wrote:
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.
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!

Posted: Tue May 09, 2006 17:52
by Paul
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.
This quote caught me. Is using hi-res 24 bit pngs for all maps' texturing a performance hit?

Posted: Tue May 09, 2006 17:55
by Graf Zahl
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.

Posted: Tue May 09, 2006 18:04
by Paul
I can pretty much imagine why that happens (immideate color remapping of many many colors). Don't worry, I never liked that shitty effect and won't use it in my mods. Thanks for the answer too :)

Posted: Tue May 09, 2006 18:55
by Graf Zahl
Actually you are wrong. ;) It stalls the game because uploading all the textures takes so long. It would also happen if they used the normal palette. The remapping is taken care of while copying the data from DevIL's buffer to the internal one that is passed to GL and doesn't matter much.

Posted: Tue May 09, 2006 19:21
by Paul
Heh. Guess I learn something new everyday. Thanks for the tip there :)