The Final Countdown
#12985 posted by
sock on 2015/12/20 14:12:48
@PuLSaR, the mod is under the Xmas tree, you better hurry! We are planning a release some time before Xmas Day!
@nitin, 10 proper maps and 14 secondary test/start/end maps
My trip down memory lane
... Firetop Mountain
E1M3 Inspired - WIP
Woah
#12995 posted by
DaZ on 2015/12/24 13:08:40
Love the style. The blood water works really well with the green bricks and lighting.
2nd shot looks very cramped in the vertical space. Suggest lifting the ceiling somewhat and raising all the structures up to support it.
Getting a very "classic id" feel from it, nice!
Blood!!
#12996 posted by
NarNar on 2015/12/24 16:31:53
Those freestanding gateways with the hanging sconces are rad.
Can't wait to play it!
Thanks for the comments.
@Daz the cramped vertical height in this area is actually inspired by a real life location in Florence (the museum at the Medici Chapel see link.) We just took an awesome family vacation to Rome, Florence and Venice. Not sure if I'll change in this little area it but def understand it's limited for combat.
@NarNar. That was one of those "I'm out of ideas for the night, let me try this." Glad you like it. :)
Less than 50% completed on the overall design. But lots of vacation time to keep at it!!
Oops
#12999 posted by
NarNar on 2015/12/25 00:27:40
I actually like the idea of having low arches to duck under during a firefight in a more open area, the way mice have the safety of their lil hole in the wall.
#13000 posted by
mankrip on 2015/12/25 00:46:15
Hi-res kernel-dithered texture filtering, with 3-step hi-res kernel-dithered lightmap filtering.
[url]https://pbs.twimg.com/media/CXByDhLWwAE9MK2.png:orig[/url]
[url]https://pbs.twimg.com/media/CXByEVaWMAAwpQc.png:orig[/url]
[url]https://pbs.twimg.com/media/CXByEgmWAAAqNwe.png:orig[/url]
Mankrip
#13002 posted by
adib on 2015/12/25 01:01:17
The pixelized version is the original and the smooth is yours?
#13005 posted by
necros on 2015/12/25 05:36:52
Looks blurry. What's the difference with normal filtering?
Necros
#13006 posted by
mankrip on 2015/12/25 08:49:32
By "normal filtering" you mean bilinear RGB filtering? The renderer in Retroquad is limited to 8-bit color and doesn't use hardware acceleration, so I can't do a direct comparison.
Well, I could use a savegame to get the same camera position in another engine, but I didn't care enough to do that�
Anyway, the main differences are:
� This filter has a hexagon shape instead of a square shape. This means some diagonal lines gets smoother than others, which is kinda similar to how the Nintendo 64 filtering works (e.g. half of the diagonals of the octagonal gratings in Turok 2 are rendered as smooth lines, while the other half is rendered as blurry squares).
� The lightmap uses some different filters, to prevent loss of detail in areas where the colormap would usually cause loss of detail, and to generate slightly higher-res details where possible (the first screenshot demonstrates this).
� Texturing and lighting are calculated separately, and combined in real time.
So, it's not as smooth as bilinear RGB filtering, but it's more faithful to the original 8-bit indexed colors, and in some situations it is more detailed.
#13008 posted by
JneeraZ on 2015/12/25 11:55:53
I just don't understand why people want to mess up all that gorgeous pixel art. :-/
But it looks like a good algorithm, yeah ...
#13009 posted by
Kinn on 2015/12/25 13:15:26
I just don't understand why people want to mess up all that gorgeous pixel art. :-/
This.
It's like taking Quake's monster models and running a meshsmooth on them.
I can see it being interesting from a coding point of view. But...the art, man :/