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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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Vores Have Penises! 
You know, it's� "there". You know� 
Vormits Have Balls! 
Hands up for skiffy! 
 
Vore idle confirmed 
Nice Vormit Jugs. 
Both of you, unbridled geniuses. 
Fiend Has Eyes 
Awesome vore! Tho I'm also not a big fan of humanisation of creatures from another realm. It should be more unhuman that human.

Madfox: this is so great! You made my day! 
 
The fiend has boobs too... boobs on everything! hooray!

Seriously though, the fiend has eyes, the shambler has fur and the vore is a girl... just the facts people. 
 
mankrip: whoa awesome

"with zero lack of any sort of anatomy" <- i like that! 
Elder Boobed Creatures 
If vore has 3 legs it may have 3 boobs. Fiends may have boobs on the back (with eyes). 
 
I hope Skiffy takes the negativity with a pinch of salt. Because this forum has some of the worst trolls, even worse than youtube. 
 
uh no what? 
 
To be honest I kinda want Skiffy to give it a couple of big pendulous dairy cannons now just to mess with us. 
Plug 
in your juggling vormit. 
I Am Thick Skinned :P 
I'm just going to finish the skin and animations and then see if you guys are still on the fence hehe. 
Color & Brightness Correction + Light Dithering 
Here's a more complete set of comparisons.

All these images are 8-bit color data rendered via software in a 8-bit color mode using the vanilla Quake palette. Without colored lighting, and without texture filtering.

Lightmaps are rendered using a separate surface cache, which is combined with the texture in realtime.

The lighting has four steps of dithering applied to it now. Each dithering step is done on a different step of the rendering, so they're actually multiple different approaches to fix different aspects of the vanilla software renderer's limitations.

These comparisons are extreme cases, which are quite common for completely custom textures in maps designed without the original software renderer in mind. The better the texture & palette combination is, the smoother the resulting image will be, with the color differences being more subtle. I already have a method for generating an optimal palette from 24-bit images, so a game made from the ground up for this engine should look significantly smoother than this.

I've still got to propagate these color corrected lighting modifications to the rest of the renderer (water, skies, and sprites first; MDL model rendering needs a complete update). Afterwards, I'll start preparing some completely custom content for a demo.

No correction, no dithering. Exactly the same as vanilla Quake:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOff.png

No correction, but with 3-step lighting dithering:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png

Color & brightness correction enabled, but dithering disabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOff.png

Both correction & dithering enabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOn.png

Other comparisons:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOn.png

http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOn.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOn.png 
 
I prefer this one....

http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png

the other corrected version looks less vibrant 
 
The other shots look much nicer though :) 
 
The bathroom floor render is killer. 
 
This dithering gives a sexy retro feel. It's kinda scary retro, actually. You can render unsettling horror scenes this way. 
Skiffy 
The corrected version looks less vibrant because that's how that texture is. See the hardware-accelerated screenshot from Quaddicted:
https://www.quaddicted.com/reviews/screenshots/dwmtf.jpg

But I agree that there are cases in which color correction isn't desirable. retrojam4dlc_dw.bsp comes to mind, it looks better without it. And vanilla Quake in general feels a bit different to me with color-corrected lighting, so I'll make it optional.

#13277: That's a good description. 
Mankrip 
I'm definitely a colour correction OFF fella - with it on, it sort of has that sterile GL washed-out look.

Dithered light is kinda nice 
 
If you swapped the dithering algorithm slightly every frame, you'd like get a film grain effect for almost nothing. :P 
 
Kinn: I've also noticed that.

JneeraZ: :P It's already very grainy when in movement. Not so much in maps with textures that matches the colormap better, of course.

Fun fact: The more fidelity the drawing algorithm gets, the harder it is for the PNG compression to save space. The screenshot filesizes got progressively bigger. 
Mankrip 
I'm no coder but that is very impressive stuff. 
@Skiffy 
Just don't rush it. make it perfect like your Shambler. 
Yes Good Things Take Time. 
Yea I plan to do just that. And then it might be a while before I do another one. Because I have some serious anatomy course studies coming up in April which will consume my soul for a few months. So this and maybe another critter if I can then it will be quiet for a long time at least with new model updates. 
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