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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.

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No news here, but these CleanCut comparison shots are a good example of an extreme case for color correction on translucency.

First, a 24-bit color mockup. I've done this by getting a screenshot taken with r_wateralpha 1, and applying it with 60% opacity over another screenshot taken with r_wateralpha 0.
http://www.quaketastic.com/files/screen_shots/correction_2_mockup.png

Now, an actual ingame color-corrected screenshot taken with r_wateralpha 0.6. It's not as smooth as Floyd-Steinberg dithering, but it's very close to ordered dithering, surpassing it in some other cases.
http://www.quaketastic.com/files/screen_shots/correction_3_translucent_on.png

And this is how the translucency was without color correction:
http://www.quaketastic.com/files/screen_shots/correction_4_translucent_off.png

The Quake palette is quite poor for translucency, because the game wasn't designed for it. But an interesting side effect of using such a limited palette is that it makes easier to measure the effectiveness of such graphical improvements. With a palette developed with alpha blending in mind, the results will be significantly better. 
 
Danget gives engine already! This supports colored lights? Be curious to see some shots from the E1M1 Doom remake with this engine. 
Window1_2 
Static entity as frame for the alpha glass. 
 
nice work 
 
Is that a model or bsp? 
Lol 
model

It reminds me of the examples of the coloured tifany shadows from darkpaces. I guess it's not possible to simulate coloured glass. 
Get It 
here and explain me how to obtain coloured glass! 
Mankrip 
a palette developed with alpha blending in mind

Do you plan to develop a palette? This is something I'd like to see. 
 
Skiffy: No colored lights yet. I've got a plan for that but the engine needs some structural changes.

And the engine isn't robust enough, there's a lot of cleanup and bugfixes to do.

Adib: I already have the method to generate an optimal palette, but it needs all textures to be created first. 
MadFox 
Damn, that's cool! 
MadFox 
Are the window bars double sided? Or do you need two models, one for each side?

Colored glass = solid color testure named with * at the beginning. Its water.

*waterglass1
*waterglassred
*waterglassgreen etc etc 
Tiffany 
The model has a broader width so it will fit in a glass brush of 4 units.
example

I wonder if I can break the alpha 1 to obtain more colours. 
 
404? 
Argh 
I have used the simple glass.bmp with alpha 1.
right link 
Scampie 
I just noted your doom-e1m1 level there, it's funny, cause I saw someone remake e1m1 in UE4 a couple days ago, and it looks so so bad:

http://www.pcgamer.com/the-first-doom-level-has-been-recreated-in-unreal-engine-4/

I told my friend that I can make that shit in Q1 and have it look 10 times better and now I see you did just that =)

The only reason why I shun that remake so much is because it has gotten so much attention around the net and it just strengthens my belief that gen-pop don't understand quality, especially in older games, using old tech.

These Unreal-remakes get's way to much attention, it's not like that Kakariko village level looked any good either, but this guys seems to think so:

https://i.ytimg.com/vi/SOsQ3288SzI/maxresdefault.jpg


Sorry, 0750-hours, before heading to work in a cold Stockholm, rant =D 
Hipshot. 
100% Correct. That UE4 level looks utterly fucking awful in the shots and would still look utterly fucking awful if it had been done in UE1 18 years ago.

And yeah Scampie's pisses all over that not least because Scampie understands high map quality.

FFS. 
Signed Up And Commented Too. 
 
Bloom...Bloom Everywhere 
Are people really that struck over bloom lightning and cheesy shaders? There is a time and place for UE4 but not for something like this. I am fortunate that a community exists that has similar views! :) 
Lmao 
Signed Up And Commented Too.

Never disappoint. 
Also From The Op 
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]

WHO DID THIS 😂😂 
OTP. 
Someone with moderator privileges who is a bit of a knob and abuses them, obviously. 
 
My favorite kind of person. 
Per-pixel Skybox Dithering 
I wasn't satisfied with the Floyd-Steinberg dithering that I had implemented in the TGA loader ages ago. Floyd-Steinberg dithering only works per-texel, which means that its color correction doesn't interpolate at the subtexel level used by the 3D rasterizer and the level of detail gets quite poor when the image is projected in 3D space:
http://www.quaketastic.com/files/screen_shots/scr_0735_fs.png

So, I've ditched it and came up with a 2-step per-texel & per-pixel approach. There's a huge amount of preprocessing involved in this method, so I'm gonna have to make the engine store the compiled data in the disk to make loading times tolerable:
http://www.quaketastic.com/files/screen_shots/scr_0735_mankrip.png

And here's how it looks with a high-res skybox from Arcane Dimensions:
http://www.quaketastic.com/files/screen_shots/scr_0755.png 
Mankrip 
Some way of making textures look more highres, more like "detail textures"? 
 
No. It's about improving color definition, not texture resolution.

Detail textures adds more detail than originally existed, while per-pixel dithering prevents average color loss.

Sometimes I may get a little odd with nomenclature because I'm inventing these features from scratch and I'm not a native English speaker. 
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