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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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Thank You, Sir 
 
Yes. 
Very nice! 
Per-pixel Dithered Quantization 
An update on my 8-bit color software renderer:

This is what 8-bit textures made with Floyd-Steinberg dithering look like.

And this is my approach, using the same texture resolution as the above picture.

Usual dithering algorithms for creating 8-bit images works per-texel, which is bad for scaling the texels afterwards; the intended color definition gets lost.
My algorithm compiles the textures in a format that allows for per-pixel color definition at any texel scale.

And this is an example of the texture quality I'm going to use in my game. The palette isn't final, that skybox wasn't made by me, and I'm still going to implement better support for TGAs with 8-bit alpha channels, so some things should improve. 
Cool Stuff Mankrip 
 
Very Impressive 
 
Errrr. 
I don't get it. I presume the grainy effect is deliberate? 
 
Shambler - shhhh. It's a journey of discovery to learn, pixel-by-pixel, why graphics cards were invented. 
Something Like That 
The grainyness is inevitable, and I like it. 
No Srsly. 
I don't even understand what you're doing....but I want to.

Oh okay comparing the two same images side by side, yours looks a lot better. Why do they both show a fine grainyiness that one presumably doesn't see in game? 
 
Why do they both show a fine grainyiness that one presumably doesn't see in game?

It is seen in the game.

The first one has 8-bit textures quantized with Floyd-Steinberg dithering, plus 4-step lighting dithering (including color correction and brightness correction), which is combined in real time with the texture. The texture in it is mapped using a hi-res kernel with 16 levels of dithering, like the one in PrBoom (but smoother). The combined T&L kernels can smooth texture detail up to 32 levels, which is higher than any software renderer I know of.
Some people like to compare my dithering to the dithering in the software renderer of Unreal and UT99, but those games uses a 4-level kernel, which is much less smooth.

The second screenshot was rendered using the same techniques, but instead of using 8-bit textures quantized with Floyd-Steinberg dithering, it's using 32-bit TGAs compiled into the 8-bit data format I've created.

It's all rendered in real time, in 256 colors. Take a look at the palette of those screenshots.

Of course, the engine has cvars for disabling most of those effects. Color & brightness correction can't be disabled yet, because it requires significant changes in the code, and to disable it I'll have to implement a secondary codepath that works in the old way. 
Very Old Q3A Map 
Concept Map - The Bridge Crane
Music by Devastus and cool cameras by QMM 1.7! 
Really Nice 
And the music has a UT vibe to it. 
I Remember That On Q3w 
that was some sort of demo map only no? 
Makrip 
Ever since 8 bit graphics became obsolete graphics manipulation programs have lost their dithering options. I remember having numerous different colour reduction options available to me. I remember being able to mark a certain region(s) and prioritising the colours in that region over the others.

Your work reminds me of those days. 
Mankrips Work 
reminds of nothing i've ever seen before.
So, that's that. 
 
Thanks. The main purpose of this is to make texture creation easier, because I'm not a very good artist. 
Beta Tester Wanted 
http://stainless-software.com/quake/horror-nailgun.jpg

Beta tester wanted - mostly to make sure I've packaged this right, it's been ages. Apply within. Or below. Or something. 
MovieTime 
I Remember That On Q3w, that was some sort of demo map only no?
Yes, it was just a concept map I made years ago which I recently installed again. I thought it would be cool to create a video of it and learn some new camera stuff at the same time! 
Screenshot 
Nice 
Though much like all of your recent maps/shots the fog looks too dense. 
 
fog might be fine for actual player POV though -- aerial shots will have longer sight lines. 
Yeah, 
Looks great TBH. Love the spectacular architecture shizzle. 
Latest Version Of My QS-IRC Mod 
This is the version I hope to release for QExpo, should everything turn out to be bugfree.

Dropbox link:
https://db.tt/vvXGPDnv

Yes, I finally worked out how to compile the thing for windows too. 
 
Q20 
Quake Sin 
Trying to convert the gorge from sin to quake.
Mapscale is too big for it but anyway.
Let's say it's my guilty pleasure.

elxu4 elxu4 elxu4 elxu4 
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