Errrr.
#13713 posted by
Shambler on 2016/06/19 20:00:01
I don't get it. I presume the grainy effect is deliberate?
#13714 posted by ayy lmao on 2016/06/19 21:34:37
Shambler - shhhh. It's a journey of discovery to learn, pixel-by-pixel, why graphics cards were invented.
Something Like That
#13715 posted by
mankrip on 2016/06/19 22:09:12
The grainyness is inevitable, and I like it.
No Srsly.
#13716 posted by
Shambler on 2016/06/19 22:49:52
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?
#13717 posted by
mankrip on 2016/06/19 23:55:21
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
#13718 posted by
sock on 2016/06/20 01:23:13
Concept Map - The Bridge Crane
Music by Devastus and cool cameras by QMM 1.7!
Really Nice
#13719 posted by
mankrip on 2016/06/20 02:03:49
And the music has a UT vibe to it.
I Remember That On Q3w
#13720 posted by
nitin on 2016/06/20 04:52:35
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
#13722 posted by
mfx on 2016/06/20 20:50:54
reminds of nothing i've ever seen before.
So, that's that.
#13723 posted by
mankrip on 2016/06/21 02:15:55
Thanks. The main purpose of this is to make texture creation easier, because I'm not a very good artist.
Beta Tester Wanted
#13724 posted by lth on 2016/06/21 10:49:18
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
#13725 posted by
sock on 2016/06/21 11:41:14
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!
Nice
#13727 posted by
negke on 2016/06/26 06:58:05
Though much like all of your recent maps/shots the fog looks too dense.
#13728 posted by
metlslime on 2016/06/26 08:35:26
fog might be fine for actual player POV though -- aerial shots will have longer sight lines.
Yeah,
#13729 posted by
Shambler on 2016/06/26 21:18:45
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.
Quake Sin
#13732 posted by
madfox on 2016/07/03 12:23:35
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
Great!
#13734 posted by anonymous user on 2016/07/04 14:03:57
go mapfox!
Looking Good.
#13737 posted by anonymous user on 2016/07/12 00:26:00
Your Mother has an odd shape.