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Posted by metlslime on 2002/12/23 18:27:46 |
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
File size limit is 128MB. |
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Semitransparent Shorelines
#13763 posted by mankrip on 2016/08/25 05:55:51
Screenshot - This method has near zero impact on the framerate. Still needs some tweaking.
And I've been really missing out on the newest releases. The Back To Base jam looks sweet.
Awesome
#13764 posted by mjb on 2016/08/25 11:25:15
That is really cool man! Nice job!
Seriously Good
#13765 posted by Qmaster on 2016/08/25 18:51:27
Mankrip's engine looks better and better every month. He teases us to no end.
Makrip
how different is this going to be from super8? and linux binaries / source? (I may have asked the latter question before)
#13767 posted by mankrip on 2016/08/26 01:59:30
Super8 will still have a more diverse feature set � fisheye lenses, AVI video recording, switchable palettes, support for most maps and mods, and so on.
I'm focusing Retroquad strictly on what I consider to be "must have" improvements. For example, the water rendering is almost feature-complete now; the only major addition I'm still going to implement for it is gamma-corrected blending � but that's something that actually belongs to Retroquad's color management system. I'm not going to implement stuff like refraction, reflection, bumpmapping, caustics and underwater fog, because although they would make liquids look even better, they're not needed for visual consistency or level design flexibility, and would slow down the renderer some more.
Ports to other systems will only be made after the whole engine is feature-complete.
Cool
are you going to support limit breaking maps?
#13769 posted by mankrip on 2016/08/26 14:15:20
Some, yes. But I can't promise anything specific.
Gamma-correct Color Blending
#13770 posted by mankrip on 2016/09/02 01:53:32
This is what 8-bit color translucency usually looks like. As explained in some previous posts, the scene in this screenshot is a worst case scenario.
Now, the same scene with brightness-correct & color-correct lighting, color-correct & gamma-correct translucency, gamma-correct per-pixel dithered quantization on mipmaps, and soft-depth transparency on blended liquids (the "glass" in this map actually uses a flat-colored liquid texture, which is why it's also rendered with soft-depth transparency).
Gamma correction on color blending makes the resulting image more smooth and colorful, avoiding saturation losses across different hues. This is actual gamma correction, based on the gamma scaling techniques implemented on computer monitor hardware. Here's a practical explanation.
This was how it looked without gamma correction. The colors were more dull (as in the example from the link above), and less smooth (as can be seen in the wall at the right side of the image).
Soft-depth Sprites
#13771 posted by mankrip on 2016/09/05 14:02:28
Translucent_gamma?
#13772 posted by Newhouse on 2016/09/06 03:06:42
Does Quakespasm support translucent_gamma? Those windows looks much better with that on.
#13773 posted by Newhouse on 2016/09/06 03:11:37
Though I'm a bit confused because:
correction_5_translucent_gamma.png has much cleaner window frame look kind of, but in
correction_3_translucent_on.png
you can see color of water better.. is it even bit higher.
Does that map has blue fog or something, because window clearly wants to color everything blue that is behind it?
NewHouse
#13774 posted by mankrip on 2016/09/06 06:17:51
Thanks for the heads up. I've investigated this, and found out that the pre-gamma screenshots were taken with the slime alpha set to a different value.
This screenshot was taken back then with the glass fully transparent. Now I've used it to adjust the alpha value for the slime, and found out that the value was 0.6. The slime alone is a little less greener now due to gamma correction preserving more of the background hue, which is mostly brown.
With a slime alpha of 0.6 and soft depth disabled, this is a more accurate screenshot for comparison. By the way, this made me notice that the shape of the slime texture is also preserved a lot better now.
And Retroquad doesn't support fog. I've thought a lot about fog rendering, and still can't confirm if I'll try to implement it.
Retroquad Is Looking Great!
#13775 posted by Qmaster on 2016/09/06 18:58:43
Lava Bloom
#13776 posted by PRITCHARD on 2016/09/12 11:22:46
My second map for Quake (first was a quick, minute long map I have no intention of releasing...), thinking of uploading a beta version in the future to see if the gameplay is okay.
imgur album
I can't believe I've been working on this since ~July...
Grittiness
#13777 posted by dwere on 2016/09/12 11:31:31
I like it.
Holy Crap, That Looks Great!
#13778 posted by mankrip on 2016/09/12 12:41:17
Excellent texture choices.
#13779 posted by PRITCHARD on 2016/09/12 13:12:34
Thanks, glad to have such a positive response already. The texture work is a huge time sink, finding the right look and breaking up brushes to make them fit properly is a large part of why it's taken me so long to get this far. But the more I do it, the better I get at it, with better results and efficiency.
A lot of these screenshots are from more recent parts of the map, in part because I feel that the earlier sections aren't quite up to snuff. I'll probably take the time to touch them up a little after everything else is done, but they're passable, at least.
#13780 posted by Mugwump on 2016/09/12 13:17:43
Looks good. I love the soft blue/greenish color of that light. I can see a pyro, are you making this for AD 1.5? If you need beta testers, I'd be happy to oblige.
HOT
#13781 posted by mjb on 2016/09/12 13:22:14
These look great Pritchard! I especially enjoy the base architecture molded with the rocky walls.
#13782 posted by PRITCHARD on 2016/09/12 13:27:55
It's a Quoth map, actually. Mostly because that's what someone suggested to me first when I wondered how to expand the base-themed enemy selection a month or so ago. Now i'm married to it for this map, since I can't give up my beloved Edie! ;P
I'm not sure when i'm going to do a beta, but it probably won't be a private one; I'll most likely end up whacking a changelevel in the map somewhere that isn't really the "end" and posting that version of the map here. I'm mostly interested in player experience, as well as how long it takes people to beat what's there. I tend to blitz through the level, so I find it difficult to judge how long it actually is for regular players...
#13783 posted by Mugwump on 2016/09/12 13:48:20
Ugh, I hate Edie! I mean he's a challenging enemy and that's a good thing for base maps, but I think he belongs more in Q2 and doesn't quite fit in Q1. Still, I'm looking forward to playing this.
My playing style is more slow-paced and methodical. I often take 2 to 3x longer than the average YT playthrough to complete a level.
That Is Great Texturing And Lighting
#13784 posted by nitin on 2016/09/12 14:36:04
very nice mood.
The Best Rock Texture Ever Created
#13785 posted by DaZ on 2016/09/12 15:03:33
The map looks great, very moody!
#13786 posted by adib on 2016/09/12 15:40:54
Pritchard, it's looking great indeed. Lots of variation, curious to see how environments blend together.
As of me, this thing is developing:
http://www.quaketastic.com/files/Jam7/jam7_wannabe_02.jpg
#13787 posted by Newhouse on 2016/09/12 16:27:42
Those looks great, eager to play them when they're finished! I must be the lowest person compared to you guys*
If someone is interested I have been extending "IceCore" a little bit (mostly just thinking). Here is work in progress images (pretty hard to take pics because I haven't finished ceilings and so on):
https://drive.google.com/file/d/0BwxYkKdSD855TVJDMWlSSGo4VlE/view
The actual 'IceCore' I haven't started yet.. but it should be near the tower (bottom left). It is going to be basically much bigger cylinder shaped room.. etc.
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