View Full Version : Crazy feature I'd like to see in jDoom, jHeretic, etc
June 22nd, 2002, 11:36 AM
Ok, this is a little crazy perhaps, but I was just thinking that it would be pretty darned cool if someone was able to take the water and waste and use pixel shaders (and I guess bump mapping, I don't claim to know much about these things mind.) Certainly that would be a lot of work and seems kind of a silly thing to do in these old games, but wouldn't it be great to see that?
June 22nd, 2002, 11:50 AM
Taken from the Doomsday readme's ACKNOWLEDGEMENTS section
"People who have sent ideas for new features. My goal is not to create
the most feature-packed, super-customizable FPS extravaganza but to
have ports of Doom, Heretic and Hexen that play right and look nice,
so I might not think of something you'd very much like to see."
Why not email Skyjake about your Ideas?
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June 22nd, 2002, 12:23 PM
Implimenting bump mapping would be cool, I think using Dot 3 is a nice balance between quality and performance, and mst cards support Dot 3 where as not all cards support enviormentaly mapped, but I strongly opose the implimentation of programable pixel shaders, maybe just some basic T&L or the non-programable Vertex Shaders...
June 22nd, 2002, 12:40 PM
Well, for one thing, I didn't know if the idea was just so crazy that no one would even have the least bit of interest.
Anyway, I'm aware that it's a bit overkill, but you have to admit that things like water could look a lot better.
June 23rd, 2002, 01:49 AM
Of course, just not via programable pixel shaders, we need to implimen the transperant water effects all ready nabled in the engine and put in an underlying texture and give in a motion animation, that wouldn't be much work at all and would help greatly...
June 24th, 2002, 08:12 PM
How does one enable the transparent water? I imagine that a good part of it would mean editing parts of many levels since, if I'm not mistaken about this, the water areas contain nothing under the water itself, the water is the floor. At least, I'm fairly certain anyway. I imagine though that if one were to try, they could find a texture that would be universal enough to put under all water, so, perhaps that could be used to make unedited maps have transparency support.
Anyway, what I was thinking was that it would be horribly cool if you could look at the water and it would look like it has those beautiful realistic ripples and waves that you see. I THINK that with bumpmapping you could give it waves just using the original texture to map it, but I'm not really sure as I don't know much about that.
June 24th, 2002, 08:47 PM
If you look at an old version of Legacy (1.12) and this great wad (waterlab.wad) you can see awesome liquid-looking water. When the Legacy guys did the real version of the water though, they removed the option to use the great texture they had for it. It still sits in Legacy's wad totally unused, which is really a shame. If JDoom has support for transparent water then someone should try grabbing that texture. It seriously looked better than the water in almost all games since.
- obituary from Perfect Dark
June 25th, 2002, 02:38 AM
It does, just look at the barel models, notice how the goo's trandperant? The reason it hasn't been done for the water is because it's a lot of editing, not necesarily that hard, just alot of work...
July 6th, 2002, 07:14 PM
For the surface, why not take Unreal's approach? A scrolling (or gently swaying back and forth) texture with no or very subtle animation, and random bump-mapped ripples on it. Unreal does it on software, so I don't see why it couldn't be done here, and it looks damn beautiful (there are other water effects in Unreal, but that one is "easy" enough).
And for the extra editing, water areas are just regular sectors with a water texture on the floor, and the underwater portion would have always the same height, so there wouldn't be a way to write a program to do it automatically?. Though I guess that would make the wads uncompatible with the original or other Doom ports. Mmm maybe generating extra GLBSP information or something like that? I dunno, really.
Greetings from Inverse
July 6th, 2002, 08:50 PM
Why couldn't that effect be set to use certain texture names so it could be used on wads that use certain textures - wouldn't need special wads Inverse.
July 7th, 2002, 10:52 PM
We should just take a blude texture from the standerd WADs and make it transperant with motion animations, and later on do some Dot 3 bumo mapping, most cards people have now support Dot 3 in hardware, including Voodoo 3,4, and 5s...
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