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View Full Version : Jdoom 3D Lighting Effect Project


spearhead
April 18th, 2007, 06:57 AM
This is my Jdoom 3D lighting effect Project

http://www.freewebs.com/spearhead21/screenshot/doom2-006.jpg

Sorry for the long wait, I post this at http://jfiles.org/
I'll wait untill doomsday addon web page is ready *smirk*

Johanbeyl
April 18th, 2007, 07:11 AM
Ahh... cool. Hope you've got more coming.

KuriKai
April 18th, 2007, 07:31 AM
how much does it slow down your game?

DaniJ
April 18th, 2007, 09:17 AM
I'd suggest you tone it down a bit at default settings, currently it looks quite unrealistic. Good luck with it though.

I wouldn't worry much about the impact on your FPS. Currently, light decorations do slow things down quite a bit but in an upcoming version they are scheduled for optimization (I'm confident they can be optimized to a point where any FPS impact will be almost unnoticeable).

doomjedi
April 18th, 2007, 10:36 AM
I have to say I'm not impressed...it doesn't look real, and also makes Doom look more of a "light" circus than it is now on Doomsday engine.

flamepanther
April 18th, 2007, 03:47 PM
Light circus? That's a bit of an exaggeration. Anyway, I think putting lights in those spots is a good idea, but they need to be smaller and dimmer. Then it would look awesome.

mindless rambler
April 18th, 2007, 04:54 PM
Being dim enough to cause only a very faint glow in a dark room would be sufficient I would think.

lucius octavion
April 18th, 2007, 05:29 PM
Nice work, that looks hard to define texture lighting.

However, I agree with DaniJ that you should isolate the lights more and give it a smaller halo, because now it looks unrealistic.

DaniJ
April 18th, 2007, 05:55 PM
Nice work, that looks hard to define texture lighting. Actually, its dead simple. You just create a definition for the texture you want the light to appear on, giving the X, Y location on the texture (plus all the other settings like; color, size, sector lightlevel ranges etc) and Doomsday handles the rest for you.

picklebro
April 18th, 2007, 06:50 PM
Love it - try it with no halos. Are you willing to post the code from your ded for it? I'd be interested in piddling with it. ;)

spearhead
April 19th, 2007, 01:14 AM
I'd suggest you tone it down a bit at default settings, currently it looks quite unrealistic. Good luck with it though.

I wouldn't worry much about the impact on your FPS. Currently, light decorations do slow things down quite a bit but in an upcoming version they are scheduled for optimization (I'm confident they can be optimized to a point where any FPS impact will be almost unnoticeable).

I try it as defaults settings the lighting look alot better, The screenshot was to bright

KuriKai
April 19th, 2007, 01:53 AM
once you are done upload it to the code palace part of the doomsday forums please^^

spearhead
April 20th, 2007, 05:36 AM
Do you want me upload it as zip file or code, it ready only as a beta version, there are something that need to be change

KuriKai
April 20th, 2007, 06:16 AM
just copy and paste the code from the .ded

spearhead
April 20th, 2007, 06:58 AM
just copy and paste the code from the .ded

I try it, it to big for code, Can I save it as ded file *shocked*

spearhead
April 21st, 2007, 07:53 AM
sorry i can't put it in code, The file is to long and big to work in code

http://www.freewebs.com/spearhead21/Files/3DLightsbeta1.ded

I like to hear some suggestion or comment about this ded file

lucius octavion
April 21st, 2007, 08:00 AM
I would think it takes a while to do though.

Devan
April 21st, 2007, 11:21 AM
I like this! Lights decrease FPS a few times but it still runs fast and lights look very nice.

when will this appear in doomsday addons site?

drewdewd
April 21st, 2007, 11:48 AM
It looks really nice! I tried it out, expecting it to be sort of weird and it turned out really good! I'm keeping it! My compliments to spearhead!*thumbs*

flamepanther
April 21st, 2007, 12:45 PM
I like it, but there are some problems. I'm going to take some screenshots and post them with suggestions. Overall, I'd say Spearhead has done an excellent job!

flamepanther
April 21st, 2007, 10:34 PM
Alright, here's my humble critique. I tried out the lights both with and without the JDTP. In general, I think it looks great both ways, but a lot of the lights need to be toned down just a bit--most notably the doors and lifts. Here are illustrations of some areas I think have room for improvement.

http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-002.jpg
A lot of the wall lights, especially white and yellow ones, have a habit of obscuring the textures they're supposed to decorate when there are a lot of them together. This wasn't the worst spot.
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-016.jpg
I'm not sure what should be done about this. These lights look fairly decent normally, but if you walk close to a row of this type of texture, you get a weird technicolor fog effect.
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-014.jpg
My, the stairs are bright today! A little bit less, and they'd look great.
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-008.jpg
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-005.jpg
Totally counter to the trend, here we've got a light that's too small!

More in part 2...

flamepanther
April 21st, 2007, 10:47 PM
Some of the lighting decorations seem to be designed for use with the JDTP but not without it, while certain others are just the opposite. Examples:

http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-020.jpg
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-003.jpg
The red lights work with the original texture, but not the new one (besides being too bright). All but one of the red lights were omitted from the JDTP version.

http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-018.jpg
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-000.jpg
There's no way the keypad should be putting out that much light in the first place, let alone when it doesn't exist!

http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-021.jpg
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-013.jpg
The newer texture isn't drawn with lights in mind, besides being nothing at all like the original.

http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-023.jpg
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-004.jpg
The JDTP texture doesn't look like something that should have a light on it.

http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-022.jpg
http://i7.photobucket.com/albums/y271/flamepanther/doom1-ultimate-017.jpg
This one is weird. The red lights match the old texture, and the green one matches the new texture?

IMO, the lights that work in one case but not the other should be removed until someone decides to revise the JDTP.

On the plus side, most of the lights look fantastic. I think Spearhead has given us something that the Doomsday Engine really needed. It just maybe needs a bit less of it.

spearhead
April 22nd, 2007, 01:10 AM
I like your suggestions, i'll make the changes in 3DLightbeta2.ded

flamepanther
April 22nd, 2007, 01:44 AM
I like your suggestions, i'll make the changes in 3DLightbeta2.dedAwesome. I look forward to it eagerly :D

Bob Hoskins
April 22nd, 2007, 03:44 AM
I like your suggestions, i'll make the changes in 3DLightbeta2.ded

Great stuff spearhead.

Might I suggest that you adjust the ded so the lights match up with the original textures. That way, when the jDTP versions have their detail positions adjusted to match the originals then your ded will work with both.

KuriKai
April 22nd, 2007, 07:24 AM
flamepanther: What version of the jdtp are you using? and please don't use any other texture packs apart from the jdtp when testing.

plat1 texture is fixed for the next release

DaniJ
April 22nd, 2007, 09:25 AM
On the whole I think that these lights are far too bright at the default settings. They need to be toned down considerably to a level where you don't immediately notice them. The best way to do that would be to set them up so that the further away you get from them the more they fade out.

flamepanther
April 22nd, 2007, 11:38 AM
flamepanther: What version of the jdtp are you using?jdtp-flats-base-20060731-1.pk3
jdtp-walls-base-20060809-2.pk3
jdtp-textures-doom1-20060731-1.pk3 and please don't use any other texture packs apart from the jdtp when testing.Uh, I'm... not? I think? After checking though, it looks like the filename for the Doom 1 textures is different to what's on the Doomsday Addons page, despite having the same date. I'll try it again with that one and see if I spot any differences.
EDIT: I didn't notice any difference. plat1 texture is fixed for the next releaseAwesome. Any change to tekwall2?


On the whole I think that these lights are far too bright at the default settings. They need to be toned down considerably to a level where you don't immediately notice them. The best way to do that would be to set them up so that the further away you get from them the more they fade out.I think the ones he's got on the various ceiling light flats look great as they are, aside from murdering my framerate when there are too many of them. You're right though. Some subtlety would go a long way.

spearhead
April 28th, 2007, 10:54 PM
On the whole I think that these lights are far too bright at the default settings. They need to be toned down considerably to a level where you don't immediately notice them. The best way to do that would be to set them up so that the further away you get from them the more they fade out.

I set my lower then the default setting, i will fix the bright lights for the next version

SKARD
July 9th, 2007, 07:18 AM
I would like to point out the doors.

I used:
jdui-20060825-1-pk3
jdep-20060601-1-pk3
jdtp-base-20070613-1-pk3
jdtp-walls-doom1-20060731-2-pk3
jdrp-box
abbspack-box

I'm not sure which ones are relevant.
First without, then with.

http://img248.imageshack.us/img248/8203/door1jx4.png
The lights don't line up right. I see no reason for the green.

http://img248.imageshack.us/img248/708/door2zl2.png
The lights line up better. I'm unsure about the green.

Same door, other side.
http://img248.imageshack.us/img248/8393/door3fr8.png
The lights at the top are aligned better due to the ceiling being lower. You can more clearly see one near the middle that doesn't belong.

http://img248.imageshack.us/img248/4152/door4vk5.png
The one near the middle has a source.

A different door.
http://img248.imageshack.us/img248/654/door5bx9.png
No source for the lights.

http://img248.imageshack.us/img248/9840/door6ph7.png
Still source for the lights.

SKARD
July 9th, 2007, 08:00 AM
By the way, flamepanther, where did you get that shotgun model? I don't think it's in the Resource or Abbs Packs.

Valherran
July 9th, 2007, 10:37 AM
Those SS are bad-ass!

flamepanther
July 9th, 2007, 01:03 PM
By the way, flamepanther, where did you get that shotgun model? I don't think it's in the Resource or Abbs Packs.You'd be correct. That's Dreadus' shotgun. Pretty sure I snagged it from jFiles before it went down. I don't think it's available anymore, at least for the time being.

Milten
July 9th, 2007, 01:57 PM
I've searched for it and I could find that download link in the new doom forums:
http://rapidshare.com/files/21842077/dreadus_shotgun_release.rar.html

That's the thread: http://forums.newdoom.com/showthread.php?t=32843

SKARD
July 9th, 2007, 03:21 PM
Thanks. After searching for Dreadus' shotgun I also found this topic.
http://forums.newdoom.com/showthread.php?t=32392

Gamedude
July 9th, 2007, 08:45 PM
Your light effects are looking pretty good so far, but they need to be toned down a bit in places. I already did something like this about 2 years ago. You can have a look at it if you like. The DEDs are on my website at http://www.personainternet.com/gamedudesfiles

My DEDs work with DooM 1, 2, and Final, and I have different versions for the use with and without the high-res textures, as well as a version with the brightness lowered for use with fog.

Mine is similar to yours, but I didn't use many lights on the doors or control panels, and I didn't use many on the ceilings as they tend to slow the game down on slower computers.

DaniJ
July 10th, 2007, 07:21 AM
Mine is similar to yours, but I didn't use many lights on the doors or control panels, and I didn't use many on the ceilings as they tend to slow the game down on slower computers.That is due to design issue with the light decoration code. It is scheduled to be optimized for Doomsday 1.9.0

SKARD
July 11th, 2007, 11:00 AM
So spearhead, why does that last door have lights on it? The positioning makes it look like a strange duplication of the larger door. Is it a mistake? Are you using a different texture I don't have?

spearhead
July 12th, 2007, 06:01 AM
I would like to point out the doors.

http://img248.imageshack.us/img248/654/door5bx9.png
No source for the lights.

http://img248.imageshack.us/img248/9840/door6ph7.png
Still source for the lights.

sorry I was using a different door, the lights will be remove for the next version

CoTeCiO
July 20th, 2007, 06:34 PM
Hey man this thing is really cool!! I'm already using it and it works great, just some lights too low or too high and some wrong placed but it's a good way to start, congratulations! :D

Zhanavahn
July 27th, 2007, 06:21 AM
I wouldn't care if the .DED would come to be only available to jDRP users, so that any texture'll have a corrected version of each lightning on the textures

spearhead
April 20th, 2008, 07:25 AM
There is no update yet, But I stop working on it for a while

flamepanther
April 22nd, 2008, 06:02 AM
Does this mean that you've started working on it again, or that you're just now announcing that you've stopped?

the doom guy
April 25th, 2008, 03:33 PM
I just found this for some reason but it looks sick. Your still going to work on this right? and one of those screens from bout' a year ago (second page first screen posted) had an amazing exit door texture and exit sign texture, now were could I get this because jfiles is down and there is no alternative site I have seen that was promised.

spearhead
April 27th, 2008, 07:26 AM
i'll start working on it soon, 3Dlighting is for hi-res textures only

CrazedImp
April 27th, 2008, 07:47 AM
I just found this for some reason but it looks sick. Your still going to work on this right? and one of those screens from bout' a year ago (second page first screen posted) had an amazing exit door texture and exit sign texture, now were could I get this because jfiles is down and there is no alternative site I have seen that was promised.
Why do you keep acting like you think people actually owe you something?

Those textures are taken out because the artists didn't find them to their liking I guess. They'll come in future packs.

the doom guy
April 27th, 2008, 08:01 AM
They don't owe me something I don't know if they will come back is the problem cuz jfiles and stuff is down I don't know how to find them. Plus how in the hell would you know if I am talking like people owe me something? Can you read minds? I could even be sarcastic ( i'm not) Don't go around thinking you know everything.

KuriKai
April 27th, 2008, 08:44 AM
the doomsday addons page is the alternative to jfiles
Expect a better designed one after doomsday 1.9 beta 6

CrazedImp
April 27th, 2008, 10:50 AM
They don't owe me something I don't know if they will come back is the problem cuz jfiles and stuff is down I don't know how to find them. Plus how in the hell would you know if I am talking like people owe me something? Can you read minds? I could even be sarcastic ( i'm not) Don't go around thinking you know everything.
I know I don't know everything, I wouldn't go around saying I know everything when I know there are plenty of people around here more knowledgeable than myself. The reason I said what I said is that you always seem to word your replies in a fashion that would imply you are impatient people aren't doing things fast enough for you, or not always giving you the information you want. Though this is Internet, people will make mis-judgements. Though just be a little careful about how you word things, people in this part of the forum can be a bit touchy sometimes, myself included as my tolerance is low for people who keep asking the same questions or demand things when they aren't in position to demand.

the doom guy
April 27th, 2008, 02:38 PM
the doomsday addons page is the alternative to jfiles
Expect a better designed one after doomsday 1.9 beta 6
alright thanks!

imp, I don't know how to word words correctly, I am Russian. I am sorry if I may seem impatiant or something I do the best I can. And I have never known about these forums or this doom hires thing untill about a few monthes ago, I don't ask questions that I know about, like I don't keep asking for the release of this mod.

Jaquboss
April 28th, 2008, 05:57 AM
Sorry for offtopic, but much greater would be to have finaly GL port capable doing old doomstyle depth visibility ( something like radial light at player camera )
Perhaps when hardware shaders are supported GL doom will have good old atmosphere again :)

flamepanther
April 28th, 2008, 07:39 AM
i'll start working on it soon, 3Dlighting is for hi-res textures onlyGreat! We appreciate all of your work on this.

DaniJ
April 28th, 2008, 05:15 PM
Sorry for offtopic, but much greater would be to have finaly GL port capable doing old doomstyle depth visibility ( something like radial light at player camera)Doomsday uses a depth based lighting adjustment to simulate this. Its not perfect and it is different from the DOOM.exe software renderer but its similar and pretty fast.

I think its more likely the shift in color hues that you are missing?

Jaquboss
April 29th, 2008, 03:21 PM
well I just checked it and it is even simplier, it just seems that pixels near to viewport are brighter, nothing else, it's even linear ... damn memory..
ofc that will look bad in most custom maps with already placed lights, however in original levels it might do the job, anyway not really related to this, just like original invisibity and screen effects it's more stuff to make game closer to original, but not always meaning increasing quality

Vile_Lasagna
May 14th, 2008, 06:42 AM
Wow! That was a nice idea you had there. Good work on spotting the exploitable. I am eagerly waiting for this promised "tuned-down" version. Agreed with most people that most of them are too bright but this has the potential to look great! Congrats

MR_ROCKET
May 17th, 2008, 10:37 PM
Heh, cool I'v done this before, though I didn't do the red and green on the doors, only the RED, BLU and YLW key tracks.:P The ded's are really cool, and easy to work with.
A good way to add some other custom effects quickly.
But as something you see in Doom a lot, I think they would look better toned down a bit too.

Anyways, if the texture has a light on it, why shouldn't light up?
IF each and every door had it's own (slight glow), and then an occasional flickering one? I think it could really add a lot to the already existing character of the game.