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Old February 12th, 2002, 11:40 AM   #1
deepteam
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Post New HighRes ZDOOM XTHEATER level and DeePsea support

ZDOOM (beta33) has support for not only large patches, but also the ability to scale TEXTURES to a smaller size. What this means is that you can take very large PATCHes, put them in texturse and then scale the textures to 1/2, 1/4 etc size. In a level the end result is image clarity like you've never seen before! Large patches make it way easier to keep image clarity intact.

I originally made the XTHEATER level to show that large textures were possible. Randy took the ball and cooperated with me to support tall patches too!

I added many large patches to the XTHEATER level scaled down in textures, giving (I hope) a pretty good idea of what high res textures can do for your levels.

The new version of DeePsea (11.57) makes working with scaled textures just as easy as regular textures as well as other changes. Final scaled sizes are show, the image as scaled is previewed, and the X/Y offsets in particular are automatically adjusted as required for scaled textures.

See www.sbsoftware.com for details on both of these.
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Old February 12th, 2002, 05:24 PM   #2
Aliotroph?
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Sounds cool. Is there really any porn in that level though? I was thinking it wouldn't look good on your company page.

Do you know how that hi-res stuff is going to work in JDoom? it looked cool, but it also looked like some kind of image layering. Jaakko didn't say how that worked on the page (at least in non-GL terms).

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Old February 12th, 2002, 07:34 PM   #3
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ZDOOM is the ONLY port that supports the way I figured out to do this. It WILL NOT work on any other port, unless they modify the code per my suggestion like Randy did. I will tell them exactly how to fix it - or they can just look at the ZDOOM code
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Old February 12th, 2002, 07:37 PM   #4
deepteam
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Err, what exactly is "porn"? A naked tit is NOT porn. Anyway, this falls into the category of art. All the ladies are tastefully tasteful.

Just run ZDOOM and see for yourself - like I said, they will not show up in any other port anything like it's supposed to.

To prevent people from doing that anyway (and then actually telling me I screwed up the textures - yes some meathead already did that), I deliberately made the level in HEXEN format to prevent that anyway

This is not related to JDOOM's method - which used GL API. This is dramatically different and dramatically more flexible and useful. Randy may go to GL someday, however he's laid the foundation for much more than just highres images. They all tile and scale correctly too - one of the BIG issues before.
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Old February 12th, 2002, 11:04 PM   #5
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Smile

Actually, lots of JDoom's rendering seems to be based on API tricks (ie. lens flares). I thought ZDoom's method looked more flexible (it reminds me of Half-Life. JDoom's looks neat, but he was layering graphics so you have to work around that.

Sorry, the name of the level brought to mind some kind of nasty porn.

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