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July 21st, 2004, 08:56 AM
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#1 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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I think I owe you a new screenshot of the new renderer. That time, you can see the level (in fact, it's playable for the first time because you actually see what you do)
http://legacy.newdoom.com/debug/newrenderer.jpg Once again, I hope you like the constrast
Last edited by Hurdler; July 21st, 2004 at 09:02 AM. |
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July 21st, 2004, 09:07 AM
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#2 |
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Commander Keen
Join Date: Jul 2003
Location: Estonia
Posts: 534
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Amazing.
The contrast is.. very well noticable. Still a long way to go i bet. I would say "good job" and all sorts of that thing if i knew what i was talking about, but since i don't know anything about programming, i'll let the wise people give those comments. I'm just glad to see progress. Heh. Last edited by Frades; July 21st, 2004 at 09:16 AM. |
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July 21st, 2004, 09:08 AM
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#3 |
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Commander Keen
Join Date: Aug 2002
Location: Lolland
Posts: 868
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Good to see the progress. The older one was more contrastful though...
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July 21st, 2004, 09:39 AM
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#4 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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My eyes!
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July 21st, 2004, 10:23 AM
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#5 |
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Commander Keen
Join Date: Jun 2001
Posts: 271
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I see you are using the LSD Doom pwad. That's, like, cool man.
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July 21st, 2004, 10:41 AM
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#6 |
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Commander Keen
Join Date: Jul 2000
Posts: 125
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WOAH! Doom3 ain't got nothing on that!!
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July 21st, 2004, 10:58 AM
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#7 |
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Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
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Wow, what a better birthday present than a pic of the new renderer. Thanks Hurdler
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July 21st, 2004, 02:07 PM
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#8 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,095
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Neat, you can see the handywork of the nodes builder. Intuitively you'd think it would be a bit more symmetric. Now take that screen a bunch of times after rebuilding the wad with different programs.
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July 21st, 2004, 02:52 PM
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#9 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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Oh, sorry if there are some holes in the walls, I haven't used Zennode on the map before taking the screenshot. I'll show you one with the result of Zennode in the next few days.
Oh, and even if that looks far from finished, it's not that far (it's just I can't show you the improvement in the current state). Happy birthday Iori ! Exl, yes sorry, I did some optimisations at the expense of a little bit less contrasted result. Sometime in your live, you have to make choice! Last edited by Hurdler; July 21st, 2004 at 03:04 PM. |
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July 21st, 2004, 07:55 PM
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#10 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,095
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Keep up the good work Hurdler. I'd buy you a beer now if I was anywhere near you.
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July 21st, 2004, 08:02 PM
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#11 |
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Commander Keen
Join Date: May 2004
Location: Inside a Sector
Posts: 368
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Oooo.. all the prtty colors...
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July 23rd, 2004, 02:34 PM
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#12 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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Ok, here is as promised the one after applying Zennode.
http://legacy.newdoom.com/debug/newrenderer2.jpg |
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July 23rd, 2004, 02:48 PM
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#13 |
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Commander Keen
Join Date: Aug 2002
Location: Lolland
Posts: 868
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Helloooo nurse! It sure shows how much Id's nodesbuilder actually sucked. Nice to see walls and floors too BTW
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July 23rd, 2004, 02:49 PM
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#14 |
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Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
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Oh agreed. This looks awesome. If I had the proper organs I would bear your children.
..Well.. not really.
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July 23rd, 2004, 02:54 PM
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#15 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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hey, BTW, I don't know if you have already noticed it, but we are no longer limited by the doom palette in those screenshots
Those are true 32 bits textures!
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July 23rd, 2004, 03:12 PM
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#16 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Yep that is indeed looking very good Hurdler. Are they colour grouped by subsectors?
All the pinks and purples kinda gave the true colour away...
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July 23rd, 2004, 03:29 PM
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#17 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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They are grouped by subsectors but floors, ceilings, walls (bottom/mid/top) use different (random) colors.
Ok, next screenshot will be with gr_hirestextures set to on (instead of simply gr_hires on), as I forget to active that cvar before taking it. |
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July 23rd, 2004, 09:14 PM
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#18 |
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Commander Keen
Join Date: Dec 2003
Location: USA
Posts: 103
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Looks great
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July 23rd, 2004, 09:49 PM
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#19 |
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Commander Keen
Join Date: May 2004
Location: Inside a Sector
Posts: 368
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*drools over all them prtty colors*
...I can just imagen how it much be to play the game like that XD |
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July 23rd, 2004, 10:21 PM
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#20 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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Go Hurdler!
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