Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    177
  • comments
    531
  • views
    163990

Spectres

Sign in to follow this  
Scet

216 views

Not much of an update today, sorry. I ended up playing that Tower Defense game for like four hours, damn lounge.

Anyway I added in support for ZDoom animations through ANIMDEFS. Right now of course it only does texture/flat animations, I don't have switches working yet and I have no idea how I'll do that damn warping effect.

I also added in actor renderstates, meaning things like projectiles and lost souls are now semi-tranparent. Don't worry, there will be an option to turn it off for those of us that love old-school blocky pixel-vomit Doom. I fixed the spectre so that the "Fuzzy" renderstate just sets the color to black and the alpha to 0.3(ZDoom uses 0.2). It looks a lot more like the normal Doom spectre then the old Doom.Net version.


(on the left is a normal demon, on the right is a spectre)
Sign in to follow this  


5 Comments


Recommended Comments

Would you add an option to apply nice filtering on reduction of textures, but expand them in a nearest-neighbour fashion for enlargement? DOOM's low-res textures look absolutely terrible when scaled up and filtered as many accelerated ports do.

I do prefer the blackened spectres though. Any possibility of a DOOM-style fizzling spectre?

Share this comment


Link to comment
I'm not sure what you mean by filtering. There are options to set the various levels of filtering for both textures and sprites(I like semi-filtered textures, but blocky sprites). The textures also have to be resized to the next power of two, although the wall code still scales them at their normal dimensions. That's because my video card just streches non-p2 textures instead of wraping them.

As for the spectre, if you can recommend a way of doing the fuzzy effect, I'll try and implement it.

Share this comment


Link to comment
Quote:
Original post by Scet
I'm not sure what you mean by filtering.
For example, bilinear filtering (which turns DOOM's textures and sprites into soup) as opposed to nearest neighbour-esque filtering.

The way I had it set up was chunky crisp pixels on mag, smoothly filtered pixels on min. Many apologies for my lousy grip on the correct terms. [sad]

Quote:
As for the spectre, if you can recommend a way of doing the fuzzy effect, I'll try and implement it.
I can't think of a way to do it in hardware, though I'm guessing those exotic pixel shaders would be the way to go.

Share this comment


Link to comment
Looking at the device setup, it seems I set both filters to linear. I'll set max to nearest when I get home. Linear isn't too bad, the detail remains the same as you move away. I think I've seen the "soup" effect in ports, where the detail gets so bad move away that large outdoor scenes look like crap.

I know a pixel shader would work, but unfortunatley I've only written shaders. I have no idea how to implement it.

Share this comment


Link to comment
Looking at the device setup, it seems I set both filters to linear. I'll set max to nearest when I get home. Linear isn't too bad, the detail remains the same as you move away. I think I've seen the "soup" effect in ports, where the detail gets so bad moving away that large outdoor scenes look like crap.

I know a pixel shader would work, but unfortunatley I've only written shaders. I have no idea how to implement it.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!