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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Apr 13, 2005 12:33 am    Post subject: I am lovin it! Reply with quote

Humm... the latest builds of DarkPlaces, with bloom on looks fantastic. I really think bloom enhance the fullbrights colors in a very good subtel way. Its a feature of quake that whas designed around that fullbright colors, so this new eyecandy "bloom" really fit the quake universe.

Great work on the DP team!
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Wed Apr 13, 2005 2:37 am    Post subject: Reply with quote

youre not referencing mcdonalds are you ?

if so, i shall keel you
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DarkSnow



Joined: 02 Mar 2005
Posts: 67
Location: Sweden

PostPosted: Wed Apr 13, 2005 4:50 am    Post subject: Reply with quote

DarkSnow huggles scar3crow Very Happy
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Gilgamesh



Joined: 26 Oct 2004
Posts: 67
Location: Brazil

PostPosted: Thu Apr 14, 2005 10:35 am    Post subject: Reply with quote

scar3crow wrote:
youre not referencing mcdonalds are you ?

if so, i shall keel you


Of course is is not!! He is talking about the explosion sounds! Bloooooom! jeez.....

LOL! Yeah, bloom is a great effect, looks very nice.






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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Thu Apr 14, 2005 2:19 pm    Post subject: Reply with quote

Okay, now having played the new DP I must concur with Tei here, and not threaten him due to reminding me of McDonalds

Bloom lighting with real time lighting looks great, though at times it is over done (but this seems entirely based upon how close the light entity is to the texture... it gets a bit overdone on an intensity of 4 on the stainglassed textures, particularly the red one seen in e1m2, e1m5, and the yellow ones used in e4m6). Though I think it really in a way hurts rockets, they become just a blinding blurred motion, instead of... a rocket with a trail of smoke and fire. However when you fire a rocket into a group of spawn... "blinded by the light...!" *mumbles rest of the lyrics he doesnt know*

I wonder if it would be possible to have a "bloom" tag for entities in the rtlights... Cause it just seems more natural coming from the blue sky, stainglass, supernatural things, larger explosions, and bright flourescent lights.

One thing I noticed last night was, while taking some sweet screenshots showing off the bloom and the rtlights.... The screenshots were ridiculously bright. I had taken them with rtlights on, and the lightmaps were set at 0 (I usually play with them at 1.15 for some slight visibility while maintaining mood, or just outright on for more intense gameplay for framerates sake). However these shots looked to have rtlights on and lightmaps at 1.0 ... Which still looked okay, just not quite as cool... except for in a few really dark shots (the flood gates shut off valve room in e4m1 was really washed out wherever there was heavy shadow).

Regardless, it looks great. Now we just need some good higher poly models for the monsters, you really notice just how low detail these guys are when a shadow instead of smoothing out across a shamblers face, makes most of it entirely black, cause its got just 3 or so surfaces to move across.
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Gilgamesh



Joined: 26 Oct 2004
Posts: 67
Location: Brazil

PostPosted: Thu Apr 14, 2005 2:50 pm    Post subject: Reply with quote

...and take out the bloom effect out of the crosshair... Laughing
Try to put the gloss mode at 2, with bloom at 2 too, and realtime shadows.... Looks like a "dreaming" effect, very nice...
That together with slowmotion is a killer one! Smile
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DarkSnow



Joined: 02 Mar 2005
Posts: 67
Location: Sweden

PostPosted: Thu Apr 14, 2005 4:53 pm    Post subject: Reply with quote

DP is great in general. I specialy like the extensions.
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Willis



Joined: 14 Jan 2005
Posts: 12
Location: WI, USA

PostPosted: Sat Apr 16, 2005 2:00 am    Post subject: Reply with quote

scar3crow wrote:
One thing I noticed last night was, while taking some sweet screenshots showing off the bloom and the rtlights.... The screenshots were ridiculously bright. I had taken them with rtlights on, and the lightmaps were set at 0 (I usually play with them at 1.15 for some slight visibility while maintaining mood, or just outright on for more intense gameplay for framerates sake). However these shots looked to have rtlights on and lightmaps at 1.0 ... Which still looked okay, just not quite as cool... except for in a few really dark shots (the flood gates shut off valve room in e4m1 was really washed out wherever there was heavy shadow).


set scr_screenshot_gamma to 1.0
DP defaults it to 2.2 which is required for video recording.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sun Apr 17, 2005 12:52 am    Post subject: Reply with quote

That fixed my screenshot problems (everyone knows mine always look too milky).
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Sun Apr 17, 2005 3:33 pm    Post subject: Reply with quote

Wazat wrote:
milky


I like milk when it's in ice cream but never when it's JUST milk.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sun Apr 17, 2005 4:46 pm    Post subject: Reply with quote

I went off sugar so I can't eat ice cream anymore. Thanks for reminding me of the pain...

Laughing
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