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/vr/ - Retro Games

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>> No.10622237 [View]
File: 2.94 MB, 852x480, brightmaps with smooth weapons.webm [View same] [iqdb] [saucenao] [google]
10622237

>>10620506
On quality his maps are inspirational to say the least, be it with an advanced 3D game such as Quake I take they wouldn't differ that much

>>10620872
You meant this >>10620487? Woof with original resolution and no smooth scaling, plenty of currently maintained ports can achieve such look with the right settings. In case of the webm I use gaussian blurring with 3dfx imitation shader in my pursuit of the shitty old monitor look and didn't bother to turn them off for recording because I'm lazy, it also was downscaled half the size for the 4mb limit.

>> No.10122330 [View]
File: 2.94 MB, 852x480, britemaps with smooth weapons.webm [View same] [iqdb] [saucenao] [google]
10122330

Setting aside the smoothed weapon animations, take a look at the brightmaps in action.

>> No.9748036 [View]
File: 2.94 MB, 852x480, britemaps with smooth weapons.webm [View same] [iqdb] [saucenao] [google]
9748036

>>9745635
I want to suggest Woof!, it's overall close to Vanilla by default, but can also play a lot of the cool level sets made in Boom and MBF21.

It also allows for a few little optional niceties, like recoloring the blood splatters for the knight, baron, and caco, or faux "Brightmaps", which make certain parts of some textures and sprites to glow in the dark, which honestly looks sick as fuck even with the original screen resolution and rendering.
.webm related shows it in action, together with an optional mod which makes weapon animations smoother.

However you feel, a worthwhile mod to put in autoload even for a purist would be the Spritefix one, which fixes a few stray pixels on some frames, adds the missing rotations for the zombies, and adjusts a few of the sloppy sprite offsets so the animations are lined up as originally intended, and so on.

>> No.9500126 [View]
File: 2.94 MB, 852x480, britemaps with smooth weapons.webm [View same] [iqdb] [saucenao] [google]
9500126

>>9499307
If you want the original gameplay experience, but just upgraded, then what I'll suggest is the Woof! sourceport:
>'Limit removing' and plays 'semi-advanced' level formats such as Boom, MBF, and MBF21
>Has a bunch of nifty quality of life features regarding resolution, crosshair options, some HUD options, etc
>Has some minor aesthetic options, such as making the Barons and Knights actually make green blood splatters, and the Caco make blue blood splatters, as well as a toggle for making monsters' deaths randomly flipped horizontally, which makes places full of dead bodies look a little bit less copy pasted, also an option for a 'recoil' visual when firing the guns (slightly tilting the view up and then down really fast)
>Has a 'faux' Brightmap feature, where textures and sprites with particular bright features on them render as bright in the dark, making things like computer monitors, switches, lights, and the glowing eyes of some monsters actually stand out in the dark, like in Duke Nukem 3D
>(GzDoom does this better via using actual referenced spritemaps for more varied light levels and avoiding certain potential issues with some custom textures, but the fake ones still look quite good and they rarely create visual problems)
>Full mouse support, and it has support for using a gamepad if you want, even using it at the same time as a mouse if you want to

>> No.9393073 [View]
File: 2.94 MB, 852x480, dsda-doom 0.24.3.webm [View same] [iqdb] [saucenao] [google]
9393073

What do you think about brightmaps pwad add-on for vanilla/boom families of ports? Might be a neat thing to implement with crayon texture pack of Dream of /vr/ when it comes to be, light up liquids and special switches to play with contrast in low lighting sections. Same thing was done in Wormwood for glowing cacodemon eyes. Sorry for shoddy webm, I wasn't aware what I was doing.

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