gelmap
Moderator: InsideQC Admins
16 posts
• Page 1 of 2 • 1, 2
gelmap
d_polyse.c has this funny dummied out code with a 256 byte lookup table found under a #if 0. If you initialize it and try it, it'll remap the color of the model to a shade initialized by the gel lookup, sort of like an early colormod. Comment out the line before it, and it's an instant blend.
Is it useful for anything? (other than perfectly recreating the same exact lost Quake menu effect unseen in ports and official versions for 11 years since v1.08 came out and took it away)
Makes me wonder what id software was planning with that. Transparent spawns? Blood splatter? (the commented "/* 64 */" suggests that)
maybe it was used for item_deathball
Is it useful for anything? (other than perfectly recreating the same exact lost Quake menu effect unseen in ports and official versions for 11 years since v1.08 came out and took it away)
Makes me wonder what id software was planning with that. Transparent spawns? Blood splatter? (the commented "/* 64 */" suggests that)
maybe it was used for item_deathball
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Oooh that looks very nifty, I'll see if I can ask Romero about that.
I love visuals like that, probably part of why I love ZDoom.
I love visuals like that, probably part of why I love ZDoom.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Yeah, there's some really cool things you can do with software Quake that GLQuake just isn't in the same league of; at least without pixel shaders (you actually can't accurately replicate software Quake's renderer in any hardware API without pixel shaders.....)
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Actually the PSP has a nifty 32-bit index weird thingie in it's API that let's you achieve black-and-white/nightvision/other colormod effects with some obscure commands. I don't know much about it but I do know that some rendering libs for the PSP make use of it.
-

Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
This blue tint would be a good visual effect for "quad damage vision".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
John Romero wrote:i remember seeing the effect during dev but we had no place to use it
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
There would be problems with blending different colour shifts together - what would happen if you had both the Quad and the Pent, for example?
Might be useful for a night goggles effect though.
Might be useful for a night goggles effect though.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Beware the purple glow!
Thing is though, that most things can be done by shifting the palette. Its really only useful when you want to shift the palette without affecting the hud, I suppose.
So its use for quad/etc is easier/faster by switching palette slightly.
Thing is though, that most things can be done by shifting the palette. Its really only useful when you want to shift the palette without affecting the hud, I suppose.
So its use for quad/etc is easier/faster by switching palette slightly.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: gelmap
leileilol wrote:[...] perfectly recreating the same exact lost Quake menu effect [...]
Are you sure? There's a big loss of detail in that screenshot. I've just googled for some old Quake menu screenshots, and found none.
I thought Id Software used to just remap the pixels in realtime, like I did here, which would also explain why they removed it later. If that's not the case, then maybe they removed it due to the loss of detail in the gelmap table.
[edit] Found a decent screenshot at a warez site. Yeah, they used the gelmap.
-

mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
I think they killed the menu tint in 1.07 because WinQuake was in progress, and Scitech MGL *HATES* lookups. There is a definite huge performance hit if you don't use -dibonly.
I only illustrated it in blue to show that it works and can be changed.
I only illustrated it in blue to show that it works and can be changed.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
You don't have to use lookups, of course, if you do it the hard way... (only stuff that would be slower is stuff that doesn't normally use colormap, like water and sky and maybe sprites)
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I'm going to implement lit sprites, so this shouldn't be a problem for them.
But yeah, water and skies can be tricky. One alternative is to recalculate the color blending maps so they include the color shifting, but this won't work for opaque and stippled liquids/skies.
For the opaque/stippled ones, the best way is probably to create separated drawing functions that uses the colormap, so the engine can switch to those functions when the tinting effect is active.
[edit] Actually, the HUD would require some alternate drawing functions too.
But yeah, water and skies can be tricky. One alternative is to recalculate the color blending maps so they include the color shifting, but this won't work for opaque and stippled liquids/skies.
For the opaque/stippled ones, the best way is probably to create separated drawing functions that uses the colormap, so the engine can switch to those functions when the tinting effect is active.
[edit] Actually, the HUD would require some alternate drawing functions too.
-

mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
16 posts
• Page 1 of 2 • 1, 2
Who is online
Users browsing this forum: No registered users and 1 guest