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!
I am lovin it!
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.
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.
set scr_screenshot_gamma to 1.0scar3crow 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).
DP defaults it to 2.2 which is required for video recording.
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Bluesmobile
Last edited by Willis on Mon Jan 31, 2011 6:35 pm, edited 1 time in total.