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InsideQC Forums • View topic - gelmap

gelmap

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gelmap

Postby leileilol » Mon Oct 25, 2010 12:32 am

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)
Image


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
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Postby scar3crow » Mon Oct 25, 2010 12:46 am

...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.
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Postby leileilol » Mon Oct 25, 2010 12:57 am

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Postby mh » Mon Oct 25, 2010 1:17 am

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.....)
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Postby Downsider » Mon Oct 25, 2010 2:04 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.
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Postby qbism » Mon Oct 25, 2010 4:46 pm

Would be a good way to indicate invisibility, along with some wooshy sound effect. Or maybe I watched LOTR too many times.

And green for enviro suit etc. etc. Might be easier on the eye than the hazy-green effect.
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Postby frag.machine » Mon Oct 25, 2010 4:53 pm

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)
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Postby scar3crow » Mon Oct 25, 2010 10:12 pm

...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.
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Postby mh » Mon Oct 25, 2010 10:52 pm

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Postby qbism » Mon Oct 25, 2010 11:05 pm

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Postby Spike » Tue Oct 26, 2010 1:54 am

.
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Re: gelmap

Postby mankrip » Sat Nov 20, 2010 4:18 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby leileilol » Sat Nov 20, 2010 9:52 pm

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Postby Sajt » Sun Nov 21, 2010 3:46 pm

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.
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Postby mankrip » Sun Nov 21, 2010 4:18 pm

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.
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