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Blood 3 tech idea

User is online   Micky C 

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#31

The gameplay is more important than the look. All this effort to degrade the visual quality feels a bit pointless IMO. The images looked best in the sharpest versions.

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User is offline   icecoldduke 

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#32

View PostBloodGuy, on 20 March 2017 - 11:02 PM, said:

I just tried to create a retro-look. The scene gets rendered in 640x480 resolution and stretched to the screen of your display. (in my case it was 1366x768 from my notebook).
In the 90s we all had old 4:3 screens and, just as fuegerstef explained, and you could not really see the single pixels like on todays displays.That's the effect i want to create with this. :D

I will prepare my demo for download then you can see what I mean =D

Well to be frank, you failed very badly :). Upscaling is not the answer, all it does is create a blurred mess. Upscaling also does not give the retro look you were trying to achieve. Since you are obviously not going to take my advice and study the composition of the original game, at least search google for a CRT pixel shader you can incorporate into your engine.

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User is offline   BloodGuy 

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#33

View Posticecoldduke, on 21 March 2017 - 08:18 AM, said:

Well to be frank, you failed very badly :). Upscaling is not the answer, all it does is create a blurred mess. Upscaling also does not give the retro look you were trying to achieve. Since you are obviously not going to take my advice and study the composition of the original game, at least search google for a CRT pixel shader you can incorporate into your engine.


Hahahah. after playing some time in my game shows me you are right. the upscaling is bullsh*t.
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User is offline   BloodGuy 

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#34

Didn't want to make a new thread for it so I continue here:

Extended my experiment and now work on a sector-based Build-Engine-Replica with it's own editor and script-language. And I tried a 3rd-person-gameplay which works very fine. The game-character you see is again a 3D->2.5D realtime conversion.

The editor with the map you see below
Posted Image

B)

Posted Image

lol, maybe I make a pixeled DarkSouls :lol:

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5

User is offline   icecoldduke 

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#35

While the tech seems cool, I'm still not seeing any gameplay :).

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User is offline   Gambini 

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#36

BloodGuy: your shader is simply awesome. I had something like that in mind for a lot of times but even thought itīd be not possible to do. Would love to see it in form of a retro-shooter.

It doesnīt matter if you canīt create gameplay, you can focus on your feature and gameplay experts could take care of it.

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User is offline   Hendricks266 

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  #37

View PostGambini, on 12 August 2017 - 06:22 AM, said:

It doesnīt matter if you canīt create gameplay, you can focus on your feature and gameplay experts could take care of it.

Talk about putting the cart before the horse.
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User is offline   Daedolon 

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#38

He might get a few bucks on the Unity Asset Store with it.

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User is offline   Gambini 

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#39

View PostHendricks266, on 12 August 2017 - 10:09 AM, said:

Talk about putting the cart before the horse.


Yeah because all engine demos are full of awesome gameplay.

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User is offline   Zaxx 

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#40

Blood 3: just like Blood 1 but worse! What a hit!

The idea of the tech is not bad at all, I could see a great indie game using it to create a unique art style but when it comes to Blood it's misguided. Back in the day you did not really see low-res sprites, you saw highly detailed enemies, the technology itself was not an artistic choice, it was a limitation the developers had to find clever ways to get around.

This post has been edited by Zaxx: 12 August 2017 - 02:37 PM

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User is offline   Commando Nukem 

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#41

View PostZaxx, on 12 August 2017 - 01:42 PM, said:

Blood 3: just like Blood 1 but worse! What a hit!

The idea of the tech is not bad at all, I could see a great indie game using it to create a unique art style but when it comes to Blood it's misguided. Back in the day you did not really see low-res sprites, you saw highly detailed enemies, the technology itself was not an artistic choice, it was a limitation the developers had to find clever ways to get around.


Indeed. When I saw Duke Nukem 3D in the 90s for the first time... I thought "Damn, that looks so real."

Hell, I remember the first time I saw Doom, went into a pawnshop that was running a version of the game with the demo loops going, and it was E1M2, the area with the two sets of stairs that go up to where the keycard is. I remember seeing the player traversing that area, seeing the sky outside the window and being blown away by just how vivid and real it looked.






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User is offline   Hendricks266 

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  #42

View PostGambini, on 12 August 2017 - 01:22 PM, said:

Yeah because all engine demos are full of awesome gameplay.

A single shader is a visual gimmick, not an engine.
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User is offline   Phredreeke 

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#43

It's a solution in search for a problem...

A budding indie developer wanting to make the next Duke Nukem 3D (more likely the next Witchaven but lets be optimistic) could license his 3D-to-sprite shader... or they can just prerender sprites, which gives more consistent results. if they wanted more than 8 directions they could easily render that as well, disk space is hardly an issue nowadays (the art files for Blood with Plasma Pak take up 24.8 MB, for Duke 3D Atomic Edition (once extracted) they are 19.4 MB).

As for the idea to render at a lower res then upscale to the screen's resolution... that is actually already being done in modern games to improve framerates on low performing systems
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User is offline   Gambini 

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#44

View PostHendricks266, on 13 August 2017 - 07:44 AM, said:

A single shader is a visual gimmick, not an engine.


So it could be implemented on Eduke32. I would take care of adding gameplay to it, since a shader like that would come VERY handy for my mod (next to the shadetables to voxels and model skins iīm still waiting ;) ).

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User is offline   Hendricks266 

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  #45

View PostGambini, on 13 August 2017 - 01:35 PM, said:

So it could be implemented on Eduke32.

Never. This shader is somewhere between poseury and degeneracy. It's completely misplaced as an attempt to obtain a """retro""" aesthetic. Its only strength is in its technical achievement.

View PostGambini, on 13 August 2017 - 01:35 PM, said:

(next to the shadetables to voxels and model skins i´m still waiting ;) ).

I've received the same request from someone else as well, in addition to my own needs, so rest assured it is in the queue.
3

User is online   leilei 

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#46

It's not really a new technique either. H.E.D.Z did it in '98 (and it didn't make it any better). Trespasser did it as a LOD technique for static models. There's also quite a few PS2 games that used a buffer to render close-up models to fade out without alpha sorting horror (avoiding inside out doublesided eye/mouth artifacts etc)

Of course, the difference of those games to this one are practicality vs pretension. Blood wasn't about "pixels".

Posted Image

This post has been edited by leilei: 13 August 2017 - 10:57 PM

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User is offline   Daedolon 

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#47

IIRC Trespasser had pre-rendered sprites, not a shader. They were always in the same orientation and pixel density.

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User is offline   Gambini 

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#48

Nobody sees the potential here, which is a shame.

But hey, Galileo was almost burned alive for thinking the way he did...

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User is offline   Hendricks266 

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  #49

The potential to attract attention from plebs who enjoy delusional fan-wank? It's an interesting visual effect, and I can see it being put to good use in some creative fashion (maybe as a "pixel monster" in an otherwise normal world), but it's only pretending to "be retro". You don't need it to "be retro", and you can "be retro" better without it. Read the article I linked at the beginning of this thread.

Pixels ≠ Retro.
Pixels ≠ Retro.
Pixels ≠ Retro.
2

User is online   leilei 

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#50

View PostDaedolon, on 14 August 2017 - 02:41 AM, said:

IIRC Trespasser had pre-rendered sprites, not a shader. They were always in the same orientation and pixel density.

It refreshes after a certain distance. And while it's not really a shader, it's still the same principle of rendering a model to a texture. Trespasser's messy hybrid of a software/hardware renderer probably helps make that possible....

Posted Image

This post has been edited by leilei: 14 August 2017 - 03:35 PM

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User is offline   Gambini 

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#51

View PostHendricks266, on 14 August 2017 - 02:59 PM, said:

The potential to attract attention from plebs who enjoy delusional fan-wank? It's an interesting visual effect, and I can see it being put to good use in some creative fashion (maybe as a "pixel monster" in an otherwise normal world), but it's only pretending to "be retro". You don't need it to "be retro", and you can "be retro" better without it. Read the article I linked at the beginning of this thread.

Pixels ≠ Retro.
Pixels ≠ Retro.
Pixels ≠ Retro.


I did read the article, but i donīt agree with it.

I have a different vision of whatīs retro and for such, this shader would be of great benefit. For that matter, everything we do prenteds to be retro too, since polymost and polymer are both polygonal engines which downgrade to run two and half dimentional maps. Retro is in short terms about the feel, nobody wants to input DOS commands to run a game, nor wait for a diskette to load for five minutes to then realize thereīs an error in the filesystem. You choose what takes you to it, and for me an enemy that moves smoothly, can be looked from up or down but still retains that pixelated print when you get close to it is indeed retro and in a good way.

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User is offline   fuegerstef 

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#52

View PostGambini, on 14 August 2017 - 07:48 PM, said:

Retro is in short terms about the feel,


This ... it is about the feel of the gameplay, not the looks of pixels.

A few free casual games by me: http://gamejolt.com/...uegerstef/2615/

This post has been edited by fuegerstef: 14 August 2017 - 10:36 PM

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User is online   necroslut 

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#53

View Postfuegerstef, on 14 August 2017 - 10:35 PM, said:

This ... it is about the feel of the gameplay, not the looks of pixels.

Not just feel of the gameplay, but also feel of the presentation. Where pixels have a part, as well as chiptune music, synth/waveform sound effects and so on.
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User is offline   Hendricks266 

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  #54

View PostGambini, on 14 August 2017 - 07:48 PM, said:

For that matter, everything we do prenteds to be retro too, since polymost and polymer are both polygonal engines which downgrade to run two and half dimentional maps.

No, they remove the technical limitations of the software renderer. You're arguing that because they don't have boundless scope, they are somehow on the same level as this shader.

View PostGambini, on 14 August 2017 - 07:48 PM, said:

Retro is in short terms about the feel, nobody wants to input DOS commands to run a game, nor wait for a diskette to load for five minutes to then realize there´s an error in the filesystem.

No one is arguing this.

View PostGambini, on 14 August 2017 - 07:48 PM, said:

You choose what takes you to it, and for me an enemy that moves smoothly, can be looked from up or down but still retains that pixelated print when you get close to it is indeed retro and in a good way.

This meets my definition of poseury. You're latching on to a technical limitation as representative of the art form.
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User is offline   Gambini 

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#55

So:

Modelling an enemy to then take 8 side lo-res pictures of it and then convert them to 8bits= retro
Modelling an enemy and doing the 8bit lo-res convertion on realtime= poseury

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This post has been edited by Gambini: 15 August 2017 - 01:51 PM

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User is offline   Hendricks266 

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  #56

If your model and skin are already retro enough that all the rendering pass does is pixelate it, then the pixelation is superfluous and therefore poseury. Rendering it to low resolution images is not for the sake of the pixels, it is because the renders are manually painted over by an artist, and this pass has to be done on some medium.
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User is offline   Gambini 

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#57

That was in the times sprites were the only option.

Now people downgrade models from modern games to sprites many times. Itīs not like your personal taste dictates the meaning of whatīs retro or whatīs not.

I know for certain itīs not pouseury or whatever, because i envisioned with having something like this a few times. And it was for the sake of creating something that feels like old games did yet took advantage of new software and hardware.

My maps

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