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File: file.webm (3.46 MB, 576x324)
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THE GLOW THE BEAUTIFUL GLOW!

Did other notice how wonderful the glow in doom 64 is? And why is it this way? Is it some engine thing or what? How did they manage this?

Because after DOOM 3 we got piss filter on almost everything and it looked like gaming will never recover.

I want this glow effect back in gaming. Do we need RTX to bring this back? How did they manage this?
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>>12806426
Daily reminder how doom 64 glows
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>>12806446
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>>12806448
I got this video in recommendations and look how it all glows!
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>>12806463
The glow on the walls!
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>>12806464
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>>12806465
THE GLOW PIT!
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>>12806470
The glow really makes this game look like something special.

Like it complements the combat very well!
>>
It's third time i'm playing Scraping the Bottom and always I come to fight these archviles with no ammo
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>>12806446
ad mortem in doom64?
>>
You could say the 64 version of Doom gave it a “glow up.” I’ll see myself out
>>
>>12806426
Doom 64 uses a modified Doom engine with truecolor rendering and a special lighting system that assigns a color to every floor and ceiling (with options for separate object lighting within each sector, as I recall). If the floor and ceiling colors are different, the engine will automatically create a gradient between the two colors on the walls that connect the floor and ceiling. This can create nice effects like colored lights on the ceiling that gently fade as they reach the ground etc.

>>12806491
Hey buddy I think you got the wrong door, the Doom general's two blocks down.
>>
love the sound design in this game and the drone music.
>>
>>12806639
>Doom 64 uses a modified Doom engine with truecolor rendering and a special lighting system that assigns a color to every floor and ceiling (with options for separate object lighting within each sector, as I recall). If the floor and ceiling colors are different, the engine will automatically create a gradient between the two colors on
Interesting and I like to know more. Am I the only one who noticed how pleasent the glow in doom 64 looks?

The pulsing is also nice.

Why did no other game replicate this look? We have over 3 games who have the same look however no one replicated the doom 64 glow?

Is this not even possible with modern ray tracing or what is going on?
>>
File: 1786990335828.png (137 KB, 320x380)
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I don't like how flat Doom 64 looks without wall contrast from the PC original
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Shame doom 64 has less levels and variety
Doom II wads like >>12806491 mogs by one trillions
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>>12807020
What are you even saying? And what is the picture trying to say?
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>>12807026
>Doom II wads like >>12806491 mogs by one trillions
I agree, Doom 64 while something I loved gets repetitive and the maps get boring after a while. If you really want to complete the game you be bored with the repetitive nature of the game.

What interests me is the mind blowing glow effect.
>>
>>12807040
yeah the glow effect was used on few levels
but can handle the amazing architechture of ancient aliens, the gloomy technological of sunlust, the gorgeous passages of sunder, the ubiquitous portal effects of simulacrum, and too many to mention it but no time for that.
>>
>>12807037
he is saying he doesn't like how flat doom 64 looks without wall contrast from the pc original. Which is funny because there's more contrast in the doom 64 texture, and he means walls having different brightness.
>>
>>12807037
It's called wall shading. Doom's engine does it automatically, darkens walls of certain angle. It gives a greater feeling of depth especially from looking at it from a distance

Doom 64 doesn't have this
>>
What's with OP sperging about the lighting? Also, is the PSX total conversion a good way to play regular Doom if I wanted the colored lights and ambient tracks, or are there better wads or ports to cover that?
>>
Doom64 has vertical wall lighting / shading.
It also handles color differently than the original due to a more "hardware bound" approach.

The North-South / West-East shade that Carmack added to make the scene provide some additional "depth info" was a clever idea.
>>
File: d64_lightingcomparision3.png (1.82 MB, 1680x1050)
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Did you know that a lot of Doom 64's textures are grayscale? You really need the lighting system to make them work.

https://iamsparky.wordpress.com/2011/10/23/doom64/
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>>12808494
PSX maps are simplified in both geometry (esp vertical, everything is more flat) and in texture variety. Not worth playing it
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>>12809674
that's not grayscale though?
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>>12809943
You are correct and I was wrong. I should have said "mostly gray" or "barely any color".
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Yeah, shame the lastest doom 64 ex on delta touch ruined the sky
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compared to the remaster
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>>12806426
It's just colored lighting, Nancy. They added it to Quake 64 as well.
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>>12809943
>that's not grayscale though?
I wanted to say the same thing

>>12809674
>>12810328
OK. This is interesting to know. Because you can presume that all of this was made by textures.

What in the world is this lighting system and why can we not have something like that these days????
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>>12806426
Millenial fps games are still fun
>>
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>>12811698
Vertex coloring
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>>12806426
fed Software
>>
>>12812161
late to the party, but ive been working on sum bullshit
https://streamable . com/3jojvd
>>
>>12813742
woops, wrong thread



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