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Adrenaline Rush 2013 年 10 月 11 日 @ 下午 5 時 55 分
smooth textures
or called vectoring how do i put it in zandronum so they looks smooth rather then pixelated
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Rent a mop 2013 年 10 月 12 日 @ 上午 1 時 54 分 
I think you need a source port for that. Zandronum and GZdoom both have options to smooth both wall and sprite textures, but I honestly prefer them as they are.
Adrenaline Rush 2013 年 10 月 12 日 @ 上午 6 時 41 分 
whats the option called? and where is it located

do it like this

example > example >example
Rent a mop 2013 年 10 月 13 日 @ 上午 1 時 46 分 
Options > display. Then from there, either preferences and smooth sprite edges for sprites or texture options and swap around the texture formats. Honestly, they look better pixilated than with this smoothing effect, but do what you want.
Adrenaline Rush 2013 年 10 月 13 日 @ 上午 6 時 22 分 
thanks i was doing this for my hd monster sprites but some edges where the pixelated doom enemy which wasnt fitting so i needed to use it
TabrisDarkPeace 2013 年 10 月 18 日 @ 上午 5 時 41 分 
Get PrBoom, and run the GLBoom executable for OpenGL rendering.
You can edit the glboom.cfg to set the screen resolution.

http://prboom.sourceforge.net/
最後修改者:TabrisDarkPeace; 2013 年 10 月 18 日 @ 上午 5 時 41 分
MusicNote 2013 年 10 月 21 日 @ 上午 12 時 09 分 
Go to Options--->Display Options---->Open GL options--->set texture filtering to NONE for a pixelated retro look,set it to bilinear or trilinear for a smoother look.
最後修改者:MusicNote; 2013 年 10 月 21 日 @ 上午 12 時 09 分
TabrisDarkPeace 2013 年 10 月 21 日 @ 下午 9 時 15 分 
I gotta admit, growing up when Microsoft DirectX and SGI --> Khronos Group OpenGL were evolving was a lot more interesting. The original Pre-Steam Half-Life GoldSrc engine taught many the basic differences between unfiltered and filtered textures in video games.

Even today post processing is typically done using a low resolution bitmap (basically), and stretched over the resolution the screen is at.
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張貼日期: 2013 年 10 月 11 日 @ 下午 5 時 55 分
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