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- <>The most "flashy" and impressive effect I saw was the water effect ,
- <>when you where walking beneath it...
-
- < I think it's a question of getting the balance right between
- < flashy
- <effects and making the game run at a reasonable speed and of course
- <being playable is most important too. Quake might not have the
- <flashiest graphics (although apparently you can use the console to set
- <higher resolutions if you've got a well 'ard PC), but they're still
- <very effective and create a very believable world in which to play.
- <I'm just happy it runs OK on the 486 they've got here at college.
- <(less than 10 frames a second but still fast enough).
-
- Yeah, you are probalby right.. so you can adjust the graphics in the
- console cool I must try that, I am sitting with a 100 mhz pentcium
- in my office so I should have no problems with higher resolutions..
-
- <>with doom 1 shareware and doom 2 has nicer sky textures...
-
- < I've just made a nice scan of mountains and converted it to
- < the
- <doom palette- that should be good. At the moment it's 512 pixels wide,
- <but I might do a 256 pixel one to save memory. Does the sky routine
- <handle images wider than 256 pixels Doug?
-
- As I said before I think our custom made tracks for Bm and everything
- that we make will look much nicer than doom, and it will probably be
- speedier too, since we can take the complexety of the rooms in
- calculation when we are making the tracks...
- One question thoug, in our custom made version of Bm, must we use the
- same pallete as doom?? or is it just now when we can use pwads??
-
- Cheers,
-
- Sebbe G
-
-