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May 7 2009, 12:00 PM
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#1
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Duke Plus Developer
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Here is a video I made showing some dynamic lighting using Polymer, the new renderer for EDuke32 being programmed by Plagman. For the video, I made Ruins.map very dark and gave the player some flares that act as dynamic lights. I also placed some colored fireflies in a few places. I did this using an unreleased test build of EDuke32, and my Duke Plus mod with mostly the original 8-bit art. As you can see, the lighting works quite well, even without the HRP!
http://www.youtube.com/watch?v=LZJE9paygY0 Don't ask me why I didn't see the shotgun lying on the ground. EDIT: And keep in mind this is just a very early attempt using an unfinished version of the renderer with a few simple CON code hacks to add lights. I didn't even use the spot lights that cast shadows. EDIT2: Some people have asked me how to place dynamic lights in maps. I will explain how it currently works in test builds of EDuke32 using polymer (note: this has almost nothing to do with the lights in the movie above) There are currently two types of lights: point lights and spot lights. A point light emits light uniformly in all directions, and does not cast shadows. A spot light emits light in a certain direction and does cast shadows. Both can be placed in maps via SECTOREFFECTOR (SE) sprites. PLACING POLYMER LIGHTS IN MAPSTER SE 49 = point light A SECTOREFFECTOR with lotag 49 is a point light. HITAG = light distance The HITAG of the SE is the maximum distance, in build units, that the light will travel. Note that it is impossible to enter a number higher than 65535. XVEL/YVEL/ZVEL = RGB values To edit these, press F8 on the SE in 2D mode, then select them and type in numbers. Numbers should be in the range 0-255 TRANSPARENCY = priority a solid sprite is a high priority light, press T once (33% transparency) for lower priority, again (66%) for lowest priority SE 50 = spot light light distance, color and priority are as above ANGLE = LIGHT ANGLE (duh) SHADE = width shade values are between -127 and 127, each gives a different width....experiment EXTRA = horiz (up/down angle) set EXTRA by pressing 'M on the sprite. 100 is straight ahead, higher positive values angle up, and values lower than 100 (including negative values) angle the light down. Currently, there is no way to make blinking lights or other lighting effects (the flickering lights in the movie were accomplished with CON code that constantly changes the HITAG of SEs). I plan to add more lighting effects in Duke Plus, if this isn't done in the source code. __________________ This post has been edited by DeeperThought: May 27 2009, 02:02 PM |
May 7 2009, 12:06 PM
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#2
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Enforcer
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Yes it really does. The fun thing about Polymer is that any object can be made to spawn certain colored lights, so for example previously a mapper would have had to do a lot of work to make a nice red glow on the walls around an EXIT sign, if they even thought of it. Now it can be done automatically. And even small lights add a lot to the mood and detail of levels. So it's quite easily to have something that feels like classic Duke, yet somehow more "full".
__________________ The Rejected Applications (listen now)
EDuke32 || EDuke32 Wiki || Latest EDuke32 Snapshot 11 years and still ticking... |
May 7 2009, 12:15 PM
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#3
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May 7 2009, 12:29 PM
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#4
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digital entertainment design |
This is extremely impressive! I can't wait to play around with this. Great work.
__________________ Formerly known as Reaper_Man
"The Once and Future King" |
May 7 2009, 12:42 PM
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#5
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Duke Plus Developer
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Btw, that video was cool. Who was the background music by? Erotomania by Dream Theater: http://www.youtube.com/watch?v=m-MoL1ON2hM...feature=related __________________ |
May 7 2009, 01:41 PM
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#6
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May 7 2009, 01:51 PM
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#7
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Assault Trooper
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Nice way to brighten a dark day a little.
__________________ No good deed goes unpunished...
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May 7 2009, 02:05 PM
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#8
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May 7 2009, 02:17 PM
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#9
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Turret
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This renderer got me thinking.
If 3DR doesn't make DNF, what if the fans tried to? |
May 7 2009, 02:26 PM
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#10
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Duke Nukem Red Alert Developer
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![]() ![]() Polymer IS the new DNF. __________________ |
May 7 2009, 03:05 PM
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#11
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May 7 2009, 03:21 PM
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#12
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Honorable Donor |
Here are a few more Polymer shots with some dynamic shadows in action.
http://img4.imageshack.us/gal.php?g=duke0044.jpg |
May 7 2009, 03:39 PM
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#13
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digital entertainment design |
Now THAT is impressive.
__________________ Formerly known as Reaper_Man
"The Once and Future King" |
May 7 2009, 04:11 PM
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#14
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Pig Cop
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May 7 2009, 04:15 PM
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#15
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May 7 2009, 04:32 PM
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#16
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May 7 2009, 04:47 PM
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#17
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May 7 2009, 05:09 PM
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#18
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Honorable Donor
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Polymer looks fantastic, Ive had a bit of a play around with it.
You defiantly need a modern system to run this. |
May 7 2009, 09:35 PM
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#19
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May 7 2009, 09:48 PM
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#20
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May 7 2009, 09:59 PM
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#21
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May 7 2009, 10:42 PM
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#22
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May 7 2009, 10:47 PM
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#23
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May 7 2009, 10:51 PM
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#24
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May 7 2009, 11:21 PM
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#25
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Honorable Donor |
It looks like Parkar was running it with HRP at 81 FTP. Parkar, what's your system specs? I imagine most people are going to have to sadly upgrade from their Pentium II's and such, but it's probably time to get a modern PC. EDIT Commander beat me to the joke. An i7 at 2.6ghz 6gb of RAM and an 8800gt. At the moment it's quiet demanding but as TerminX said there is optimizations to do. It's still quiet uncommon that it goes under 30 fps with the settings in the shots posted though. |
May 8 2009, 10:14 AM
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#26
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EDuke32 developer
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Nice video. Did you hardcode these lights in the source code?
__________________ EDuke32 - "The corrupt doctrine of terror has begun."
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May 8 2009, 10:19 AM
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#27
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Assault Captain
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Awesome vid! nice choice of music ..with the classic DT!
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May 8 2009, 10:59 AM
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#28
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May 8 2009, 11:43 AM
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#29
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Duke Plus Developer
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Nice video. Did you hardcode these lights in the source code? Nah, the lights were added by CON code. The actors spawn and control light producing SEs. __________________ |
May 8 2009, 11:48 AM
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#30
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