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Reputation: 4673 My posts turn threads into gold
Group:
Super Moderator
Active Posts:
6,277 (2.18 per day)
Most Active In:
EDuke32 & EDuke32 modifications (2477 posts)
Joined:
08-May 09
Profile Views:
30,256
Last Active:
User is offline Yesterday, 09:43 PM
Currently:
Offline

My Information

Member Title:
EDuke32 Senior Developer
Age:
21 years old
Birthday:
May 31, 1995
Gender:
Male Male
Location:
United States

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://hendricks266.duke4.net
Jabber:
Jabber  hendricks266@dukgo.com
Skype:
Skype  PM me if you want to Skype.

Latest Visitors

Posts I've Made

  1. In Topic: EDuke32 2.0 and Polymer!

    Yesterday, 10:49 AM

    View PostGambini, on 25 March 2017 - 10:26 AM, said:

    What i mean is: the cube where skybox textures are drawn is too small for my needs. It sure works great on small maps, but here we have three huge ass maps for which the cube is way too small.

    So you're saying that your level geometry is clipping into the skybox?

    View PostGambini, on 25 March 2017 - 10:26 AM, said:

    So instead of a cube, you end up with a prisma of the given proportions.

    Plagman can correct me if I'm wrong, but this is anathema to the idea of a cubemap. As I said, the proper way to approach this would be letting the user define their own 3D models to use as a skybox, so you could use whatever shape you wanted (rectangular prism, cylinder, sphere, etc).

    View PostGambini, on 25 March 2017 - 10:26 AM, said:

    The sooner the better, we are about two months away.

    OK.

    BTW, you only need "nocompress nodownsize" once per skybox.

    skybox {
       tile 84 pal 0 nocompress nodownsize
       top   "VEG_TOP.PNG"
       down  "VEG_BTM.PNG"
       front "VEG_NRT.PNG"
       right "VEG_WST.PNG"
       back  "VEG_EAST.PNG"
       left  "VEG_SOUT.PNG"
    }
  2. In Topic: EDuke32 2.0 and Polymer!

    Yesterday, 08:17 AM

    View PostGambini, on 24 March 2017 - 09:53 PM, said:

    Can skyboxes be scaled through def file?

    If not, it´d be useful (and probably not that dificult) having the ability to scale them when defining them on the def file. I would love to have that because in my new Las Vegas map you get to see it from very different heights and there is no good tradeoff to adjust the horizon line so it looks right on both situations.

    It could even be awesome and probably innovative, if you could scale it in all 3 different axis. x scale y scale z scale. This would allow modders to make short but big or long in one direction skyboxes.

    A skybox is what's called a cubemap. For example, Fox's skyboxes are built as 3D models, and he then rendered six images using special perspective and position settings. It is supposed to be the final result of what you see in-game. Any kind of modification to them at that point threatens to break the perspective illusion.

    What you probably want is the ability to define your own 3D model to use as a skybox instead of a cube. ;) I can't promise anything.

    View PostGambini, on 24 March 2017 - 09:53 PM, said:

    Another thing is that i noticed that with the shadescale mode 2 voxels are still shaded the old open gl way. I already know this wont work on models for now, but what about Voxels?

    Thanks for pointing this out.

    See my previous reply about applying tileshades to model skins. The system needs an internal revamp that I cannot prioritize at the moment. Please keep me informed of your release timeline.
  3. In Topic: gorescript

    24 March 2017 - 02:29 PM

    Yeah, this is Minecraft-inspired garbage. "Cubes are pixels in 3D! So old-school!"
  4. In Topic: Why is the polymer FOV so high?

    24 March 2017 - 02:11 PM

    Which is closer to Classic? That's the real question.
  5. In Topic: gorescript

    24 March 2017 - 10:53 AM

    Please elaborate.

Comments

Page 1 of 1
  1. Photo 07 Jul 2016 - 18:44
    First to 4000 snazzy votes, good work Hendricks.
  2. Photo 31 May 2016 - 04:11
    I wish you a Merry Christmas and Happy N... oh, I mean Happy Birthday! Never lose your BAZINGA.
  3. Photo 20 Jul 2014 - 20:32
    420 eh? hehe
    puff puff pass.
  4. Photo 26 Feb 2014 - 23:04
    Hi.Just wanted to say thanks again for the other day.Best of luck to you.
  5. Photo 12 Sep 2013 - 05:29
    I came here to donate some blood. Your blood!
  6. Photo 12 Sep 2013 - 05:28
    I came here to donate some blood. Your blood!
  7. Photo 09 Sep 2013 - 22:15
    No
  8. Photo 31 May 2013 - 05:51
    Just thought to pop by and say happy birthday and have a good one.
  9. Photo 02 May 2012 - 08:55
    Hey, I think I know why there are some weird songs in Total Meltdown. The one with the Stalker 2 and Bar music is because I guess when you enter the bar the music changes into that (since both songs would be playing, and if you turn off music, the bar music is off too). The other one "Chemicals fuck you head" may be used as background music in a map, the variants for how far you are fro...
  10. Photo 14 Oct 2011 - 17:50
    Thanks for help with the music pack!
    My last computer manage to work HRP,Dukeplus (Didn't tried Polymer out and the music pack) back then. Now I totally forgot how they work. If you know any site or place I can refer to help me with this,that would be nice. Thanks!
  11. Photo 13 Sep 2011 - 16:38
    You have no status!!!!!!
  12. Photo 18 Jul 2011 - 21:20
    You need to get on Google/Gmail Chat or MSN more, you big dork!
  13. Photo 14 Jul 2011 - 16:22
    We need to talk to you on IRC. You've been very bad and need to be punished.
  14. Photo 31 May 2011 - 07:20
    Happy B Day!!!!
  15. Photo 31 May 2011 - 02:10
    Happy birthday Hendricks :)
Page 1 of 1

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