Polymer lives again
#91 Posted 10 June 2016 - 12:48 PM
#92 Posted 10 June 2016 - 03:12 PM
#93 Posted 10 June 2016 - 06:47 PM
Tea Monster, on 10 June 2016 - 10:54 AM, said:
Sure.
Trooper Dan, on 10 June 2016 - 12:48 PM, said:
Changed it again. I can't help a good reference.
#94 Posted 10 June 2016 - 06:54 PM
Trooper Dan, on 10 June 2016 - 12:48 PM, said:
You willingness to alter other peoples titles and posts, just because you are able to do though, through technical means is fucking irritating
#95 Posted 10 June 2016 - 08:37 PM
Hank, on 10 June 2016 - 06:54 PM, said:
I have never altered anyone's posts or [personal] titles. You are confusing me with someone else.
Why would you get offended if I change the title of a thread to more accurately reflect reality?
This post has been edited by Trooper Dan: 10 June 2016 - 08:47 PM
#96 Posted 10 June 2016 - 09:07 PM
#97 Posted 10 June 2016 - 11:01 PM
Tea Monster, on 10 June 2016 - 02:57 AM, said:
It's the same effect and map as the normal map though, so it could be applying even if you don't realize. Forcing parallax scale on that skin would probably tell you.
#98 Posted 11 June 2016 - 01:54 AM
Thanks again!
EDIT: One more thing. Is it possible to remove the sector visibilty 'feature' that makes a model disappear if the player can't see the sector that model is in? We were thinking of using a model to add to one of our set-pieces. Every time we turn around, the building disappears.
This post has been edited by Tea Monster: 11 June 2016 - 05:08 AM
#99 Posted 11 June 2016 - 01:52 PM
#100 Posted 11 June 2016 - 02:11 PM
This post has been edited by Mark.: 11 June 2016 - 02:12 PM
#101 Posted 12 June 2016 - 08:28 AM
#102 Posted 13 June 2016 - 04:04 PM
This post has been edited by Tea Monster: 13 June 2016 - 04:05 PM
#103 Posted 13 June 2016 - 04:49 PM
Edit: I have been informed they are the alpha channel of the specular map. In that case, make sure you aren't using any PNG optimizers on your maps.
Beyond that, I have no knowledge of how the various mappings are supposed to work and I have not touched that part of Polymer before. Plagman might be able to diagnose the issue from screenshots.
This post has been edited by Hendricks266: 13 June 2016 - 04:57 PM
#104 Posted 13 June 2016 - 05:51 PM
Hendricks266, on 13 June 2016 - 04:49 PM, said:
Edit: I have been informed they are the alpha channel of the specular map. In that case, make sure you aren't using any PNG optimizers on your maps.
Beyond that, I have no knowledge of how the various mappings are supposed to work and I have not touched that part of Polymer before. Plagman might be able to diagnose the issue from screenshots.
gloss maps are essential nowadays for PBR based textures (at least for the Cryengine) . I never seen any support for actual gloss maps in EDuke32, at least not as per the wiki.
Reference:
http://www.marmoset..../pbr-conversion
http://artisaverb.info/PBT.html
#105 Posted 13 June 2016 - 06:05 PM
Alpha is the exponent/power of the specular highlight (or gloss/reflectivity). A simple greyscale image in the RGB channel gets you Doom 3 level of specular, and then playing with the alpha channel lets you get fancy.
#106 Posted 18 June 2016 - 08:35 AM
Trooper Dan, on 10 June 2016 - 12:48 PM, said:
If you were using it the way we are, you wouldn't have changed the title.
Even with Hendrix's efforts to fix things, we are spending one day building a prop and three days debugging problems with spec and normal maps causing shading errors on props. It looks like the bug I described to Plagman in our original report has returned. Objects have different amount of specularity depending on what angle you view it at. It looks like polished glass on one side. Walk around the object and suddenly it looks flat and washed out. Steeevie's hydrant exhibits this if you want to check it out in game.
Recently I enabled gloss maps on one of our barrier props. They glow like they were manufactured in Chernobyl. They are visible across the map like orange kryptonite. I'm going to disable them and wait till more pressing problems get sorted out before I delve into them again.
Mark and I are currently investigating what is causing the spec/normal problems so we can report it properly.
This post has been edited by Tea Monster: 18 June 2016 - 08:47 AM
#107 Posted 18 June 2016 - 10:34 AM
#108 Posted 18 June 2016 - 11:36 AM
#109 Posted 19 June 2016 - 05:29 AM
How could this problem possibly be caused by the original map itself? AARRGG!!!!
This post has been edited by Mark.: 19 June 2016 - 05:30 AM
#110 Posted 19 June 2016 - 06:31 AM
#112 Posted 19 June 2016 - 10:53 AM
#113 Posted 19 June 2016 - 11:32 AM
EDIT: No difference after deleting 7 lights in the area. DUH, I failed to notice ( and mention ) that another model next to the unlit one does get lit by those 4 lights. So once again it appears to be model specific. But then why does it light up only in Mapster in this map or Mapster and Eduke in a test map?
This post has been edited by Mark.: 19 June 2016 - 11:46 AM
#115 Posted 19 June 2016 - 12:00 PM
Hendricks: I can't. If that same model is placed in a bug test map it works fine in Mapster and Eduke. Its only a problem in its original map. Plus I placed this model elsewhere in it's original map and it was still unlit.
This post has been edited by Mark.: 19 June 2016 - 12:05 PM
#116 Posted 19 June 2016 - 12:05 PM
Or maybe it's something silly like two sprites (the model) existing in the same spot, or the sprite as the engine sees it is in void space somehow culling itself from the light pass (like it might go into the sky)
A final thought, try to copy paste the offending part of the map to a new map and see if once isolated it works exactly as you have it now.
final final thought, is the sprite wall aligned and z fighting?
#117 Posted 19 June 2016 - 12:07 PM
Mark., on 19 June 2016 - 12:00 PM, said:
Hendricks: I can't. If that same model is placed in a bug test map it works fine in Mapster and Eduke. Its only a problem in its original map. Plus I placed this model elsewhere in it's original map and it was still unlit.
Quote
After that last post of yours I'll vote this.^^
Try to break the model up into smaller pieces to fit the space in the sector better, or put the model below the origin so the sprite lifts up some to keep the mesh where you want it while the game sees the sprite better for the light (if that makes sense)
edit; you can turn models off and you can check to see that black square from running dummytile for the sprite is within sector bounds. (maybe you could define a larger tile to fix this issue??)
third or fourth edit; I'm positive the dummytile code is set here for something generic like 32 x 32 and the lights are just missing the sprite itself, so the model is not catching lights, make the sprite coded to be the same size as the model. (no matter how much you use models the engine will always be sprites at the core)
This post has been edited by Drek: 19 June 2016 - 12:25 PM
#118 Posted 19 June 2016 - 12:09 PM
#119 Posted 19 June 2016 - 12:10 PM
I'm going back into the map to see where exactly heightwise the model started to get lit. Its going to be tedious trial and error but what else is there?
I think every dev should be required to download every work in progress project so they can jump right in and help when needed. Just kidding. I'm trying to keep from crying in frustration. This project has been cursed with these kinds of issues for a while now.
This post has been edited by Mark.: 19 June 2016 - 12:16 PM
#120 Posted 19 June 2016 - 12:10 PM
Is the ceiling high enough in that area?