Duke4.net Forums: Shadow Warrior - "New Episode" - Duke4.net Forums

Jump to content

  • 44 Pages +
  • « First
  • 8
  • 9
  • 10
  • 11
  • 12
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Shadow Warrior - "New Episode"

User is offline   Mark 

#271

Anything after 4593 produced this result. My uneducated guess was the mix between diff and normal maps got messed up. The diff wasn't pronounced enough or the normal map was too pronounced. 4593 on the left. That model is under a spotlight in the map.

Attached File(s)



This post has been edited by Mark.: 07 June 2017 - 06:07 AM

0

#272

View PostMark., on 07 June 2017 - 06:04 AM, said:

Anything after 4593 produced this result. My uneducated guess was the mix between diff and normal maps got messed up. The diff wasn't pronounced enough or the normal map was too pronounced. 4593 on the left. That model is under a spotlight in the map.

Can you try and repo in the latest binaries I released and if you can repo, upload the data somewhere so I can check it out.

This post has been edited by icecoldduke: 07 June 2017 - 06:33 AM

0

User is offline   Ninjakitty 

#273

Could you add some sort of configuration file so that you can tell the game which sprites should automatically have polymer light?

For example, a lights.cfg

[SPRITE] {
radius [NUMBER]
r [NUMBER]
g [NUMBER]
b [NUMBER]
priority [NUMBER]
}

Or something like that?
0

User is offline   Ninjakitty 

#274

@Mark
I've gotten pretty much all of your textures and models defined and working, but I can't figure out the frame name(s) for the shuriken.
Would you happen to know how many there are/what they are named?


I tried finding some sort of md3 viewer to find out for myself, but I didn't find any :P
0

User is offline   Mark 

#275

I made a text file with the model name for the others. If that one is different I'll look it up shortly.

AnimFrames00 4 frames

Npherno shows frame names.

This post has been edited by Mark.: 07 June 2017 - 09:48 AM

0

User is offline   Ninjakitty 

#276

@Mark
So, I've found the frame names. They're AnimFrames00, AnimFrames01, AnimFrames02, AnimFrames03

However, I have noticed that both the buddha statue and the shuriken model are VERY tiny.
Do you know what scale I should be using to get them to the proper size?
(I'm currently using a scale of 1)

This is how I have them defined right now:

// Shuriken
model "highres/sprites/props/2066_shuriken.md3" {
scale 1.0
skin { pal 0 file "highres/sprites/props/2066_shuriken.png" }
frame { name "AnimFrames00" tile 2066 }
}

// Buddha
model "highres/sprites/props/0375_buddha.md3" {
scale 1.0
skin { pal 0 file "highres/sprites/props/0375_buddha.png" }
frame { name "none00" tile 375 }
}

*EDIT: Also, all of the shurikens frames seem to be the same, except some are differently sized.

This post has been edited by Ninjakitty: 07 June 2017 - 09:53 AM

0

User is offline   Mark 

#277

I'm not even sure why they are animated. It was at least 5 or 6 years ago but IIRC I only made the cheap skin. someone else did the model.

I guess trial and error on the scale. Try 5 then 10.

This post has been edited by Mark.: 07 June 2017 - 10:06 AM

0

User is offline   Ninjakitty 

#278

I've also noticed that the normals of the shuriken are inverted :/ IDK how to fix that
0

User is offline   Mark 

#279

here you go

Attached File(s)


0

User is offline   Ninjakitty 

#280

So, the original was not properly sized or animated... and the normals were inverted...

And I fixed it :P (except for the normals, thanks for that!)

Here's what you'll need to put in props.def inside the sprites/props folder:

// Shuriken
model "highres/sprites/props/2066_shuriken.md3" {
scale 20
skin { pal 0 file "highres/sprites/props/2066_shuriken.png" }
frame { name "AnimFrames00" tile 2066 }
frame { name "AnimFrames01" tile 2067 }
frame { name "AnimFrames02" tile 2068 }
frame { name "AnimFrames03" tile 2069 }
frame { name "AnimFrames00" tile 2102 }
frame { name "AnimFrames01" tile 2103 }
frame { name "AnimFrames02" tile 2104 }
frame { name "AnimFrames03" tile 2105 }

}

// Buddha
model "highres/sprites/props/0375_buddha.md3" {
scale 7.25
skin { pal 0 file "highres/sprites/props/0375_buddha.png" }
frame { name "none00" tile 375 }
}

And, the contents of the attachment go in the sprites/props folder

Attached File(s)

  • Attached File  props.rar (1.21MB)
    Number of downloads: 1


This post has been edited by Ninjakitty: 07 June 2017 - 11:54 AM

0

User is offline   Ninjakitty 

#281

Minor glitch: S key triggers smoke bomb even with modern FPS layout
0

User is offline   Ninjakitty 

#282

So, in most ports, the "animations" for props are just teleporting the prop to the right keyframe. This port, however, has a smooth transition between each keyframe. This creates a bit of a problem with animated shurikens

Each frame of the shuriken only turns it about 22.5 degrees. There are 4 frames, so it turns only 90 degrees throughout the whole animation. However, while in other SW ports shurikens teleport seamlessly from the 4th frame (90 degrees) to the 1st frame (0 degrees), this port causes it to smoothly transition, causing this: https://youtu.be/kadcenjlMsc

How would I be able to have it rotate the right way in this port?
(I don't think I can add extra frames)
0

#283

View PostNinjakitty, on 07 June 2017 - 12:51 PM, said:

How would I be able to have it rotate the right way in this port?
(I don't think I can add extra frames)

The only solution I can see is to add more frames. I will see if I can come up with a external "scripting" system that will allow fiddly fucking with various things including extending animations. It won't be like con were you can add logic, but you guys will be able to fiddly fuck with various values.
0

User is offline   Mark 

#284

I loaded the shuriken model in my program and I see there is no rotation in it's 4 frames of anim. All it does is pulse a little bit. I don't know why its even animated at all. Any rotation being applied to it is strictly from the game. The first frame gives it some thickness, the other 3 frames just flatten it out. Nothing more. So maybe re-def it for just the first frame. Does the sprite version occupy a single tile number or is it animated over a few tile numbers?

This post has been edited by Mark.: 07 June 2017 - 01:57 PM

0

User is offline   Ninjakitty 

#285

The game doesn't rotate the shuriken, it only points where it's headed. The SPRITE changes, making it look like it rotates.

I found a way to completely animate the shuriken (The same way the enemies are animated, REAL animation, independent from the sprite's frame), but now it shrinks between frames in game, but not in the editor XD

// Shuriken
model "highres/sprites/props/2066_shuriken.md3" {
scale 20
skin { pal 0 file "highres/sprites/props/2066_shuriken.png" }
anim { frame0 "AnimFrames00" frame1 "AnimFrames01" frame1 "AnimFrames02" frame1 "AnimFrames03" fps 1 flags 4 } // Spin
frame { name "AnimFrames00" tile0 2102 tile1 2105 }
}

(Each frame rotates 90 degrees)

https://youtu.be/qHR84GM6Q9Q

It also even spins while in the wall now... That's a problem, LOL
2

User is offline   Kyanos 

#286

View PostNinjakitty, on 07 June 2017 - 01:58 PM, said:

The game doesn't rotate the shuriken, it only points where it's headed. The SPRITE changes, making it look like it rotates.

I found a way to completely animate the shuriken (The same way the enemies are animated, REAL animation, independent from the sprite's frame), but now it shrinks between frames in game, but not in the editor XD

// Shuriken
model "highres/sprites/props/2066_shuriken.md3" {
scale 20
skin { pal 0 file "highres/sprites/props/2066_shuriken.png" }
anim { frame0 "AnimFrames00" frame1 "AnimFrames01" frame1 "AnimFrames02" frame1 "AnimFrames03" fps 1 flags 4 } // Spin
frame { name "AnimFrames00" tile0 2102 tile1 2105 }
}

(Each frame rotates 90 degrees)


https://youtu.be/qHR84GM6Q9Q

It also even spins while in the wall now... That's a problem, LOL


I think it should be 1 tile def'd in separately for each AnimFrames## so that as the game logic switches picnums it does the rotation for you.

change this part:
anim { frame0 "AnimFrames00" frame1 "AnimFrames01" frame1 "AnimFrames02" frame1 "AnimFrames03" fps 1 flags 4 } // Spin
frame { name "AnimFrames00" tile0 2102 tile1 2105 }


to:
frame { name "AnimFrames00" tile 2102 }
frame { name "AnimFrames01" tile 2103 }
frame { name "AnimFrames02" tile 2104 }
frame { name "AnimFrames03" tile 2105 }


Oh yeah, welcome to Duke4, I've read your build thread over at Robmans, it taught me quite a bit about SW mapping.

This post has been edited by Drek: 07 June 2017 - 02:10 PM

0

User is offline   Ninjakitty 

#287

View PostDrek, on 07 June 2017 - 02:06 PM, said:

I think it should be 1 tile def'd in separately for each AnimFrames## so that as the game logic switches picnums it does the rotation for you.

change this part:
anim { frame0 "AnimFrames00" frame1 "AnimFrames01" frame1 "AnimFrames02" frame1 "AnimFrames03" fps 1 flags 4 } // Spin
frame { name "AnimFrames00" tile0 2102 tile1 2105 }


to:
frame { name "AnimFrames00" tile 2102 }
frame { name "AnimFrames01" tile 2103 }
frame { name "AnimFrames02" tile 2104 }
frame { name "AnimFrames03" tile 2105 }


Oh yeah, welcome to Duke4, I've read your build thread over at Robmans, it taught me quite a bit about SW mapping.


If the animation frame is dependent on the frames (the way you suggested), then each frame has to be 22.5 degrees of rotation and there has to be 4 frames or it will not be at the same speed as the sprite's rotation.
If I do
frame { name "AnimFrames00" tile 2102 }
frame { name "AnimFrames01" tile 2103 }
frame { name "AnimFrames02" tile 2104 }
frame { name "AnimFrames03" tile 2105 }
, then here's what will happen:
EDuke32 Port: Shuriken will go through the 4 frames for a total of 90 degrees, then will rotate BACKWARDS (wrong direction) to find the smoothest and most simple path back to the first frame at 0 degrees since it is set to loop: https://youtu.be/kadcenjlMsc (It's a little hard to tell)
Other SW ports without transition smoothing between frames: The shuriken model will teleport to it's rotation each frame

LOL, yeah, I had a LOT of questions about mapping XD
0

User is offline   Kyanos 

#288

I'll look at it tonight. I can make it work, even if I go into blender to change the frames.
0

User is offline   Ninjakitty 

#289

^ I did exactly that, except I used Misfit Model 3D to do it

The problem is, you are given exactly 4 frames, and each must turn the shuriken model about 22.5 degrees if you want its speed to be consistent with the sprite.
(The shuriken sprite in the original game actually only turns a total of something like 67.5 degrees before teleporting back to 0 degrees, since it would be impossible to tell that it went to 0 and not 90)
So,
0: 0 <-------
1: 22.5 .....|
2: 45 ........|
3: 67.5 ___|
( . = blank space)

Now, with a different Shadow Warrior port, the model would just teleport to each frame and it wouldn't look weird at all, but this port automatically adds a smooth transition between frames (which looks great in most situations). The shortest/smoothest path to get the rotation from frame 3 back to frame 0 would be to make it transition/rotate BACK the OPPOSITE direction really quickly, meaning the sprite makes a sharp LEFT rotation back to 0 degrees.

^ Hope that saves you some time in trying to diagnose/get around the problem :P
I'm always up for a few more high resolution models/textures! :P

This post has been edited by Ninjakitty: 07 June 2017 - 03:24 PM

0

User is offline   Kyanos 

#290

You can turn that smoothing off. I put it projectiles on my end.

model "highres/sprites/projectiles/2066_shuriken.md3" {
scale 20
skin { pal 0 file "highres/sprites/projectiles/2066_shuriken.png" }
frame { name "AnimFrames00" tile 2066 smoothduration 0.001 }
frame { name "AnimFrames01" tile 2067 smoothduration 0.001 }
frame { name "AnimFrames02" tile 2068 smoothduration 0.001 }
frame { name "AnimFrames03" tile 2069 smoothduration 0.001 }
frame { name "AnimFrames00" tile 2102 smoothduration 0.001 }
frame { name "AnimFrames01" tile 2103 smoothduration 0.001 }
frame { name "AnimFrames02" tile 2104 smoothduration 0.001 }
frame { name "AnimFrames03" tile 2105 smoothduration 0.001 }
}

0

User is online   Lunick 

#291

I've been playing around in Software mode and haven't noticed anything too weird until level 3 where the Skybox does this at the start of the map. Works fine in Polymost.
Posted Image
2

#292

View PostLunick, on 07 June 2017 - 07:12 PM, said:

...

Thanks for the bug report! I haven't tried software mode at all, its good to know it at least partially works.

This post has been edited by icecoldduke: 07 June 2017 - 07:22 PM

0

User is offline   Ninjakitty 

#293

@Drek
Yes, that works perfectly, thank you!

@icecoldduke
Will the polymer lights eventually be automatically added to sprites that should emit light? Or will it remain in a way that you have to manually insert the polymer lights in the map editor?
1

#294

View PostNinjakitty, on 08 June 2017 - 08:50 AM, said:

@icecoldduke
Will the polymer lights eventually be automatically added to sprites that should emit light? Or will it remain in a way that you have to manually insert the polymer lights in the map editor?

Yes I can make a system that does what your describing.

This post has been edited by icecoldduke: 08 June 2017 - 08:58 AM

1

User is offline   Ninjakitty 

#295

View Posticecoldduke, on 08 June 2017 - 08:58 AM, said:

Yes I can make a system that does what your describing.


@icecoldduke
Yes! Thank you so much!
0

User is offline   Kyanos 

#296

Are fogpals fucking up my lookup table above 30? or is it my hex editing?


0

User is online   Hendricks266 

  • Weaponized Autism

  #297

Shadow Warrior should not have any automatically generated fogpals.
1

User is offline   Kyanos 

#298

Thanks. Yeah it was on my end. This is almost done, just pal 9 left for last.
Attached File  LOOKUP.zip (2.67K)
Number of downloads: 0
1

#299

I re-enabled the demo recording and playback code, and it works. I can successfully record a demo and play it back. Does anyone know were the original game demo files were? I can't remember if the retail shipped with .dmo files(I can't find them in the retail grp or even the 1.2 demo grp), but I definitely remember one of the demo releases having demo's play at startup. Does anyone know a) did the retail game come with demos? :P if not which version of the shareware game did.

Also in the next release I will have detailed documentation on how to record demos, and if you guys find a bug that is easy enough to repo please submit a demo file to me. This will make bugs easier to track down.

This post has been edited by icecoldduke: 08 June 2017 - 07:21 PM

1

User is online   Hendricks266 

  • Weaponized Autism

  #300

It looks like the final version did not ship with any demos. :P
1

Share this topic:


  • 44 Pages +
  • « First
  • 8
  • 9
  • 10
  • 11
  • 12
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options