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Duke3d original level Lighting  "let there be the light!"

User is offline   Devastator 

#1

Hi guys!
Several weeks ago RomaLoom an I did start lighting up original Duke levels. I'm working on 4th episode and so far 5 levels are lighted up. I'd like to hear some feedback from you about this lighting (and i guess RomaLoom would like to hear too about his 2nd episode).
You can get maphacks with lights here: http://svn.eduke32.com/listing.php?

Thanks!

This post has been edited by Devastator: 25 April 2010 - 01:09 AM

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User is offline   Spiker 

#2

I've tried a few levels from episodes 2 and 4. Episode 4 seems totaly unplayable for me (below 10fps and mouse not responding) while in the 2nd episode I get about 15 fps. I know that the performance prevents you from lighting these levels the way you would want to but overall great job there Steel Monkeys.


Sorry for not being specific about the lighting but it's really not easy when the game lags like shit :P

This post has been edited by Spiker: 25 April 2010 - 03:32 AM

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User is offline   Devastator 

#3

I was afraid this would happen, and this kinda sucks. Anyways it's not a problem to kill excessive lights and leave something like 1 light per room.
Btw, what are your computer specs?
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User is offline   Mark 

#4

Is there a place to grab the maphacks for testing without having to download and install the svn software? ( yes, I'm lazy this morning :P )
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User is offline   supergoofy 

#5

https://svn.eduke32.com/polymer_hrp/


right click on a file and choose save link as or use a download manager

This post has been edited by supergoofy: 25 April 2010 - 05:51 AM

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User is offline   Geoffrey 

#6

I won't be able to run it so I'm not trying, but I would appreciate screenshots!
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User is offline   Devastator 

#7

Just one screenshot. No spoiling for other levels yet, please :P

Attached thumbnail(s)

  • Attached Image: duke.jpg

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User is offline   Mark 

#8

I downloaded from the site Supergoofy posted and the newest lighting maphacks didn't show up in the game. Is that site updated with the lighting changes?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#9

View PostGeoffrey, on Apr 26 2010, 01:51 AM, said:

I won't be able to run it so I'm not trying, but I would appreciate screenshots!


Posted Image

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EDIT:

View PostDevastator, on Apr 26 2010, 02:12 AM, said:

Just one screenshot. No spoiling for other levels yet, please :P

Oops...

View PostMarked, on Apr 26 2010, 02:30 AM, said:

I downloaded from the site Supergoofy posted and the newest lighting maphacks didn't show up in the game. Is that site updated with the lighting changes?

Yup, thats upto date, im guessing you didn't install the hacks correctly or something else weird.
Just download TortoiseSVN... It only takes like 2 seconds to setup to be able to keep up to date with the HRP.

http://tortoisesvn.net/downloads

This post has been edited by The Commander: 25 April 2010 - 06:38 AM

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User is offline   Mark 

#10

What I did was download 2 maphack files, dragged them to the maphacks.zip file in the autoload folder of Eduke and chose the option to "add and replace" the 2 old files in the zip. They show up in the zip when I look in it but I guess I did something else wrong??

I already have Tortoise svn installed from another project I am helping out with. I guess that makes things a little easier. When I went to the link from Devastator it just didn't look like anything I could make use of. I'll search for previous posts on getting to the HRP svn. Thanks.

FOUND MY MISTAKE. I didn't realise until just now that the maphacks are also included in the PolymerHRP zip. I deleted my original maphacks.zip file from the Autoload folder and things are good.

I played E4L1 and framerate did not drop below 40fps except for one small room with lots of effects and stayed much higher through most of the level.

This post has been edited by Marked: 25 April 2010 - 07:09 AM

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User is offline   Spiker 

#11

My specs are like this:

-1900mhz Dual Core
-2,5 GB Ram
-nVidia GeForce 8400 GS 128mb

it's 2,5 years old so let's not expect miracles.

This post has been edited by Spiker: 25 April 2010 - 07:18 AM

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#12

I know it's OT, but if someone had told me 1999 that we would get to a point in Duke3D history where we would have to worry about system specs and framerate, I would have sent this guy to a mental institution.
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User is offline   OpenMaw 

  • Judge Mental

#13

View PostSalaciusCrumb, on Apr 25 2010, 08:30 AM, said:

I know it's OT, but if someone had told me 1999 that we would get to a point in Duke3D history where we would have to worry about system specs and framerate, I would have sent this guy to a mental institution.


Im really hoping this is just a minor setback and that the lights can be further optimized.

As they are... Pretty, but if you can only have a few sources of light on screen at a time with a semi-decent rig and take such a huge dump in your FPS... Not worth it.
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User is offline   Tea Monster 

  • Polymancer

#14

They look lovely. My only crit is that the stadium looks too Yellow. I know its supposed to be a night game, but it looks like it is the wrong kind of Yellow.

I'm no coder, but I'm pretty sure that Polymer can be optimized a lot further, based on what the system specs are for other engines that do a similar job.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#15

View PostTea Monster, on Apr 26 2010, 08:04 PM, said:

My only crit is that the stadium looks too Yellow. I know its supposed to be a night game, but it looks like it is the wrong kind of Yellow.

Yeah I know what you mean... I sort of made that maphack quickly as a test to see how good that mapster32 light export script was, Roma or Devastator can tweak it if they wish.

View PostTea Monster, on Apr 26 2010, 08:04 PM, said:

I'm no coder, but I'm pretty sure that Polymer can be optimized a lot further, based on what the system specs are for other engines that do a similar job.

Yes it can be, I am sure if some nice donations or similar appeared in Plagmans PayPal account that the optimisations may appear quicker. :P
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#16

View PostSpiker, on Apr 26 2010, 03:17 AM, said:

My specs are like this:

-1900mhz Dual Core
-2,5 GB Ram
-nVidia GeForce 8400 GS 128mb

it's 2,5 years old so let's not expect miracles.

My new specs are:

2.66 Dual Core
2 GB Ram
Sapphire 1GB ATI HD4650

Which gives me rather good results.
Posted Image
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User is offline   lawl 

#17

View PostThe Commander, on Apr 26 2010, 10:02 AM, said:

My new specs are:

2.66 Dual Core
2 GB Ram
Sapphire 1GB ATI HD4650

Which gives me rather good results.
Posted Image




Wow, nice.
I must try the files :P
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User is offline   Mikko 

  • Honored Donor

#18

Looks a bit too dark. There should be lights on some windows (à la Shadow Warrior) but that'd call for modifying the game which, I believe, goes beyond what you're trying to do.

This wasn't a problem in the original game because everything was so bright that you never could tell if someone was home or not.
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User is offline   Tea Monster 

  • Polymancer

#19

That looks f*cking wonderful! Maybe a slight glow on the windows would work well, ehhh... that just looks amazing.

One thing you could try is a purple or dark blue light on the opposite side of the building to emulate moonlight.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#20

That picture isn't what it would normally look like in game for most users.
As I went to OPTIONS, VIDEO SETUP, RENDER SETUP, AMBIENT LIGHT LEVEL: 0.13 (lowest setting)

This makes it darker (a bit like a lower DEFAULT VISIBILITY level) but retains the light emitted from Polymer lights.
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User is offline   Devastator 

#21

oh so well.. this is kinda disappointing, but i will finish episode in same manner hoping that Plagman will optimise lightning some day.
You can post some screens YOU like from e4 and feed my endless vanity :P
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User is offline   Micky C 

  • Honored Donor

#22

The problem is it only looks that awesome if you have the latest polymer pack with all the bump mapping and such. I don't know about everyone else but mine is quite old :'(
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#23

View PostMicky C, on Apr 29 2010, 11:13 AM, said:

The problem is it only looks that awesome if you have the latest polymer pack with all the bump mapping and such. I don't know about everyone else but mine is quite old :'(


You can get the SVN version (easiest way to get this would be via TortoiseSVN) and thus be constantly updated with new stuff. Should I hand out the link?

This post has been edited by Ryan Cordell: 29 April 2010 - 03:26 AM

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User is offline   Devastator 

#24

added e4l6
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User is offline   Devastator 

#25

added lights for XXX-Stacy
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User is offline   NNC 

#26

Stadium is ugly as hell, the rest are pretty cool.
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User is offline   DuduKrazy 

#27

View PostNancsi, on May 3 2010, 07:35 AM, said:

Stadium is ugly as hell, the rest are pretty cool.


it's not that bad for me, but it's laggy as hell.
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User is offline   Devastator 

#28

Go grab the critical mass! and leave the goddam stadium alone, i'm serious!
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#29

View PostDevastator, on May 5 2010, 12:18 AM, said:

Go grab the critical mass! and leave the goddam stadium alone, i'm serious!


If you can't accept the fact that your work will be subject to criticism, no one will want to help you on your project at all.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#30

View PostThe Mighty Bison, on May 5 2010, 04:29 PM, said:

If you can't accept the fact that your work will be subject to criticism, no one will want to help you on your project at all.

I done the stadium. :P
Unless Devastator has modified it? (he is more than welcome to)
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