What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2581 Posted 05 July 2011 - 01:28 PM
#2582 Posted 05 July 2011 - 01:42 PM
Fox, on 01 July 2011 - 06:54 AM, said:
I can count 5, with the dead one!
#2583 Posted 05 July 2011 - 02:51 PM
Maybe federal laws state that within so many miles of a major airport, any structure over a certain height needs to run lights 24/7 to account for limited visibilty situations such as fog or darkness from storm clouds etc...
Or maybe not.
This post has been edited by Marked: 05 July 2011 - 02:53 PM
#2584 Posted 05 July 2011 - 02:59 PM
WedgeBob, on 05 July 2011 - 01:28 PM, said:
I suggest installing the HRP and looking at the .def files in there to see how to use models and normal maps.
#2585 Posted 05 July 2011 - 03:08 PM
Plagman, on 05 July 2011 - 02:59 PM, said:
Ah yes, I do see the normal maps, but the model format is MD3, not sure if Carrara 8 Pro or Blender export to that. I'll have to see if Hexagon will do something...I'm probably gonna pick up Hexagon and Bryce 7 Pro in another couple of weeks (to complete the DAZ Software Collection and interchange the models and scenes among those apps).
This post has been edited by WedgeBob: 05 July 2011 - 03:09 PM
#2586 Posted 05 July 2011 - 05:54 PM
#2587 Posted 06 July 2011 - 02:32 AM
#2588 Posted 06 July 2011 - 03:04 AM
Build is actually pretty good for an old engine. We have parallax maps and per-pixel lighting. It just needs a shed-load of optimization if you are you are going to push it.
This post has been edited by Tea Monster: 06 July 2011 - 03:07 AM
#2589 Posted 06 July 2011 - 01:01 PM
Plagman, on 05 July 2011 - 05:54 PM, said:
Must be a lesser version of Blender (like 2.4x Series). I'm staying current with Blender with 2.57/2.58 64-bit(that version is waaay easier to use), but 2.5 has less formats to export to, from what I see.
Anywho, here's what I'm currently switching to, and I'm hoping that this app will be for the better (don't worry, I have the discount membership with DAZ, so I only paid the $385, think it was less than that with the monthly voucher):
http://www.daz3d.com...ils/?item=10608
Also, I have some video tutorials on this software:
http://www.amazon.co...09985852&sr=8-1
So after I learn a few lessons and model well with this, I'll certainly be willing and able to see how I can contribute.
#2591 Posted 07 July 2011 - 11:13 AM
Fox, on 04 July 2011 - 11:36 AM, said:
This is cool for many reasons. First, it's great to see that classic tiled skies are still being used. Second, because the blue colors are likely to change with the different palnums, you can have an assortment of skylines:
pal 21: LA sunset
pal 13: rainy LA
pal 14: green goo LA
...and so on
Also, this reminds me that there ought to be a way of defining multi-tile pskies from DEF, or something. Did I mention that many it's possible to have many of them in the same level?
#2592 Posted 07 July 2011 - 01:43 PM
Fox, on 04 July 2011 - 11:36 AM, said:
That's pretty good! My only criticism is that the red lights don't belong in the daytime, and do you see where all those yellow lights are in the nighttime? Those are all windows, and they are in a grid (meaning some lights are off). A building like that with no windows is a very sad building indeed.
This post has been edited by Hendricks266: 07 July 2011 - 01:43 PM
#2593 Posted 09 July 2011 - 01:29 AM
Marked, on 05 July 2011 - 02:51 PM, said:
Or maybe not.
They wouldn't be visible to the naked eye in the day time is all I'm saying.
#2597 Posted 11 July 2011 - 05:49 PM
Micky C, on 10 July 2011 - 02:48 AM, said:
Reminds me of one of the alien ships from Stargate Universe;
#2599 Posted 15 July 2011 - 04:04 PM
So you made low-poly or sprite versions of the trees, and you have them replaced by high poly versions when the camera gets close? I noticed it in a few instances because the profiles of the low/high poly versions did not match. It is definitely the right approach. The only thing I question is having things popping in. Personally, I think it would look better if everything had a low poly or sprite version that was always visible, instead of having stuff become visible or get generated on the fly.
#2600 Posted 15 July 2011 - 05:06 PM
Either way, I guess to fix what DeeperThought said it would require Eduke32 to have gradual translucency (instead of just 66% and 33%).
This post has been edited by Fox: 15 July 2011 - 05:06 PM
#2602 Posted 15 July 2011 - 06:17 PM
#2603 Posted 15 July 2011 - 07:48 PM
DeeperThought, on 15 July 2011 - 04:04 PM, said:
So you made low-poly or sprite versions of the trees, and you have them replaced by high poly versions when the camera gets close? I noticed it in a few instances because the profiles of the low/high poly versions did not match. It is definitely the right approach. The only thing I question is having things popping in. Personally, I think it would look better if everything had a low poly or sprite version that was always visible, instead of having stuff become visible or get generated on the fly.
The problem over that distance is you hit the object view limit very quickly. I had the same issue in my mod with the auto generated foliage which is why I fade it out and remove it over a distance. He's mitigated it slightly by having (much) less density but it's still an issue.
#2604 Posted 15 July 2011 - 08:13 PM
#2605 Posted 15 July 2011 - 08:29 PM
Plagman, on 15 July 2011 - 08:13 PM, said:
I think it was planned for Polymer but never implemented.
#2607 Posted 16 July 2011 - 02:25 AM
DeeperThought, on 15 July 2011 - 04:04 PM, said:
it is only low poly model less than 1000 poly. and are simply replaced by sprites. As for the distance, I could increase it, so that the sprites are always visible. But this distance is planned to display the distance of polymer. You can not see the sprites appear or disappear with the polymer. This is temporary, the display distance will be controlled by the fps, if your pc is powerful enough all the sprites will be visible.
Fox, on 15 July 2011 - 05:06 PM, said:
Either way, I guess to fix what DeeperThought said it would require Eduke32 to have gradual translucency (instead of just 66% and 33%).
too ambitious for Build engine? No... actualy, this runing on my laptop at over 40 fps. Intel® Core2 Duo CPU P8700 @ 2.53GHz 4.00 GB NVIDIA GeForce GT 240M
DeeperThought, on 15 July 2011 - 08:29 PM, said:
gradual translucency, (.alpha member) actually only works on polymer, and the last time I tried, it works only with the first group of the model (surface in 0. def). I also have a problem with the skybox in polymer, skybox with different pal does not work, and I need this to add the day / night effect.
and one more thing that could increase the fps rate. for models, make the opposite sides of the polygons visible, it could divide by two the number of polygons in a model, and also ensure that the normal maps works well on models without having to worry about the same texture coordinates. .. it takes too much time to get a good result.
#2608 Posted 16 July 2011 - 02:40 AM
#2609 Posted 16 July 2011 - 02:57 AM
Micky C, on 16 July 2011 - 02:40 AM, said:
Ho sorry, your you're right, different pal works, one problem solved thanks.