
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3991 Posted 14 November 2012 - 01:34 PM
Maps like Floating Islands from Tomb raider. But since i don't have other people to work with,I am to make the maps myself which require a lot of time
This post has been edited by wesley025: 14 November 2012 - 01:35 PM
#3992 Posted 14 November 2012 - 01:56 PM
#3993 Posted 14 November 2012 - 06:51 PM
I wish EDuke had CON accesible color correction controls (and not only gamma, contrast and brightness, but also color saturation).
#3994 Posted 14 November 2012 - 06:57 PM
HEAD EXPLODES!









(Why does this forum have to limit the number of emoticons...

Edit: The most ironic thing is that it's that 3D quake 2 enemy that stops the scene from looking like really modern.
2nd edit: That is actually eduke right?
This post has been edited by Micky C: 14 November 2012 - 07:10 PM
#3995 Posted 14 November 2012 - 07:23 PM

The image has been desaturated and slightly blurred to illustrate what I mean with color correction controls, but everything else is as is. Models can be used to create interesting rock formations, but collision is tricky... if it wasn't for that, EVERYTHING could be models, and you would get life-like rocks

I'm hoping collision will be improved in the future, too.
This post has been edited by Diaz: 14 November 2012 - 07:32 PM
#3996 Posted 14 November 2012 - 07:30 PM
#3997 Posted 14 November 2012 - 07:35 PM
#3998 Posted 14 November 2012 - 08:48 PM
Diaz, on 14 November 2012 - 06:51 PM, said:
I wish EDuke had CON accesible color correction controls (and not only gamma, contrast and brightness, but also color saturation).
Unreal 1 texture eh?
Anyway nice architecture.
#3999 Posted 14 November 2012 - 09:50 PM
Diaz, on 14 November 2012 - 06:51 PM, said:
Well, it sort of does. With highpal you can do whatever you want with colors.
#4000 Posted 15 November 2012 - 03:39 AM
However, it is applied to the textures only, and then Polymer lights are applied at full saturation - it's hard to get the same kind of desaturation tweaking the RGB values on lights, as that affects their brightness too. Is it possible to apply a highpal to the entire scene after it's been fully rendered?
I thought about using the night vision basepal, which is unused in my mod, but how do I replace it for OpenGL mode?
This post has been edited by Diaz: 15 November 2012 - 06:16 AM
#4001 Posted 15 November 2012 - 04:59 AM
Drek, you have PM!
#4002 Posted 15 November 2012 - 08:06 AM
Diaz, on 15 November 2012 - 03:39 AM, said:
However, it is applied to the textures only, and then Polymer lights are applied at full saturation - it's hard to get the same kind of desaturation tweaking the RGB values on lights, as that affects their brightness too. Is it possible to apply a highpal to the entire scene after it's been fully rendered?
I thought about using the night vision basepal, which is unused in my mod, but how do I replace it for OpenGL mode?
You're right that there isn't a way to apply them after lights at this point; this is going to be part of future work with post-processing, but it definitely isn't there right now. Basepal support was kind of lumped in with different lookups, while it should really apply after lights. Now, lights multiply with the inbound (post-highpal) diffuse material to compute their contribution, so in practice I expect applying a desaturating basepal will indeed desaturate the overall light contribution in your scene. It won't be hard-clamped like it would be if it was truly applied as post-processing, however.
I suggest starting from the regular set of highpals from the HRP, applying your filters to them, and defining them in place of the nightvision basepal like there:
http://svn.eduke32.c...l%2Fhighpal.def
Now, pal 0 was omitted because it's a simple passthrough but it seems like it's really what you want to start from. You can generate a new one with a script like this:
http://svn.eduke32.c...alookupmaker.py
#4003 Posted 15 November 2012 - 08:55 AM

#4004 Posted 15 November 2012 - 02:03 PM
#4006 Posted 16 November 2012 - 03:48 PM
#4009 Posted 17 November 2012 - 05:47 AM
Drek, on 16 November 2012 - 04:26 PM, said:
It loks simple but isn't - as for obsession, here is mine with old astronomy (like when we only had seven known planets), astrology about Saturn etc.
the images shows actually a secret area. - Map no longer functions, and - maybe when I am like super old will release the fixed version.
This post has been edited by Hank: 17 November 2012 - 05:48 AM
#4010 Posted 18 November 2012 - 08:04 AM


Alright, I deleted the pic I last posted from my hard drive, so let's post a new one instead...
This post has been edited by Diaz: 18 November 2012 - 08:12 AM
#4011 Posted 18 November 2012 - 08:12 AM

the new image is also fist class work
This post has been edited by Hank: 18 November 2012 - 08:14 AM
#4012 Posted 18 November 2012 - 08:22 AM

This post has been edited by Mark.: 18 November 2012 - 08:23 AM
#4013 Posted 18 November 2012 - 08:27 AM
The offending party has been dealt with accordingly and the FBI was diverted to Yatta's grandmother's house.
#4015 Posted 18 November 2012 - 10:58 AM
Diaz, on 18 November 2012 - 08:04 AM, said:


Alright, I deleted the pic I last posted from my hard drive, so let's post a new one instead...
The fuck!
#4016 Posted 18 November 2012 - 12:14 PM
I've done lots of tests over wide open spaces and Polymer is pretty good at handling a large volume of models as long as you fade them out in the distance, but if you can group them in various ways you'll exponentially increase performance.
#4017 Posted 18 November 2012 - 01:39 PM
Hank, on 18 November 2012 - 09:46 AM, said:

Yea, poor Grandma Yatta. Had her chihuahua, Senior Guano Cucaracha, confiscated as evidence. Poor beast was probed, allegedly for being a drug mule. FBI misplaced their animal identification cards (a fisher price animal farm see-and say spin toy).
#4020 Posted 18 November 2012 - 02:13 PM
Diaz, on 18 November 2012 - 08:04 AM, said:


Alright, I deleted the pic I last posted from my hard drive, so let's post a new one instead...
This screenshot is one of the best looking work I´ve ever seen with EDuke/Mapster. It absolutely looks like a different game/engine. Awesome!