What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4562 Posted 31 March 2013 - 02:42 PM
DanM, on 31 March 2013 - 09:58 AM, said:
Damn DanM that's some good stuff.
Something I first saw Norvak use was that polymer lights can mask fog pal transitions really well, that's probably what you're noticing.
Hopefully you still remember the new lighting features such as negative lights, and spotlights without shadows (will help you improve performance if you can fake the spotlight shadows with sectors).
Is that stuff for Duke Nukem Eternity?
Oh
And polymer runs a lot better if you use a 64-bit version of eduke32. You might want to try that out and distribute your maps/DNE with it.
#4564 Posted 31 March 2013 - 02:59 PM
DanM, on 31 March 2013 - 09:58 AM, said:
pic01.jpg pic02.jpg pic03.jpg pic04.jpg pic05.jpg
so polymer seems a bit more faster ( or is that the sixcore and gtx680 SLI ? ) also, the visibility seems different, fog pal colors seems to blend together better when using different pals next to each other, and the vis is just not so heavy anymore, i like it.
I can hardly believe that's Duke Nukem 3D. My hat is off to you, sir.
#4565 Posted 31 March 2013 - 03:09 PM
Trooper Mick, on 31 March 2013 - 02:42 PM, said:
And polymer runs a lot better if you use a 64-bit version of eduke32. You might want to try that out and distribute your maps/DNE with it.
There is a 64-bit version of EDuke32? Where can I find that one?
#4566 Posted 31 March 2013 - 03:14 PM
blizzart, on 31 March 2013 - 03:09 PM, said:
http://forums.duke4....post__p__153218 Here I think.
#4567 Posted 31 March 2013 - 03:35 PM
Holy cow! It looks like it's from totally different game.
#4568 Posted 31 March 2013 - 11:10 PM
The great thing I've taken all my map-lighting experience from Duke 3D episodes 2 and 3, Duke it Out in DC, and other lit levels, all the tricks and everything I've learnt and used it here to make the most spectacularly lit polymer lighting job ever!
Sorry these are taken with 8-bit textures, I don't have the HRP installed but I'm sure it'll look extra delicious with it and it's normal/spec mapped textures.
The framerate's not that high, so I'm going to spend the rest of the day going through each map and optimising the lights for speed, so I'll post the download link tomorrow and hopefully Hendricks can add it to the official HRP.
So without further ado, here's the Duke Carribean Life's a Beach with Complete Polymer Lighting
See the sun reflect off the water!! And on the beach you can feel the bright sun burning away!
An indoor shot:
I know Carribean is supposed to be a bright episode, and having dark areas with polymer lights doesn't really make sense, which is why I'm using a soft lighting technique so nothing should be pitch-black. See this corridor here; except for the areas lit by the windows, they should be pure black, but there's some "ambiant light" from a weak point light which makes a more realistic feeling of light bouncing around the room a bit, and plus you can actually see the enemies!
Another angle
This post has been edited by Trooper Mick: 31 March 2013 - 11:12 PM
#4572 Posted 01 April 2013 - 05:17 AM
NUKEMDAVE, on 31 March 2013 - 11:20 PM, said:
#4573 Posted 01 April 2013 - 05:20 AM
Trooper Mick, on 31 March 2013 - 02:42 PM, said:
Something I first saw Norvak use was that polymer lights can mask fog pal transitions really well, that's probably what you're noticing.
Hopefully you still remember the new lighting features such as negative lights, and spotlights without shadows (will help you improve performance if you can fake the spotlight shadows with sectors).
Is that stuff for Duke Nukem Eternity?
Oh
And polymer runs a lot better if you use a 64-bit version of eduke32. You might want to try that out and distribute your maps/DNE with it.
Thanks guys
Nah no eternity stuff, not too sure about any practical uses for spotlights and negative lights just yet, if i want a point light to make shadows i just cut sectors appropriately, I really avoid spotlights as much as possible unless the area is low sectors and small.
And this 64-bit version runs pretty good and been stable so far in all my testing cheers for that, as for upgrading DNE to newer version of eduke, i think i really fucked up using alt pals for the textures because they really don't play nice with the fog in newer versions and all the inherent problems with spec / height maps.
Really like this HRP now, most of it is done and all looks great, trying to make sure every textures has a nice spec / height map to go along with it this time aswell.
Might be able to remake the original duke episodes in a couple of maps, when i run out of sectors in this ill just pile up the left over locations from ep3 and cram them all into the 2nd map, naturally all ending in the football stadium.
#4574 Posted 01 April 2013 - 05:28 AM
DanM, on 01 April 2013 - 05:20 AM, said:
Nah no eternity stuff, not too sure about any practical uses for spotlights and negative lights just yet, if i want a point light to make shadows i just cut sectors appropriately, I really avoid spotlights as much as possible unless the area is low sectors and small.
And this 64-bit version runs pretty good and been stable so far in all my testing cheers for that, as for upgrading DNE to newer version of eduke, i think i really fucked up using alt pals for the textures because they really don't play nice with the fog in newer versions and all the inherent problems with spec / height maps.
Really like this HRP now, most of it is done and all looks great, trying to make sure every textures has a nice spec / height map to go along with it this time aswell.
Might be able to remake the original duke episodes in a couple of maps, when i run out of sectors in this ill just pile up the left over locations from ep3 and cram them all into the 2nd map, naturally all ending in the football stadium.
Well one of the best things about spotlights without shadows is texture projection. For example in one of your WGR2 maps you used spotlights everywhere for water caustics. Now you can create a huge framerate boost by removing the shadows (plus it's probably more realistic without shadows). I've probably mentioned this before but it feels like a long time since then.
#4575 Posted 01 April 2013 - 10:07 AM
I don't know what to say or write about this... just, here it is:
#4576 Posted 01 April 2013 - 11:15 AM
Trooper Mick, on 01 April 2013 - 05:28 AM, said:
Yep the ability to place shadow-less spotlights was a great addition. However one must not go overboard anyways, as texture projections used in big areas are choppy as well. I just set their priority to low (translucency) so people can skip them with the r_maxlightpriority cvar if running on a slower machine...
#4579 Posted 02 April 2013 - 12:39 AM
Gambini, on 02 April 2013 - 12:34 AM, said:
Says the person with their name in the credits.
#4580 Posted 02 April 2013 - 12:40 AM
I wonder if DT and/or Mikko have something to do it it. Maybe you're involved Gambini.
Edit @ Lunick: Really? haha I made this post half way through the video. Called it
Ok, finished the video, also called Mikko and DT.
This post has been edited by Trooper Mick: 02 April 2013 - 12:41 AM
#4581 Posted 02 April 2013 - 05:35 AM
This post has been edited by Tea Monster: 02 April 2013 - 05:35 AM
#4583 Posted 02 April 2013 - 05:48 AM
#4584 Posted 02 April 2013 - 06:04 AM
Gambini, on 02 April 2013 - 12:34 AM, said:
-snip-
sooooo...
...Is it a mod or just a prank?
Looks good either way.
This post has been edited by LkMax: 02 April 2013 - 06:05 AM
#4586 Posted 02 April 2013 - 06:09 AM
Great work you guys. Really awesome stuff.
Wouldn't it just figure if the proper DNF experience was entirely fan made on a 16 year old platform? Hail to the Fans, Baby!
#4587 Posted 02 April 2013 - 06:10 AM
#4588 Posted 02 April 2013 - 07:55 AM
Fox, on 31 March 2013 - 02:14 PM, said:
Love that gif for some reason. But would it account for a kill in MP if someone else runs into a tripbomb you placed this way?
That DNF 2013 looks exciting, I just hope you actually have some meat to it unlike 3D Realms did.
#4589 Posted 02 April 2013 - 07:59 AM
#4590 Posted 02 April 2013 - 08:00 AM
Daedolon, on 02 April 2013 - 07:55 AM, said:
Yes, why not?