What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3511 Posted 16 April 2012 - 08:01 AM
Also can you see that? Still 60 fps (well, not always)
I won't give the player explosive stuff, cause it would ruin the framerate
#3512 Posted 16 April 2012 - 08:08 AM
#3513 Posted 16 April 2012 - 08:21 AM
You are right about the fogpal.
I made it so, because from distance it looks cool, because you still can see the lake in the dark fog.
I will adjust it better.
#3514 Posted 16 April 2012 - 08:58 AM
Diaz, on 16 April 2012 - 08:08 AM, said:
How you change that? There are only four fog pals AFAIK and they are based on TX´s favourite kindergarden temperas.
#3515 Posted 16 April 2012 - 09:16 AM
Gambini, on 16 April 2012 - 08:58 AM, said:
Remember, these guys are modders, Gambini, they are not making vanilla maps. They are not afraid to use the fogpal DEF command to make custom ones.
#3516 Posted 16 April 2012 - 09:49 AM
Quote
They must be very brave then
Well, i didn´t know that was even possible.
#3517 Posted 16 April 2012 - 11:21 AM
#3518 Posted 16 April 2012 - 01:44 PM
MusicallyInspired, on 16 April 2012 - 11:21 AM, said:
It's just a .def token.
From the wiki:
fogpal <palette number> <red intensity> <green intensity> <blue intensity>
fogpal defines a palette a sector-based fog effect. To use it, change the pal of your sector to the pal defined with fogpal.
Intensities range from 0-63. Palettes 26, 27, 28 and 29 are pre-defined for you as white, red, green and blue respectively. Sector visibility controls fog density.
For example, fogpals defined in my TC so far are:
fogpal 30 9 3 0 // Lava, thick
fogpal 31 0 2 4 // Turquoise, light
fogpal 32 0 4 8 // Turquoise, medium
fogpal 33 0 8 16 // Turquoise, thick
fogpal 34 0 1 2 // Turquoise, very light
fogpal 36 0 3 0 // Green, very light
fogpal 37 0 5 0 // Green, light
fogpal 38 0 9 0 // Green, medium
fogpal 39 0 17 0 // Green, thick
fogpal 40 0 2 0 // Green, extra light
fogpal 41 2 1 0 // Lava, light
fogpal 42 4 2 0 // Lava, medium
Notice there are several fogpals defined for each color. That's because changing sector visibility has a different effect than changing intensities in the .def (at least if you're using Polymer as your main light source), so I play with both things a bit.
This post has been edited by Diaz: 16 April 2012 - 01:54 PM
#3519 Posted 17 April 2012 - 01:16 AM
Meh, might as well make a proper post while I'm at it.
Mia Max, on 16 April 2012 - 08:01 AM, said:
Also can you see that? Still 60 fps (well, not always)
I won't give the player explosive stuff, cause it would ruin the framerate
*Picture with 2 different fog pals*
I wish there was a way that the fog pals could be blended together along the boarder of the sectors so that there wouldn't be an instant colour change. It could lead to some pretty neat effects, especially with TROR where a pit could be made to look like it's full of dust or something.
This post has been edited by Micky C: 17 April 2012 - 01:18 AM
#3520 Posted 17 April 2012 - 02:00 AM
Micky C, on 17 April 2012 - 01:16 AM, said:
That would be nice indeed... but I believe it's not an easy thing to implement. You can somewhat fake it by subdividing sectors and using different fogpal intensities, but it won't look as good and will eat up your palettes...
This post has been edited by Diaz: 17 April 2012 - 02:01 AM
#3521 Posted 17 April 2012 - 02:40 AM
Edit: One day a bunch of us should make a polymer CBP
This post has been edited by Micky C: 17 April 2012 - 02:42 AM
#3522 Posted 17 April 2012 - 02:48 PM
Well, I didnt want to sound so anally technical. Just wanted to express how strange that idea sounds
This post has been edited by Gambini: 17 April 2012 - 02:52 PM
#3523 Posted 17 April 2012 - 03:47 PM
#3524 Posted 17 April 2012 - 04:10 PM
As i said I like that screenshot, but specifically refering to fog that goes from green to white and then to red... mmmmh
#3525 Posted 17 April 2012 - 04:16 PM
Micky C, on 17 April 2012 - 03:47 PM, said:
Does the term "suspension of disbelief" mean anything to you?
#3526 Posted 17 April 2012 - 09:10 PM
#3527 Posted 17 April 2012 - 09:44 PM
#3528 Posted 18 April 2012 - 02:22 AM
Sangman, on 17 April 2012 - 04:16 PM, said:
Sure does Mr. Wood. Sure does.
I think it's an interesting way to tackle the transition, and you can chalk up oddities in fog to the strange world it comes from!
#3529 Posted 18 April 2012 - 11:05 PM
This post has been edited by Diaz: 19 April 2012 - 01:01 AM
#3530 Posted 18 April 2012 - 11:15 PM
It's cool
#3531 Posted 18 April 2012 - 11:25 PM
I can hardly see any difference. That is fan-fucking tastic! You are now officially the best polymer mapper of all time.
#3532 Posted 18 April 2012 - 11:27 PM
Don't tell DanM but I think you just upstaged his recreation in Duke Nukem Eternity
#3533 Posted 18 April 2012 - 11:38 PM
My upcoming project will have a dark urban setting and I might include this little tribute to 2001 DNF in it, who knows.
#3534 Posted 19 April 2012 - 06:31 AM
#3536 Posted 19 April 2012 - 08:53 AM
Here, i loved your screen so much that decided to help with this (just made it for you) took me about 40 minutes with all the sub files:
edit it took me actually more time to try to fucking attach these files than to make them. Only ref image on screen, the rest is in the rar. alpha, glow and off version with alpha.
EDIT2: in case you dont notice, its the sign at the top left, i filled the first word my imagination
Attached File(s)
-
Buck Willy.rar (318.42K)
Number of downloads: 277
This post has been edited by Gambini: 19 April 2012 - 08:55 AM
#3537 Posted 19 April 2012 - 08:58 AM
DNF looked like that in 2001?
Why the hell didn't they release it
#3538 Posted 19 April 2012 - 09:35 AM
What I made looks "cleaner", but I don't really like the font, and it doesn't really look much like neon:
Uploaded with ImageShack.us
BTW, as you can see, my imagination thought "Black Willy"
This post has been edited by Diaz: 19 April 2012 - 09:46 AM
#3539 Posted 19 April 2012 - 09:44 AM
Diaz, on 18 April 2012 - 11:05 PM, said:
Whiskers, that looks awesome. ^^ You did a very awesome job recreating that from a screenshot. ^^
#3540 Posted 19 April 2012 - 10:15 AM
Diaz, on 19 April 2012 - 09:35 AM, said:
What I made looks "cleaner", but I don't really like the font, and it doesn't really look much like neon:
Uploaded with ImageShack.us
BTW, as you can see, my imagination thought "Black Willy"
I should have used bended vectors instead, to make it cleaner. But once again my reasoning was being blurred with all the mess that was going behind me, here at my house. Now after a nap, i realize that the lines are very uneven to be neon tubes and they cross each other, which should not happen. Also, Black Willy sounds better. I may try to redo it again tonight when all the pride is asleep. I´m also thinking that the tubes should be almost white, leaving the color for the glow only.