TROR tutorial thread
#61 Posted 28 January 2024 - 07:05 PM
#62 Posted 29 January 2024 - 01:25 AM
Mark, on 28 January 2024 - 07:05 PM, said:
I've never been sure what "TROR scissoring" was referring to, to be honest. Here's a mockup example of what I mean, done in 5 minutes on my work laptop:
Here we see the rendering glitch when looking at the concave wall from an angle where the wall in front of it "obscures" it (pal 6 part of the wall):
Here's a fixed version:
Here's the differences in the 2D setups - note that each of the sectors was extended separately. This creates white walls between them at first and you have to either click/move one of the vertices or select and deselect all of these sectors to turn these walls red so they don't render.
This setup is not ideal and might require some extra tinkering depending on the overall layout of the map, how "concave" this will get and all, but that's the general idea. Note: all the screens were taken in Polymost renderer.
This post has been edited by Aleks: 29 January 2024 - 01:26 AM
#63 Posted 29 January 2024 - 06:13 AM
#64 Posted 29 January 2024 - 03:04 PM
Mark, on 29 January 2024 - 06:13 AM, said:
Scissoring is something I came up with while talking with Micky C years ago about getting extra TROR space without extending the whole parent sector by sloping the TROR layer, then he named it that way. I just used the technique in a map I'm doing at the moment and I see no noticeable bugs, I'm using Eduke from a month ago more or less. What your problem is?
Edit: @Alex. This is really helpful.
This post has been edited by Mike Norvak: 29 January 2024 - 06:20 PM
#65 Posted 29 January 2024 - 03:17 PM
This post has been edited by Mike Norvak: 29 January 2024 - 03:18 PM
#66 Posted 29 January 2024 - 04:16 PM
Since then I kept testing new versions when they came out and it was never addressed.
This post has been edited by Mark: 29 January 2024 - 04:21 PM
#67 Posted 29 January 2024 - 04:45 PM
They're going to say you need to tear it down and reconstruct it in a current snapshot & to stop using ancient polymer technology.
(tl;dr - it's your fault, even though it was working fine before)
This post has been edited by Forge: 29 January 2024 - 04:51 PM
#68 Posted 29 January 2024 - 04:51 PM
I just played Toiletduck64's latest release built with recent revision. Uses lots of tror and scissoring and its screwed up too. Plays fine in older version.
This post has been edited by Mark: 29 January 2024 - 04:56 PM
#69 Posted 29 January 2024 - 04:56 PM
iirc, Tx or one of the other devs was dabbling with that renderer a few years ago & they probably committed a change that broke the way it works with tror
This post has been edited by Forge: 29 January 2024 - 04:57 PM
#70 Posted 29 January 2024 - 05:00 PM
#71 Posted 29 January 2024 - 06:25 PM
#72 Posted 29 January 2024 - 07:19 PM
Mike Norvak, on 29 January 2024 - 06:25 PM, said:
here's micky's post with his tutorial map:
https://forums.duke4...post__p__114275
i've never used it as it seems kind of a hacky way to bypass proper construction. I'm surprised polymer ever worked properly with this method
This post has been edited by Forge: 29 January 2024 - 07:23 PM
#73 Posted 29 January 2024 - 08:25 PM
Forge, on 29 January 2024 - 07:19 PM, said:
https://forums.duke4...post__p__114275
i've never used it as it seems kind of a hacky way to bypass proper construction. I'm surprised polymer ever worked properly with this method
As far as I remember we came with the idea one day and the next day he came up with that tutorial and the name for that, and yeah is more of a work around than other thing.
I don't know why he said he invented it though... lol
Edit: reading the thread, I my self wrote he teach me the technique, but I do remember we were chatting while coming with solutions for one specific problem I had in a map, probably my memory is failing lol.
Edit2: So it's only not working on Polymer?
This post has been edited by Mike Norvak: 29 January 2024 - 08:34 PM
#74 Posted 29 January 2024 - 09:29 PM
This post has been edited by Mark: 29 January 2024 - 09:30 PM
#75 Posted 30 January 2024 - 07:13 AM
Mark, on 29 January 2024 - 09:29 PM, said:
not a code-monkey, but i would guess the changes the dev pushed to optimize polymer (or whatever it was they were trying to do) only effect eduke32's performance and have almost no bearing on how it's displayed in mapster
This post has been edited by Forge: 30 January 2024 - 07:21 AM
#76 Posted 30 January 2024 - 08:08 AM
This post has been edited by Mark: 30 January 2024 - 08:09 AM
#77 Posted 30 January 2024 - 08:33 AM
#78 Posted 30 January 2024 - 08:44 AM
Mark, on 30 January 2024 - 08:08 AM, said:
I'm not the most knowledgeable person to pontificate on this, but you can run mapster without having eduke32 present. I'm sure there's some common ground, but afaik, it's independent.
If you used that chop-shop method micky came up with in your project, then it's never going to work in any of the snapshots since the change that broke it & they'll probably never revert the change back.
I don't know what your intentions are for it so either your snapshot is froze in place - which is the norm for all older projects, or you have to go back and rebuild everything that's broke (pain).
This post has been edited by Forge: 30 January 2024 - 08:53 AM
#79 Posted 30 January 2024 - 04:13 PM
This post has been edited by Mark: 30 January 2024 - 04:15 PM