Micky C, on 17 April 2011 - 04:59 AM, said:
Oh no he didn't have plans to do it per se, but he wrote a few test renderers when he was in the process of making a fully openGL renderer with correct perspective. Rendermode 1 has correct perspective but renders all surfaces with a flat colour, rendermode 2 is another software renderer with correct perspective and properly textured walls. It's playable if you don't mind visual glitches (some sprites showing through walls mostly).
I remember that slow and buggy "8-bit Polymost" mode. Actually I have an idea to attain correct perspective otherwise. Theoretically, it's possible to bind vertical looking with screen tilting. In order to rotate the view, the Build engine renders the image into an intermediate buffer (so called
TILE_TILT), which is then displayed on the screen via the conventional
rotatesprite procedure. If we draw content of this buffer with some perspective transformation and rotate it at the same time, we'll get a 6-
DOF look with the performance of 4 DOF coupled with screen tilting. There are some restrictions preventing us from having free camera rotation using this method, but there may be tricks to bypass them (mostly related to staged rendering).
DeeperThought, on 17 April 2011 - 08:52 AM, said:
The frozen enemies look like ghosts, because they are very transparent. Maybe they are supposed to look like ice sculptures, but ice sculptures are reflective. Also, ice sculptures are made of water, whereas the monsters are frozen flesh, so they would not be transparent. Perhaps the best way to handle this would be a multi-sprite solution.
That's only a test version of frozen enemies, so undoubtedly it's somewhat strange. I was thinking of multi-sprite actors separating the ice shell from the enemy itself and it would look really cool, but since the final version of this mod will not have any of the old Duke weapons (including the freezer), it's better to restore the original look of frozen enemies.
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Because of the prominent flare effect, the rockets look like a plasma weapon (especially the devastator rockets, because they are so small). I think a different kind of glow would suit them better. In my mods I make them spawn a rounded glow sprite, but maybe you could come up with something better.
And the flares, of course, need some tuning too (attenuation over time for the rockets might be convenient). Nevertheless, like other weapons, the RPG rockets are to be eventually replaced with my own versions.
TX, on 17 April 2011 - 07:45 PM, said:
It's definitely planned to have shading that utilizes the classic 8-bit shade tables sometime in the future in Polymer. Hopefully it'll happen sometime before the next 5 years have passed.
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Well, that would be awesome. If so, there's a chance that this mod will be Polymer-compatible some day.