Illustrated Polymer history "A collection of screenshots that I took during Polymer development"
#1 Posted 30 January 2010 - 12:33 AM
http://picasaweb.google.com/pierreloup.gri...PolymerHistory#
First screenshot is from August 2006.
#2 Posted 30 January 2010 - 12:57 AM
#4 Posted 30 January 2010 - 01:40 AM
That was one of the first shots I saw of Polymer, when I saw it I kept calling it fake till I saw more.
#7 Posted 30 January 2010 - 03:26 AM
I'm looking forward to see the reflections and transparent water implemented. And correct shadows for ATi cards
#8 Posted 30 January 2010 - 03:57 AM
Wish I knew how to make floors shiny though.
#9 Posted 30 January 2010 - 04:25 AM
#11 Posted 30 January 2010 - 05:52 AM
gt1750, on Jan 31 2010, 12:26 AM, said:
Whats different between the ATI ones and nVidia ones? Other than that they really tax my system.
This post has been edited by The Commander: 30 January 2010 - 05:53 AM
#13 Posted 30 January 2010 - 07:46 AM
This post has been edited by CraigFatman: 30 January 2010 - 07:48 AM
#14 Posted 30 January 2010 - 10:45 AM
The Commander, on Jan 30 2010, 05:52 AM, said:
Commander - That's because Nvidia cards actually work!
Plagman - I found this fascinating. Are the dates on the photos correct?
A couple of questions...
I love the stuff like the mirrored floors with textures and so forth. Will there be some way of unlocking this stuff in the future?
Also, the outside the bounds mapping looked really cool. I can see that being usefull for a lot of situations with tricky geometry.
Its really a terrific achievement, congratulations!
#15 Posted 30 January 2010 - 11:05 AM
Tea Monster, on Jan 31 2010, 07:45 AM, said:
That did not answer my question Tea Monster, I asked what the differences were.
All screen shots posted from Nvidia cards look exactly the same on my end.
#16 Posted 30 January 2010 - 11:12 AM
#18 Posted 30 January 2010 - 03:56 PM
I love the mirrored floor/ceiling effect, did you take that out for the official release?
edit: Whoa, I love this shot. Is the texture projecting feature.. featured in the official release too?
This post has been edited by Rusty Nails: 30 January 2010 - 04:06 PM
#19 Posted 30 January 2010 - 04:20 PM
#20 Posted 30 January 2010 - 07:20 PM
#21 Posted 30 January 2010 - 07:47 PM
When I say the mirrors are hard-coded, it only means there's no way to access the effect without changing the source code, but it's there and working. I only need to get around to design and implement an interface around it.
The projected texture feature is already in-game and working. The E1L1 maphacks already use it to project the grating behind the cinema room and the square windows in the secret apartment. It can be accessed either by specifying a tilenum as the last argument of a spotlight maphack or assigning a tilenum to project to a member of the spotlight SE (I don't remember which member, though).
Scary how much is still left to be done!
#22 Posted 30 January 2010 - 07:50 PM
Plagman, on Jan 30 2010, 07:47 PM, said:
IIRC Commander discovered that it was the "owner" member. I guess this means that someone needs to make a Batman TC with a working bat signal.
This post has been edited by DeeperThought: 30 January 2010 - 07:51 PM
#23 Posted 30 January 2010 - 11:54 PM
DeeperThought, on Jan 31 2010, 04:50 PM, said:
I worked it out by reading through the a.m32 script.
#24 Posted 01 February 2010 - 12:01 AM
Plagman, on Jan 31 2010, 04:47 AM, said:
Any list of the things planned?