Flashlight addon for polymost! "it's not a real flashlight but it works like one."
#1 Posted 03 August 2011 - 09:19 AM
It's very simple, increase the gamma value to 1.60 and the contrast to 1.10, and use a white transparent sprite to light the area.
http://www.mediafire...wwzwu736zb3ed3y
press "f" or "page up" (look up) to use the flashlight.
#2 Posted 03 August 2011 - 10:00 AM
This post has been edited by DavoX: 03 August 2011 - 10:00 AM
#3 Posted 03 August 2011 - 10:36 AM
#5 Posted 03 August 2011 - 10:55 AM
Captain Awesome, on 03 August 2011 - 10:53 AM, said:
Yes they do, and for good reasons. But if I want a flashlight, Polymer is a no-brainer.
#6 Posted 03 August 2011 - 10:55 AM
Captain Awesome, on 03 August 2011 - 10:53 AM, said:
Yeah... people with shitty computers. (duh)
#7 Posted 03 August 2011 - 10:57 AM
#8 Posted 03 August 2011 - 11:09 AM
Captain Awesome, on 03 August 2011 - 10:57 AM, said:
This is getting off topic, but there are advantages to using Polymost with (mostly) 8-bit materials. Emphasis on mostly. For example, you can have hi-res skyboxes and fonts (which don't look bad at all with 8-bit textures and sprites). Currently Polymer has some serious bugs and limitations. That's why we still use Polymost for WGR2.
#9 Posted 03 August 2011 - 11:14 AM
#10 Posted 03 August 2011 - 11:36 AM
#11 Posted 03 August 2011 - 12:19 PM
#12 Posted 03 August 2011 - 01:01 PM
Captain Awesome, on 03 August 2011 - 11:14 AM, said:
Can you elaborate on what's very weird? Maybe point it out in a screenshot or something.
#13 Posted 03 August 2011 - 01:09 PM
Plagman, on 03 August 2011 - 01:01 PM, said:
I think it's more of a personel preference thing; personally speaking I prefer classic because the old shading tables made dark areas much more 'gritty' and spooky. The same goes for transparent stuff - although obviously having real translucency is useful for glass and stuff, people using certain sprites like the teleport ones for lens flare effects look MUCH better in classic mode since the way transparency was handled in that gave it an additive effect so it genuinely gave a better impression of lighting things up. When the sprite is just see through it doesn't really look that great. The smoother fade to black of polymost and polymer is no doubt much better for certain people of course, I know there's several people who don't like classic mode anymore compared to it.
#14 Posted 03 August 2011 - 01:17 PM
Your flashlight is good, but i wont use it. Just doesn't fit in. Maybe in a real mod
#15 Posted 03 August 2011 - 01:29 PM
#16 Posted 03 August 2011 - 02:53 PM
Can you get a screenshot of the stray pixel thing you were talking about? It's the only thing you mentioned that's not entirely obvious.
#17 Posted 03 August 2011 - 03:37 PM
Top is Classic, Bottom is Polymost.
Compare the screenshots, all of which are mostly identical, save for enemy positions. The dark room with the Chaingun shows the stray pixels. You'll also notice that the game seems to zoom in when using Polymost.
This post has been edited by Captain Awesome: 03 August 2011 - 03:38 PM
#18 Posted 03 August 2011 - 05:20 PM
Yet what happens in real life is that your eyes receive information from the world, then what happens is that the brain reprocesses this information so that the perspective different. Different how? Go look at a tall building, it isn't that much narrower at the top than it is at the bottom. IMO this is less distorted and a pretty good evolutionary trait, we don't need buildings to be narrower at the top because we have sterioscopic vision.
Think the distortion in 3D games isn't so bad? Go up to a door frame and look up or down; either the top or bottom will be massively narrower. Yet with a door frame in real life, the sides will remain basically parallel. It's this reprocessing of visual data which leads to funky eye tricks with circles and bars if you've ever seen those posters. Since you won't be able look at a door frame the same way, I just ruined 3D gaming for you
#20 Posted 04 August 2011 - 02:09 AM
#21 Posted 04 August 2011 - 04:39 AM
Spiker, on 04 August 2011 - 02:09 AM, said:
I think you're referring to polymer which can render the sprites to be always perpendicular to the camera like in the classic renderer. I can be achieved through the console.
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IMO this classic vs polymost discussion is void, because polymer is the future, both for modern, realistic effects, and for imitating the functionality of the classic renderer. I'm under the impression they're even going to hook up the shade tables to the highpalookup system to get classic shading of 8-bit textures, which means the only thing polymer won't be able to imitate would be the vertical distortion (although I'd wager even that could implemented except it'd be pointless because it'd look exactly like classic except without some visual glitches involving sprites and floors sloped at large angles and so on.) Even if polymer isn't amazing now (which it is) all it needs is a bit of time.
This post has been edited by Micky C: 04 August 2011 - 04:39 AM
#22 Posted 04 August 2011 - 06:47 AM
Besides, things like trees or round lights would look weird in perspective.
#23 Posted 04 August 2011 - 09:20 AM
Micky C, on 04 August 2011 - 04:39 AM, said:
I agree. I haphazardly brought it up, and Plagman wanted to know what I was talking about. I quite like Polymer, myself. As soon as it can support all the 'features' of classic I'm switching my mod over.
#24 Posted 04 August 2011 - 11:32 AM
Micky C, on 04 August 2011 - 04:39 AM, said:
It's not void yet. Until Polymer is optimized or most computers are new enough to run Polymer (whichever comes first), Polymost will remain a viable alternative and should be kept in mind. Polymer is surely the better renderer for many reasons simply because of its construction, and that's not even counting dynamic lighting or anything to do with 32-bit resources.
This post has been edited by Hendricks266: 04 August 2011 - 11:33 AM
#25 Posted 04 August 2011 - 12:38 PM
Hendricks266, on 04 August 2011 - 11:32 AM, said:
It's not just a question of performance. Polymer does not support the showview command, it does not render voxels, it handles fog/light interactions terribly (to the point where you basically cannot use fog), and has other bugs as well.
#26 Posted 04 August 2011 - 03:50 PM
#27 Posted 04 August 2011 - 04:00 PM
Gambini, on 04 August 2011 - 03:50 PM, said:
GREAT IDEA!! Patent that one and your a rich man LOL
#28 Posted 10 August 2011 - 04:08 PM
DeeperThought, on 04 August 2011 - 12:38 PM, said:
I wish this wasn't the case. Beyond performance problems just issues with z-ordering and a few lingering differences in behavior (that are intended to be fixed but aren't) make me not use it. I have projects that could benefit greatly from using it full-time, and one of them it was in fact intended to have that be the case that it would run Polymer almost exclusively but it's just not possible.
Things keep improving though, but I definitely would say it's okay to design for Polymost with enhancements for Polymer. Having a viable fallback/alternative is still important at this point.