Duke4.net Forums: Strange graphics problem with the sky - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Strange graphics problem with the sky  "New problem"

User is offline   pmw 

#1

Hello,


I have a strange sky-problem with 32bit Eduke.
It's easier to show picture than describe, so here it goes:


With standard 8-bit Eduke, looks really fine, good (and correct) brightness, etc. Looks great, isnt it?
Posted Image

But with 32-bit:
Posted Image
Posted Image

First: sky is bugging, why it's like half-and-half textured?
Second: it looks like some sprites are disappearing. Feels like a viewdistanceproblem. is there any viewdistanceadjust in eduke??
Third: brightness.. What is happening there? Also normal episodes in duke with eduke's 32-bit graphics are really strange looking. Too bright and strange brightness-differences.

I just don't understand what is wrong here.

Thanks for advice.

This post has been edited by pmw: 19 November 2011 - 06:56 AM

2

User is offline   Jimmy 

  • Let's go Brandon!

#2

Why don't you post a log, so we can see how new your copy of EDuke32 is, first?
0

User is offline   Danukem 

  • Duke Plus Developer

#3

There's no need for a log, since it is an ancient Polymost bug/limitation. There's nothing new about it.

He might want to try opening the console and typing

r_parallaxskyclamping 1

or is it 0, I'm not sure. There is also r_parallaxskypanning
1

User is offline   Jimmy 

  • Let's go Brandon!

#4

I know the parallax issue has always been there, but I thought some of the sprite clipping and brightness issues had been fixed? (Or was that only in Polymer?)
0

User is offline   Micky C 

  • Honored Donor

#5

I believe the brightness was fixed in both polymer and polymost. Edit: Don't forget, brightness can be adjusted with the ambiant light slider in renderer settings in the video options menu.

When in doubt, use the latest executable: http://dukeworld.duk.../20111117-2116/

This post has been edited by Micky C: 19 November 2011 - 02:44 PM

0

User is offline   Zaxtor 

#6

When your sky does that is because you're 32bit

Sky box is the "cure" for this problem.
0

User is offline   pmw 

#7

I'll try that console-command.

I'm using the newest version of Eduke.

Brightness is funny.. I've never adjusted it, why it's so wrong as default?

And why player is able to watch much more up and down than in normal Duke? I've heard it's because 32-bit eduke is 3D(?).
When I'm on crouch and I look down in 32-bit -mode, floor starts to "leak", like player would see trough it. Should there be more tighten camera-angle in 32-bit mode?
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#8

32bit mode what? Polymost or Polymer?

Polymer is 3D.
0

User is offline   pmw 

#9

View PostThe Commander, on 22 November 2011 - 01:59 AM, said:

32bit mode what? Polymost or Polymer?

Polymer is 3D.


I need to check out that when I'm home.
In mapster, I always just pick up "1028x768 32-bit" -option. I think i've never seen option for polymost/polymer.

In eduke .. i dont remember. I'll check it.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#10

eduke has the "Polymer" box that you tick on start up.

Mapster does not have this so you need to type "setrendermode 4" in the console when you are in 3d mode.
0

User is offline   pmw 

#11

OK . setrendermode doesn't affect at all, nothing just happens.

But in Eduke(latest one), I enabled Polymer.
So, now floor leaking is fixed, brightnesses/contrasts are correct (yeppii!) and sprites doesn't disappear anymore. AND, even sky doesn't clip anymore...BUT. Take a look, sky isn't perfect yet.

Posted Image

What is happening here?
0

User is offline   SwissCm 

#12

The way that the sky is handled in software mode isn't easily replicated using a true 3d renderer. Either stick with software mode or use a skybox.
0

User is offline   pmw 

#13

View PostSwissCm, on 26 November 2011 - 10:11 AM, said:

The way that the sky is handled in software mode isn't easily replicated using a true 3d renderer. Either stick with software mode or use a skybox.


Wait. A skybox? Is there somekind of HL2-type skybox in Eduke? I've always just picked up tile and used parallax mode.

btw. is development of eduke's multiplayer totally dead?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #14

View Postpmw, on 26 November 2011 - 12:49 PM, said:

Wait. A skybox? Is there somekind of HL2-type skybox in Eduke? I've always just picked up tile and used parallax mode.

Yes. This will require use of def files.

View Postpmw, on 26 November 2011 - 12:49 PM, said:

btw. is development of eduke's multiplayer totally dead?

Nothing has happened recently but it is still planned.
0

User is offline   Forge 

  • Speaker of the Outhouse

#15

for def files an example of use would be The Imperium. look at the duke3d.def file (which points to imperium.def). then of course look at imperium.def (which defines the skyboxes)

This post has been edited by Forge: 26 November 2011 - 02:16 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #16

A better example would be the good old HRP.
0

User is offline   pmw 

#17

View PostForge, on 26 November 2011 - 02:15 PM, said:

for def files an example of use would be The Imperium. look at the duke3d.def file (which points to imperium.def). then of course look at imperium.def (which defines the skyboxes)


Oh I see. Well I don't want to do that. I don't want to touch cons/defs.. I only make my own maps.
Well.. Software is the best but... Sometimes mouse will stuck when there's too much stuff on the screen.
0

User is offline   Forge 

  • Speaker of the Outhouse

#18

View PostHendricks266, on 26 November 2011 - 02:29 PM, said:



Yes. It is a better example. I merely used The Imperium because it is a recent release and it would be convenient to look at the defs then look at the image files in the skybox folders to get a better grasp on how to make and use them

View Postpmw, on 26 November 2011 - 02:31 PM, said:

Oh I see. Well I don't want to do that. I don't want to touch cons/defs.. I only make my own maps.
Well.. Software is the best but... Sometimes mouse will stuck when there's too much stuff on the screen.


Making a def is no big deal. put it, the skybox directory, and the map in a zip, write a small bat to rename the native def (if it exists) and to use your def, as well as launching the map

This post has been edited by Forge: 26 November 2011 - 04:07 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #19

View Postpmw, on 26 November 2011 - 02:31 PM, said:

Oh I see. Well I don't want to do that. I don't want to touch cons/defs.. I only make my own maps.
Well.. Software is the best but... Sometimes mouse will stuck when there's too much stuff on the screen.

View PostForge, on 26 November 2011 - 04:04 PM, said:

Making a def is no big deal. put it, the skybox directory, and the map in a zip, write a small bat to rename the native def (if it exists) and to use your def, as well as launching the map

I'm planning a better way to do this sort of thing, but for now a simple batch file will do. Do not rename stuff from a batch file on a whim. Use my mutator syntax.

Simply make a def file with only your content (no includes of duke3d.def or duke3d_hrp.def), then a batch file:

eduke32.exe -map mapname.map -mh yourdef.def


However, it looks like your skybox is one of the original game tiles. I don't think there is a skybox for it in the HRP because this combination is not used in the original game. There may be one in the Duke DC HRP.

This post has been edited by Hendricks266: 26 November 2011 - 04:17 PM

0

User is offline   pmw 

#20

Hm ok. I think I'll keep this bug-sky for now. And with 8-bit, everything works. My episode is created for the 8-bit -mode.
Episode is on final straight.. Almost every map has 16384 walls (!). Just need to mentoin 8-bit -mode in README.TXT, heh.
0

User is offline   fgsfds 

#21

Still no fix for it without using polymer or hrp's skyboxes?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#22

The reason for the sky clipping rectangle with Polymost is that it has to draw it in a perspective projection (with the point of infinity being above you) instead of rendering the sky plane paralled to the screen.
The "clamp" in r_parallaxskyclamping cvar refers to the GL texture wrapping mode, and it's recommended to set it to 1 (I don't even see a reason to keep it as a user setting).

See this album.
0

User is offline   fgsfds 

#23

Is it possible to make it look like in polymer?
0

User is offline   Danukem 

  • Duke Plus Developer

#24

View Postnogames, on 04 March 2012 - 09:21 PM, said:

Is it possible to make it look like in polymer?


Yep, just use Polymer and it will look exactly like Polymer.
1

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options