Duke4.net Forums: Question for TerminX - Duke4.net Forums

Jump to content

  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

Question for TerminX  "about Eduke and mapster etc"

User is offline   Gambini 

#31

What do you mean with "standard non polymost 32b"? All those shots were clearly taken using either polymost or polymer. Polymer has a limited draw distance. So I´m inclined to say it´s all polymost.

What Mikko refers to is a setting that changes visibilty, or as you name it, vanishing. The name is r_shadescale because it scales the shading on distance. It could have been named r_visscale too, doesn´t matter.
0

User is offline   Zaxtor 

#32

I mean like you set 32bit graphics (like my mod Trequonia) uses Jpeg, png(mostly) and some gif instead of 8bit gif and pcx based graphics.

But sprites aren't polymosts etc.

My mod has tremendously large outdoor areas and no vanishing but if we set polymost like 1set of pic it will probably vanish distance.

( will do the test)
0

User is offline   Zaxtor 

#33

This is what I mean.

You see level one has a very large outdoors.

Polymer off the level you can see all even VERY distance hills.

Second pic polymer on you see the mountain chipped and or missing parts but as you get closer it appears.
Like the old Console of the 90s with 64 bits AVGN was reviewing with that annoying green face repeating the same message over and over.
Has mountains you can't see and they appear when you get close.

Distant mountain you can notice is missing.

Posted Image

This post has been edited by Zaxtor: 25 March 2013 - 04:24 PM

1

#34

I've been seeing weird glitches like that with both polymost and polymer on for awhile now, and not just with things in the distance.
0

User is offline   Gambini 

#35

You are talking about polymost or polymer?

BTW I commited a mistake in my previous post

Quote

The name is r_shadescale because it scales the shading on distance. It could have been named r_visscale too, doesn´t matter.


I was refering to r_usenewshading. But it´s completely unrelated to your issue apparently.
0

User is offline   TerminX 

  • el fundador

  #36

It was actually named r_shadescale because it was a simple multiplier for the shade value where it's used in the equation, thus scaling the shade component of the equation input. :angry:
1

User is offline   Micky C 

  • Honored Donor

#37

Zaxtor, the mountain disappearing in the distance is due to a limitation currently in polymer. As for the big one close up, I'd have a careful look at it in 2D mode and make sure there aren't sector boundaries which cross over into other sectors, as that's the most common reason for sectors disappearing like that in polymer.
1

User is offline   Gambini 

#38

View PostTerminX, on 26 March 2013 - 02:36 PM, said:

It was actually named r_shadescale because it was a simple multiplier for the shade value where it's used in the equation, thus scaling the shade component of the equation input. :angry:


Yeah i knew that. I just mixed everything when posting that probably because i was distracted by my noisy environment.
0

User is offline   Zaxtor 

#39

Was polymer I mean.
I see about the limit but when stuff evolve usually the limit evolve too,


I tested in large outdoors.
It vanishes when you get far.

Stuff starts to vanish in distance when area are lil over 101000 long (pixels probably).

But non polymer mode it has no limits. I have a map that was tremendously large (outdoor) and no vanishing.

If you put 2-3K sprites in visible area it will do some vanishing that is sprite buffer overloading, that is normal. Only sprites vanish not wall if you exaggerate in sprites count in 1 screen.

As for non-polymer mode
But you can do insanely complex sector and it wont crash (depend ur PC speed).

E5L6 in Oblivion has a VERY large base on the sun and no vanishing, Probably same for 32bit graphics wont vanish except if you go polymer mode.
insanely large outdoor place.

Also the E4L2 the haunted space ship has probably the longest visible map ever as I know of and no vanishing, In polymer mode on, ouch.






SO I wonder if Eduke in the future will evolve to handle large outdoors places in polymer mode on?

This post has been edited by Zaxtor: 26 March 2013 - 06:29 PM

0

User is offline   Micky C 

  • Honored Donor

#40

Read carefully: Right now, and it has been this way forever; polymer has a limitation that everything beyond a certain distance just vanishes, just like you've seen. It's called the draw distance. It is a well known problem, we know exactly what's going on. In the future plagman will fix it. Unless he gets hit by a car or has a heart attack or something. Just remember that polymer is an unfinished renderer. Just wait 10-15 years and it will all be fixed Posted Image
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#41

View PostTrooper Mick, on 26 March 2013 - 02:43 PM, said:

Zaxtor, the mountain disappearing in the distance is due to a limitation currently in polymer. As for the big one close up, I'd have a careful look at it in 2D mode and make sure there aren't sector boundaries which cross over into other sectors, as that's the most common reason for sectors disappearing like that in polymer.

To be more specific, what is probably going on is that the top of the mountain is above the paralaxed sky. As a result, Polymer thinks the sector is not visible and it shouldn't be rendered.

For the same reason there is a glitch in E1L2 in the inaccessible area near the collapsing building. The reason is because Polymer doesn't check the paralaxing while detecting if a sector should be rendered or not.
0

User is offline   Zaxtor 

#42

Not just mountains does it.
Your room can be 256 high and still does vanishing act.


Trooper I know but I mean distant future. Can be 1 year or even 10 15y like u said. we never know.
It is a well known problem, we know exactly what's going on. In the future plagman will fix it."
So you say he will fix it in the future unless an accident claims his life.
I know polymer is not perfect, probably will be near perfect soon I hope.


I was sure I saw some games with huge outdoors and no vanishing issues.

I think were some Xbox, PS3 etc games.

"

This post has been edited by Zaxtor: 27 March 2013 - 12:40 AM

-1

Share this topic:


  • 2 Pages +
  • 1
  • 2
  • 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