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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Jimmy 

  • Outta jail, back in rehab

#108

View PostRusty Nails, on May 12 2009, 09:01 PM, said:

Yeah that looks real freaking nice. Only problem I see is that it appears you can't eminate light evenly throughout the entire area of the textures, which in both the above screenshots case and the case of the circular ceiling light in the shot that The Commander posted would benefit from. http://img22.imagesh.../6662/spin2.jpg


Me thinks this may just be an issue of the maps not being built for Polymer, but I'm not sure.
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User is offline   d3drocks 

#109

guys.
exelent work!

View PostFrost Nukem, on May 12 2009, 12:02 PM, said:

really amazing graphics, is (or will) there a linux version of this engine ?

I guarentee it.
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User is offline   TerminX 

  • el fundador

  #110

Yeah, Plagman actually developed it on Linux. Not surprising, considering his job.
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#111

It's all looking really awesome.
I think a mod should be done on it "Duke Nukem For-now" with some of the stuff in that we know about DNF.

Well, i'm glad polymer can be run on linux, my next machine is gonna be linux.
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User is offline   Danukem 

  • Duke Plus Developer

#112

I updated the original post with a guide to placing polymer lights in Mapster.

This post has been edited by DeeperThought: 12 May 2009 - 08:07 PM

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User is offline   Richard Shead 

  • "Dick Nasty"

#113

I just made this. View it at it's max size to really appreciate the difference:

Posted Image



We've come a long way....... ;)
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User is offline   Piano Man 

#114

WHY MUST YOU TAUNT US WITH THESE NEW SCREENSHOTS!!!!

DAMN...
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User is offline   Danukem 

  • Duke Plus Developer

#115

View PostDuke Rocks, on May 12 2009, 09:17 PM, said:

I just made this. View it at it's max size to really appreciate the difference:

Posted Image



We've come a long way....... ;)


Technically, the "1996" shot should have the original status bar....

Seeing those shots reminds me: Shouldn't the HRP pistol be beefier looking?
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User is offline   Richard Shead 

  • "Dick Nasty"

#116

View PostDeeperThought, on May 12 2009, 08:28 PM, said:

Technically, the "1996" shot should have the original status bar......



You mean in the original version you couldn't just press the plus and minus keys to make the HUD take up less or more space??? I'm pretty sure that it was a feature 13 years ago.....am I wrong? ;)

Besides, I wanted the pictures to match as best as possible. ;)
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User is offline   TerminX 

  • el fundador

  #117

View PostDuke Rocks, on May 12 2009, 09:56 PM, said:

You mean in the original version you couldn't just press the plus and minus keys to make the HUD take up less or more space??? I'm pretty sure that it was a feature 13 years ago.....am I wrong? ;)

Besides, I wanted the pictures to match as best as possible. ;)

No, he's talking about the specific HUD you have enabled in the shots... it's the alternate HUD I came up with a while back because I didn't think the original 1996 version of the small HUD was sufficient anymore.
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User is offline   The Commander 

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

#118

View PostDeeperThought, on May 13 2009, 04:28 PM, said:

Seeing those shots reminds me: Shouldn't the HRP pistol be beefier looking?

Ive always wondered why Duke is using a left handed pistol myself.

This post has been edited by The Commander: 12 May 2009 - 09:01 PM

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User is offline   Reaper_Man 

  • Once and Future King

#119

Probably because it's more graphically interesting to watch the shells eject, than to have it be "correct".
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User is offline   TerminX 

  • el fundador

  #120

View Postmsleeper, on May 12 2009, 10:01 PM, said:

Probably because it's more graphically interesting to watch the shells eject, than to have it be "correct".

Yep, pretty much. The ejecting brass was an awesome new effect back in 1996, and they wanted to show it off I'm sure. ;)
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User is offline   The Commander 

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

#121

View PostTX, on May 13 2009, 05:04 PM, said:

Yep, pretty much. The ejecting brass was an awesome new effect back in 1996, and they wanted to show it off I'm sure. ;)


Yeah, but in real life it sucks. Have you ever had a hot ejected shell hit you in the face? ;)
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User is offline   TerminX 

  • el fundador

  #122

No, but I've had a ricocheting .243 round graze my cheek. Yay for getting about as close as possible to being shot in the face.
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User is offline   The Commander 

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

#123

View PostTX, on May 13 2009, 05:23 PM, said:

No, but I've had a ricocheting .243 round graze my cheek. Yay for getting about as close as possible to being shot in the face.


Ive had a similar occurrence once as well, really gets the blood flowing. ;) (enough OT now I think)

This post has been edited by The Commander: 12 May 2009 - 09:32 PM

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User is offline   ryche 

#124

Wow...damn WOOWWWWWW *drool*
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User is offline   MeatWagon 

#125

Wow this looks amazing!! any ETA for a public release? Does this make use of normal maps etc?
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User is offline   Reaper_Man 

  • Once and Future King

#126

View PostThe Commander, on May 13 2009, 01:20 AM, said:

Yeah, but in real life it sucks. Have you ever had a hot ejected shell hit you in the face? ;)


No, but that's why I play video games. When I want to experience all of the hardships, problems and realism of real life, I'll go down to a gun range. When I want to look at sweet brass ejection effects, I'll fire up Duke.
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User is offline   Moggimus 

#127

View PostDuke Rocks, on May 13 2009, 12:17 AM, said:

I just made this. View it at it's max size to really appreciate the difference:

We've come a long way....... ;)


Besides the lighting, 1996 looks better ;P
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User is offline   gt1750 

#128

Cool shot, but the low res fire kinda spoils it. Let's see if I can make a worthy replacement.
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User is offline   Danukem 

  • Duke Plus Developer

#129

View Postgt1750, on May 13 2009, 12:26 AM, said:

Cool shot, but the low res fire kinda spoils it. Let's see if I can make a worthy replacement.


Please do! I've been using that fire because the current HRP fire sucks. The HRP fire looks like poorly rendered jets of flame -- like they came out of a stove top -- which is completely unlike the natural fire in the original game.

This post has been edited by DeeperThought: 12 May 2009 - 11:55 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#130

View PostRusty Nails, on May 13 2009, 03:01 AM, said:

Yeah that looks real freaking nice. Only problem I see is that it appears you can't eminate light evenly throughout the entire area of the textures


On this particular shot it's obvious because Parkar overrode the global shade of the map to make it dark. If you add a few exceptions to the shade override, you end up with something like what he posted: http://www.duke4.org...mp/duke0101.jpg.
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User is offline   Parkar 

  • Honored Donor

#131

View PostSobek, on May 13 2009, 02:53 AM, said:

Oh my, TX. That is... incredible. I didn't realise that the alpha texture in front of the light would affect the lighting shining through it. That's just beautiful.


It's actually not doing that. The shadows of the alpha texture is faked by projecting a texture with the spotlight. Alpha textures do cast correct shadows but they don't look as cool as a projected texture will.

View PostRusty Nails, on May 13 2009, 03:01 AM, said:

Yeah that looks real freaking nice. Only problem I see is that it appears you can't eminate light evenly throughout the entire area of the textures, which in both the above screenshots case and the case of the circular ceiling light in the shot that The Commander posted would benefit from.


That's just my place holder code that overrides the shading making all textures dark even those that's supposed to stay bright. that together with dynamic lights always emitting from a single point means it looks a bit shitty. As Plagman mentioned it looks a bit closer to what things will with a proper implementation of overriding the shading in the shot I linked to.

You will not be able to make a texture emit light so you need to fake this by placing one or several lights close to it that emits from a point. This is how it's done inpretty much all games that uses dynamic light sources.
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User is offline   Danukem 

  • Duke Plus Developer

#132

View PostParkar, on May 13 2009, 02:09 AM, said:

You will not be able to make a texture emit light so you need to fake this by placing one or several lights close to it that emits from a point. This is how it's done inpretty much all games that uses dynamic light sources.


Yeah, and I've been thinking about that limitation as it relates to something else. I want to code an auto light placing feature that places lights on certain textures, and also replaces SE and CYCLER lights with dynamic ones. But those lights effect entire sectors and are not supposed to be from any particular point. If there's a cycler, and I replace it with an oscillating spot light or two, the light may be blocked depending on where the cycler was placed in the sector. I guess I can add code that puts the replacement lights at the midpoint of the sector, but that's not always going to work well.
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User is offline   Mblackwell 

  • Evil Overlord

#133

You'd have to check the area of the sector and try to place lights evenly across. Not exactly efficient.
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User is offline   Danukem 

  • Duke Plus Developer

#134

View PostMblackwell, on May 13 2009, 09:50 AM, said:

You'd have to check the area of the sector and try to place lights evenly across. Not exactly efficient.


Maybe I'll do that once Polymer is optimized. For my first attempt, I'll just place one light per SE/CYCLER and let the light fall where it may.
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User is offline   Alexraptor 

#135

Btw did i just imagine reading through it in this thread... or did someone mention normal/bumpmapping and parallax occlusion mapping?
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User is offline   Mblackwell 

  • Evil Overlord

#136

No, it's not something you imagined.
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User is offline   Plagman 

  • Former VP of Media Operations

#137

View PostAlexraptor, on May 13 2009, 08:12 PM, said:

Btw did i just imagine reading through it in this thread... or did someone mention normal/bumpmapping and parallax occlusion mapping?


Yeah, those are two of the renderer features.
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