EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1157 Posted 10 January 2010 - 08:51 AM
#1158 Posted 10 January 2010 - 11:12 AM
The Commander, on Jan 3 2010, 10:28 AM, said:
No one should help you. Buy Duke Nukem 3D you pirate, can't you afford $5?
Ya know what they say when you assume...
Who says the torrent he downloaded had anything from the retail Duke3D? Even if it did, you didn't bother to ask if he already owned the game before getting all anti-pirate protest happy. Seriously...
#1159 Posted 10 January 2010 - 11:17 AM
zilp, on Jan 10 2010, 11:35 AM, said:
zilppuri? Is that you?
#1160 Posted 10 January 2010 - 08:06 PM
WhiteZero, on Jan 11 2010, 08:12 AM, said:
Who says the torrent he downloaded had anything from the retail Duke3D? Even if it did, you didn't bother to ask if he already owned the game before getting all anti-pirate protest happy. Seriously...
Why don't you look at the bigger picture.
#1161 Posted 12 January 2010 - 01:38 AM
The Commander, on Jan 11 2010, 05:06 AM, said:
It's a pretty picture, drawn by Leonardo Da Vinci.
And don't be such an ass, I know Siegler told me it was fine to get like additional copies of Duke 3D (eMule, torrent, you name it) as long as I had the original CD, which I still do. :/
#1162 Posted 12 January 2010 - 01:44 AM
Ryan Cordell, on Jan 12 2010, 10:38 PM, said:
And don't be such an ass, I know Siegler told me it was fine to get like additional copies of Duke 3D (eMule, torrent, you name it) as long as I had the original CD, which I still do. :/
Even if thats true then I still don't see why people should be helped if they want to risk downloading a torrent with a bunch of mods etc that have a high chance of being out of date.
I also would dispute what Joe "apparently" told you.
#1163 Posted 13 January 2010 - 04:56 AM
I've been nagging to find out when they are going to apply the new features to models. No news yet.
Z-Brush rocks!
#1164 Posted 18 January 2010 - 08:58 AM
#1165 Posted 21 January 2010 - 12:26 PM
i do maps in mapster (some years ago was called ''MAP MASTER'') when i am six years old!
i have 15 years now!
ok lets go!
i make 10 or 15 parallax textures, but i have problems to make the ''specular and diffuse or displenciment''!
i only did ''normal''
i need help! some one can help me?
PS: I am BRAZILIAN
#1166 Posted 21 January 2010 - 12:32 PM
Dk2, on Jan 21 2010, 09:26 PM, said:
i do maps in mapster (some years ago was called ''MAP MASTER'') when i am six years old!
i have 15 years now!
ok lets go!
i make 10 or 15 parallax textures, but i have problems to make the ''specular and diffuse or displenciment''!
i only did ''normal''
i need help! some one can help me?
PS: I am BRAZILIAN
Are you sure you know what you are talking about? Mapster has nothing to do with these specular, etc textures.
#1167 Posted 22 January 2010 - 04:31 PM
different.
Examples: 0743.png
0743_n.png and ''0743_s.png''
the''crazy bump'' (tool to use to create my textures with parallax) I took this ''_s'' as specular, and the document text
"textures.txt" along with this texture is called ''specular'' next.
If the textures do not have the ''specular'' they only have the parallax effect when there are lights on you
same, without lights, without parallax.
you've got to understand me? I'm not good in English
#1168 Posted 22 January 2010 - 11:06 PM
Any way to control or disable that playback bar that I never saw before?
I don't know if it's an EDuke32, Yang or HRP thing so, sorry if this is in the wrong place!
#1169 Posted 22 January 2010 - 11:10 PM
#1171 Posted 23 January 2010 - 06:44 PM
The Commander, on Jan 23 2010, 02:10 AM, said:
Helixhorned, on Jan 23 2010, 03:11 PM, said:
Thanks guys!
#1172 Posted 23 January 2010 - 11:08 PM
Tea Monster, on Jan 13 2010, 04:56 AM, said:
Normal mapping should now work on models.
http://dukeworld.duk.../20100123-1594/
I don't have a normal map that matches an existing skinned model to test it, but it looks somewhat correct judging from the weird combinations I tried, eg:
#1174 Posted 23 January 2010 - 11:30 PM
#1175 Posted 23 January 2010 - 11:32 PM
Just using crazybump though.
#1176 Posted 24 January 2010 - 12:00 AM
#1177 Posted 24 January 2010 - 12:16 AM
#1178 Posted 24 January 2010 - 01:06 AM
#1179 Posted 24 January 2010 - 02:57 AM
#1180 Posted 24 January 2010 - 04:18 AM
#1182 Posted 24 January 2010 - 07:05 AM
Plagman, on Jan 24 2010, 09:08 AM, said:
http://dukeworld.duk.../20100123-1594/
Silly question.. how do I define a normal map file in .def?
#1183 Posted 24 January 2010 - 08:08 AM
zilp, on Jan 24 2010, 05:05 PM, said:
should be like texture definition:
texture 258 {
pal 0 { file "highres/textures/0258.png" }
normal { file "highres/textures/0258_n.png" parallaxbias 0.0 parallaxscale 0.1 }
specular { file "highres/textures/0258_s.png" }
glow { file "highres/textures/0258_g.png" }
}
Hope you'll figure it up quickly.
#1184 Posted 24 January 2010 - 08:50 AM
Plagman, on Jan 24 2010, 08:08 AM, said:
http://dukeworld.duk.../20100123-1594/
I don't have a normal map that matches an existing skinned model to test it, but it looks somewhat correct judging from the weird combinations I tried, eg:
Awesome, I think I need to take a break from my UDK game and finish the Pig Cop I got started on.
This post has been edited by Parkar: 24 January 2010 - 08:52 AM
#1185 Posted 24 January 2010 - 09:11 AM
But I will look into it.
So does the alpha channel in normalmap control the shinyness of the model?
And does anyone know if the color channels in the normal map map 1:1 to those used in Blender generated normal maps?
UPDATE:
Here is a screenshot:
You can see there is really high specularity (I have no spec map set yet), and that there is no actual shading on the model.
It even seems like the model is still taking the light from the floor and then the dynamic lights are just added on top of that..
Am I doing something wrong?
I can upload the model here, although it is otherwise buggy too (I haven't remade the animations to match the new mesh).
This post has been edited by zilp: 24 January 2010 - 10:43 AM

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