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

User is offline   WhiteZero 

#1158

View PostThe Commander, on Jan 3 2010, 10:28 AM, said:

You downloaded the torrent pack online.
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...
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User is offline   Roma Loom 

  • Loomsday Device

#1159

View Postzilp, on Jan 10 2010, 11:35 AM, said:

Here is something you might expect to see in Polymer rendered Duke, when it supports normal mapping...

zilppuri? Is that you? :lol:
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User is offline   The Commander 

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

#1160

View PostWhiteZero, on Jan 11 2010, 08:12 AM, said:

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...

Why don't you look at the bigger picture.
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#1161

View PostThe Commander, on Jan 11 2010, 05:06 AM, said:

Why don't you look at the bigger picture.


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. :/
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User is offline   The Commander 

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

#1162

View PostRyan Cordell, on Jan 12 2010, 10:38 PM, 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. :/

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should be helped if they want to risk downloading a torrent with a bunch of mods etc that have a high chance of being out of date.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.
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User is offline   Tea Monster 

  • Polymancer

#1163

Welcome back Zilp! The new model looks good. The only thing I'd say is that on the behind shot, the top of the jet pack looks a bit strange.

I've been nagging to find out when they are going to apply the new features to models. No news yet.

Z-Brush rocks! ;)
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User is offline   atlas 

#1164

are thre any other servers for the polymer preview hrp v4.2.054 download? the hrp link isnt working too well for me.
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User is offline   RPD Guy 

#1165

OMG! VERY NICE WORK!
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
;)
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User is offline   Spiker 

#1166

View PostDk2, on Jan 21 2010, 09:26 PM, said:

OMG! VERY NICE WORK!
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.
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User is offline   RPD Guy 

#1167

you must be right, but in the texture folder, there are some textures that has three images
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 ;)
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User is offline   VinsaneOne 

#1168

Haven't recorded a demo in a while and was using Yang at the time of this one and noticed this.

Attached Image: dukedemo_pb.jpg

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!
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User is offline   The Commander 

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

#1169

It's an EDuke32 feature, I don't remember the controls for it though. If there are any there is. ;)
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User is offline   Helixhorned 

  • EDuke32 Developer

#1170

Yep, TAB will do it.
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User is offline   VinsaneOne 

#1171

View PostThe Commander, on Jan 23 2010, 02:10 AM, said:

It's an EDuke32 feature, I don't remember the controls for it though. If there are any there is. ;)



View PostHelixhorned, on Jan 23 2010, 03:11 PM, said:

Yep, TAB will do it.

Thanks guys!
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User is offline   Plagman 

  • Former VP of Media Operations

#1172

View PostTea Monster, on Jan 13 2010, 04:56 AM, said:

I've been nagging to find out when they are going to apply the new features to models. No news yet.


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:

Posted Image
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User is offline   Stabs 

#1173

marvelous

explosive scrotum's

seriously, good work tho ;)
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User is offline   Micky C 

  • Honored Donor

#1174

Amazing stuff. I don't care how many bugs polymer has, with that and if lights and when lighting can be applied to HUD models, the game is going to look almost completely modern ;)
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User is offline   The Commander 

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

#1175

lol, thats what I tried my first normal map on, looks about the same.
Just using crazybump though.
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#1176

Allow me to yell "Wooooooohooooooo!" at the top of my voice, that's f**king awesome! I think I know what I'll doing today, playing with that.
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User is offline   Spiker 

#1177

I'm waiting to see some characters with normal maps! Awesome.
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User is offline   Roma Loom 

  • Loomsday Device

#1178

I hope Tea Monster has something to show us related to Alien Queen, and hope Zilppuri will release his trooper soon ;)
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User is offline   gt1750 

#1179

That's great news! Can't wait to see normalmapped enemies and babes ;)
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User is offline   Mark 

#1180

I'll bet Tea Monster kissed his family goodbye and is in his computer room with the door locked, the phone off the hook and a pot of black coffee on the desk. ;)
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User is offline   Sobek 

  • There's coffee in that nebula!

#1181

I quickly tested it, and it works perfectly. Thanks Plagman ;)
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User is offline   zilp 

#1182

View PostPlagman, on Jan 24 2010, 09:08 AM, said:

Normal mapping should now work on models.
http://dukeworld.duk.../20100123-1594/


Silly question.. how do I define a normal map file in .def?
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User is offline   Roma Loom 

  • Loomsday Device

#1183

View Postzilp, on Jan 24 2010, 05:05 PM, said:

Silly question.. how do I define a normal map file in .def?


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.
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User is offline   Parkar 

  • Honored Donor

#1184

View PostPlagman, on Jan 24 2010, 08:08 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:


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

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User is offline   zilp 

#1185

Hmm.. I've been having some problems with the model coming out too shiny. It seems that the model is never shaded to black, but instead just brightened on places where light hits it.

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:

Attached Image: duke0025.jpg

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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User is offline   Roma Loom 

  • Loomsday Device

#1186

Normal maps generated by Blender may have flipped X or Y axis or even both, or may not. You should experiment with that. Either through Blender's normal map baking setup or inverting thje Green or the Red channel of your normalmap in photoshop or gimp. The alpha channel of normalmap represents the depth (parallax mapping effect) - the darker the lower.
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User is offline   Plagman 

  • Former VP of Media Operations

#1187

You're right that the model is going to get flat shaded depending on its BUILD shade. This is essentially the ambient component when rendering with Polymer. If you want to start from complete darkness, do a test room and shade it very dark.
Also, note that you don't need a specular map to specify the specular material of your model. Just setting "specpower" and "specfactor" in the diffuse map definition will allow you to make your model less shiny. The specular map is just for tweaking that per-pixel.
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