EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1190 Posted 24 January 2010 - 10:45 PM
#1191 Posted 24 January 2010 - 10:58 PM
Thanks.
#1192 Posted 24 January 2010 - 11:59 PM
Plagman, on Jan 25 2010, 01:27 AM, said:
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.
Quote
Would it be somehow possible to control that amount of ambient lighting on the model?
Ofcourse I could make the model a bit more dark, but still I would not achieve as much contrast as I want..
I did remake the UV maps (and most of the model) for this one, so this does not have shared UV:s. I tested it in Blenders "game engine" viewport rendering and they worked.
I think I'm having those seams because the X-axis is mirrored in Blenders normal map system. I'll try to get that Gimp Normalmap-plugin working to fix it.
#1193 Posted 25 January 2010 - 12:32 AM
This post has been edited by Tea Monster: 25 January 2010 - 12:38 AM
#1194 Posted 25 January 2010 - 01:19 AM
Is it possible to add an alternative def name that would be loaded instead of duke32.def (like having a eduke.con does)? That would avoid any issue with it
#1195 Posted 25 January 2010 - 05:35 AM
zilp, on Jan 25 2010, 08:59 AM, said:
Ofcourse I could make the model a bit more dark, but still I would not achieve as much contrast as I want..
I did remake the UV maps (and most of the model) for this one, so this does not have shared UV:s. I tested it in Blenders "game engine" viewport rendering and they worked.
I think I'm having those seams because the X-axis is mirrored in Blenders normal map system. I'll try to get that Gimp Normalmap-plugin working to fix it.
It shouldn't be controled on a per object basis the problem here is that we don't have a way of controlling the ambient light in the maphack yet. I have been making my own eduke32 build with the sector schading hardcoded to a pretty dark value when working with the light hacks.
As far as the normals direction goees I think it is the way 3dsmax has them, r = x, g = -y, z = b so my guess is you might have to invert the green channel. As Tea Monster says xNormal is great for generating the normals.
#1196 Posted 25 January 2010 - 10:52 AM
I tried to fix them up, but I am still not very sure, since the normal maps aren't that visible in the game yet, atleast for me.
Also I'm not sure how to setup normal maps and skins for several surfaces in the model?
I'm posting the model here, but it most certainly is not finished. The textures or the normal maps don't work at all.
Hopefully someone with more experience on Eduke32/Polymer stuff could take a look and help me out?
I put the textures as jpeg now.
EDIT:
Just add up, that I did switch one of the channels that blender generated for normal map, so it should work in the zip.
But it is really hard to see if this is really the case, especially since I could not get multiple textures work.
My first test was with only one texture for the entire model, but I think it became a little too blurry.
It seemed that 1024x2048 single texture was scaled down when loaded in game?
It would be nice if someone could hack in some sort of model preview tool, like an option to the games menu or console
Attached File(s)
-
trooper.zip (1.53MB)
Number of downloads: 986
This post has been edited by zilp: 26 January 2010 - 03:03 AM
#1197 Posted 26 January 2010 - 07:32 AM
Micky C, on Jan 24 2010, 08:30 AM, said:
What good does that do if the game crashes for people every so often? (the recently fixed soundbug reduced a lot of crashes but I still get them, sometimes quite often, but not as much) TBH I'd rather have stability over looks
#1198 Posted 26 January 2010 - 07:43 AM
Or is it just me that gets crashes in modern games
#1199 Posted 28 January 2010 - 11:24 AM
Roma Loom, on Jan 24 2010, 09:08 AM, said:
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.
is this wath I aways talking about!
i need a tool to make the ''specular''
(:
#1201 Posted 28 January 2010 - 01:56 PM
#1202 Posted 28 January 2010 - 02:24 PM
#1203 Posted 28 January 2010 - 11:18 PM
#1204 Posted 29 January 2010 - 01:26 AM
#1206 Posted 30 January 2010 - 12:34 PM
what i do to run duke plus with the polymer?
I tried to merge the folder ''duke plus'' with ''polymer_hrp'' folder, however I had no result
#1207 Posted 30 January 2010 - 12:41 PM
Dk2, on Jan 31 2010, 09:34 AM, said:
what i do to run duke plus with the polymer?
I tried to merge the folder ''duke plus'' with ''polymer_hrp'' folder, however I had no result
Put "polymer_hrp.zip" in the Autoload folder and just run "dukeplus.bat" with the Polymer box ticked.
If that doesn't work then you have installed either Duke Plus wrong or the Polymer HRP wrong.
This post has been edited by The Commander: 30 January 2010 - 12:41 PM
#1209 Posted 02 February 2010 - 12:34 AM
Sangman, on Jan 26 2010, 08:32 AM, said:
This is exactly why Plagman didn't release any alphas of Polymer for ages. He has said that there is still loads left to do, let him get it done.
Writing your own next-gen rendering engine is NOT easy. Trying to marry it to an old DOS game is near-on freaking impossible. Just wait.
This post has been edited by Tea Monster: 02 February 2010 - 12:37 AM
#1210 Posted 02 February 2010 - 11:16 AM
But how should I declare the normal maps to the model with multiple surfaces?
skin { pal 0 surface 0 file "highres/sprites/monsters/1680_trooper_skin_color.jpg" }
normal{ file "highres/sprites/monsters/1680_trooper_skin_normal.jpg" parallaxbias 0.1 parallaxscale 0.5 surf 0 }
skin { pal 0 surface 1 file "highres/sprites/monsters/1680_trooper_gear_0.jpg" }
normal{ file "highres/sprites/monsters/1680_trooper_gear_normal.jpg" parallaxbias 0.1 parallaxscale 0.5 surf 1}
I tried the "surf" since it was used in glowmaps.. but what is the correct syntax?
Here is the model ingame now, and as you can see, the normal maps are not really visible... probably because they are not applied?
#1211 Posted 02 February 2010 - 12:40 PM
Can you post the fixed MD3 and DEFs so that I can make sure that normal maps work?
#1212 Posted 02 February 2010 - 01:43 PM
Plagman, on Feb 2 2010, 10:40 PM, said:
Can you post the fixed MD3 and DEFs so that I can make sure that normal maps work?
Here you go!
trooper.zip (1.56MB)
Number of downloads: 1042
#1213 Posted 02 February 2010 - 02:22 PM
I "works" if you add spaces between 'normal' and '{' as well as 'surf 1' and the trailing '}'.
It's definitely buggy on some triangles, though. I'll try looking into it in some more detail, but I think it's bad interaction between the smoothing code and how the skin is unwrapped.
#1216 Posted 03 February 2010 - 07:54 AM
Spiker, on Feb 3 2010, 02:09 AM, said:
I wish you had picked a shot of the new one that didn't have a green light on it from the shrinker.
#1217 Posted 03 February 2010 - 08:39 AM

It's too bad Duke is such a fastpaced game, it would be much more enjoyable to play this as a somewhat slow modern shooter. You miss too much of the details with its Unreal Tournament-style gameplay.
#1219 Posted 03 February 2010 - 10:24 AM
This post has been edited by Spiker: 03 February 2010 - 10:25 AM

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