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

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 online   Trooper Dan 

  • 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 online   Trooper Dan 

  • 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 online   Trooper Dan 

  • 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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User is offline   Alexraptor 

#138

View PostPlagman, on May 13 2009, 08:53 PM, said:

Yeah, those are two of the renderer features.


Yoiks! Wow! Only other two games with POM ive played so far is Crysis and F.E.A.R :)
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User is offline   Plagman 

  • Former VP of Media Operations

#139

View PostAlexraptor, on May 13 2009, 09:03 PM, said:

Yoiks! Wow! Only other two games with POM ive played so far is Crysis and F.E.A.R :)


My approach should yield better results than what's in FEAR and something between the highest surface detail in Crysis and the one before that (IIRC, they use a binary search while I only do a few linear iterations to save performance). It looks like that (the crack in the wall is a flat texture, courtesy of Parkar):

http://www.duke4.net/images/newspost_images/plagman/7.jpg

Same for the sink on that picture, as the shadow shows:

http://www.duke4.net/images/newspost_images/plagman/2.jpg
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User is offline   ced117 

#140

Great job Plagman ! :)
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User is offline   Alexraptor 

#141

Wow man, thats amazing.
Allthough the wall in the bathroom looks a bit much reflective, or is that to show off the effects such as the glass distortion there?

Anyway though, its truly amazing what can be done with a pixelated 1996 game when you have the source code. :)
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User is offline   lycanox 

#142

Is there already some indication what you should have of the list you get when you type glinfo in console to run Polymer properly?

It would be a shame to hype up people over something half of them aren't going to be able to run.
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User is offline   Benichon 

#143

OMFG, i follow you since one or two years but this is really awesome.
I saw other pictures that they don't show and it is really beautiful (like ice in the monster etc...).

I juste want to know if there will be bump mapping or other modification form (i don't know if you use shaders or not :() for Models like ennemies.
Thanks a lot for this future really great release.

Continue guys :).
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User is offline   Plagman 

  • Former VP of Media Operations

#144

You need GL_ARB_shader_objects and GL_ARB_occlusion_query, basically. Any card above Geforce FX or Radeon X600ish should be able to run it.
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User is offline   atlas 

#145

i'm still curious to see more of the classic textures w/ polymer lights and normal maps. : )

(this is misfitx from the 3dr forums)
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User is offline   kaiser42 

#146

Hi all !

First of all, I'am french and I don't speak and write english very well, sorry ^^.

Where could I find Polymer Modification ?
Or when it will "Gold" for download ?

Since the new about the canceled of DNF, i want to revisite Duke 3D !

Thanks !
sorry yet !
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User is offline   zchri9 

  • Honored Donor

#147

The Polymer version of EDuke32 hasnt been released yet.

Welcome kasier42 :)
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User is offline   Reaper_Man 

  • Once and Future King

#148

View PostPlagman, on May 13 2009, 04:52 PM, said:

You need GL_ARB_shader_objects and GL_ARB_occlusion_query, basically. Any card above Geforce FX or Radeon X600ish should be able to run it.


So any computer that is less than say 5 years old. :)
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User is offline   TerminX 

  • el fundador

  #149

View Postmsleeper, on May 13 2009, 02:26 PM, said:

So any computer that is less than say 5 years old. :)

More or less. Minimum system requirements are shader model 3.0, so the oldest card that can run this would be something from the GeForce 6 series. There are plenty of old AGP cards around that should make this accessible to just about anyone who isn't stuck with a system that absolutely can't be upgraded (like an old laptop or whatever). It's really important to me that this runs okay on as many machines as possible, as some of us (myself included...) are still stuck with old AGP based systems with no possibility to upgrade any time soon. The whole time this thing has been in development I've been pushing for it to run on the absolute lowest spec possible.
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User is offline   Puritan 

#150

View PostParkar, on May 13 2009, 02:37 AM, said:

I can't wait to see what maps built with Polymer in mind from the get go is going to look like. It's going to be rather impressive, me thinks.


My sweaty right index finger is resting just above the "launch Mapster32/polymer button". :)
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