Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 40
  • 41
  • 42
  • 43
  • 44
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Mblackwell 

  • Evil Overlord

#1218

Definitely needs work, but damn it sure is getting there.
0

User is offline   Spiker 

#1219

I'm absolutely impressed. Eduke32 is now probaly the best engine if you consider how awesome games/mods you can create with it in so EASY way (If you comapre it to other engines). It definately needs more promotion, which should not only be related to Duke but also the engine itself.

This post has been edited by Spiker: 03 February 2010 - 10:25 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1220

I don't like the tint of the green armor somehow but can't tell why.
And the eyes need to be reworked desperately - these guys are blind!
Anyway, good work.
0

User is offline   Mblackwell 

  • Evil Overlord

#1221

View PostSpiker, on Feb 3 2010, 12:24 PM, said:

I'm absolutely impressed. Eduke32 is now probaly the best engine if you consider how awesome games/mods you can create with it in so EASY way (If you comapre it to other engines). It definately needs more promotion, which should not only be related to Duke but also the engine itself.


Honestly I think Duke Nukem Eternity will be a decent showcase of polymer and creating new styles in the game, and I hope DanM releases early Betas.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1222

Don't want that. Because I'd play the first beta and later on I wouldn't replay a 'known' map.
Screenshots only, please ;-)
0

User is offline   Stabs 

#1223

I think i will have to Beta to see how it performs on a variety of systems, it will be very closed though ;)

as for that alien, i think the green suit needs to darkened and he needs to be a bit grittier, hes a tad to clean atm
0

User is offline   TerminX 

  • el fundador

  #1224

View PostSpiker, on Feb 3 2010, 10:24 AM, said:

I'm absolutely impressed. Eduke32 is now probaly the best engine if you consider how awesome games/mods you can create with it in so EASY way (If you comapre it to other engines). It definately needs more promotion, which should not only be related to Duke but also the engine itself.

Not only are the mods easy to make, but the engine scales all the way from lowly ARM based handhelds to whatever expensive new PC hardware you can throw at it. I'm not really sure how to promote things more... I want to get more developers on board and make more huge progress. ;)
0

User is offline   The Commander 

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

#1225

View PostSpiker, on Feb 4 2010, 07:24 AM, said:

It definately needs more promotion, which should not only be related to Duke but also the engine itself.

View PostTX, on Feb 4 2010, 09:25 AM, said:

I'm not really sure how to promote things more...

http://www.moddb.com/engines/eduke32 - Feel free to add videos, pictures etc (Try to make sure they don't look like crap, heh)

It's beaten the Source engine a couple of times in the rankings, they reset each day and go on view count.

EDIT: I think LordMisfit placing his news of his mod on it makes it look a little out of place? Though I'm not to sure.

This post has been edited by The Commander: 03 February 2010 - 07:34 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#1226

View PostThe Commander, on Feb 3 2010, 07:30 PM, said:

EDIT: I think LordMisfit placing his news of his mod on it makes it look a little out of place?


Not just out of place but potentially confusing, since people might mistake that as information about eduke32 instead of his mod. It's fine to have links to various mods on that page, but the links should be in a section clearly designated as "EDuke32 based mods". A small screenshot and a one sentence description for each mod is more than sufficient: other information about the mods should be kept on their respective pages. No offense to Lord Misfit, but what I'm suggesting would actually give his mod MORE publicity; a screenshot and a one line description in the main body of the page would be a lot more attractive than a huge amount of text in the news section that no one will read.

This post has been edited by DeeperThought: 03 February 2010 - 07:57 PM

0

User is offline   The Commander 

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

#1227

I think I know a quick fix (with out deleting his item)
Just might take a couple of hours to get verified. ;)
0

User is offline   Stabs 

#1228

i really should try find some way to get eternity onto that eduke32 page
0

User is offline   The Commander 

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

#1229

View PostDanM, on Feb 4 2010, 05:00 PM, said:

i really should try find some way to get eternity onto that eduke32 page

It works easier if your mod is actually under the title of an indee game, that way it can be placed under the GAME tab, as it thinks it's a game for the EDuke32 engine, It seems that MODDB didn't relies that engines could have mods as well. heh

I suppose if you wanted to, you could go to all the trouble of remaking a new one, but under the title of indee game, but I will try talking to my MODDB contact and seeing if there is a way to force your listing on the GAME tab.

This post has been edited by The Commander: 03 February 2010 - 08:04 PM

0

User is offline   Stabs 

#1230

well thats fucked up, according to my profile page

Location

Wii : Mods : Duke Nukem Eternity : Edit


WtF Wii?? clicking edit does NOTHING
0

User is offline   The Commander 

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

#1231

http://www.moddb.com/engines/eduke32/news/...polymer-history
0

User is offline   Sobek 

  • There's coffee in that nebula!

#1232

*edit* Moved to correct thread.

This post has been edited by Sobek: 04 February 2010 - 11:02 PM

0

User is offline   zilp 

#1233

View PostPlagman, on Feb 3 2010, 12:22 AM, said:

http://plagman.free....rmaltrooper.jpg

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.


Yeah. Amazingly I have lived this far withot knowing about this flaw in md3 format.
I am talking about how it splits the UV seams.

Well it's not so amazing, since I've only done md3 models for this project, and it didn't used to have lighting on models.

What I'm thinking is that would it be somehow possible to implemenet a flag to the model tag, that would force "merging" of the double vertices from model.
In blender I can do this by going to mesh-edit-mode and pressing "W" and then "Remove Doubles".
This essentially removes the seams from the model.

Here is an example screenshot on how the seams look in Blender when imported, and what they look after the deleting/merging double ones.

Attached Image: splituvs.jpg

Ofcoures I have not looked at the actual Eduke code, so I don't know the scope of this kind of "fix".
0

User is offline   zilp 

#1234

Finally got the normal maps working as they should. Atleast more so.

Attached Image: normal1.jpg
Attached Image: norm2.jpg
Attached Image: norm3.jpg
Attached Image: norm4.jpg
Attached Image: norm5.jpg

I will fix the animations still, and then release the model.

Lesson learned: in "model" tag, the "shade" parameter does not work with negative values.

Still I'd like to know:

1. How do specfactor and specpower map out? What are the inputs (0-100? 0-1?) and how do they map out.
2. How do parallaxbias and parallaxscale affect to the normal map? Are they only for parallax map?

Overall, I'd appreciate if someone could forward me to info page on how excactly should I implement these normal mapped models.

I have been out of the forums for long time, and probably will be, but I might still try to contribute from time to time.
0

User is offline   Roma Loom 

  • Loomsday Device

#1235

To tinker with spec and parallax params you need to put r_pr_overridespecular 1 in console and then experiment with values:
r_pr_specularpower "some value"
r_pr_specularfactor "some value"

you should ask Plagman about what is what here.

for parallax - r_pr_overrideparallax 1 and then:
r_pr_parallaxscale "some value"
r_pr_parallaxbias "some value"
where "scale" is the depth and "bias".. well I'm using it to make parallaxed texture fit its original position, because parallax effect can somewhat visibly move or scale your texture making part of the texture disappear under the floor for instance... hell.. it's really hard to explain, and I forgot the exact meaning of it though I've asked to describe "bias" Plagman already

note: parallax tweaking is possible if you have a heightmap in your normal map's alpha channel
0

User is offline   zilp 

#1236

View PostRoma Loom, on Feb 5 2010, 11:28 PM, said:

note: parallax tweaking is possible if you have a heightmap in your normal map's alpha channel


I do not have parallax map for model, so should I set the alpha to zero or 255? Or just set parallaxscale to zero? Or do any of these matter?
0

User is offline   Roma Loom 

  • Loomsday Device

#1237

Either you fill the normalmap's alpha with white or maybe black (to prevent possible texture distortion, I haven't tested it) or better save your normalmap as 24bit PNG without alpha at all. Also I don't know if you saved your example normalmap in JPG just to make the archive smaller, but normalmap should be saved in any loseless format, but I think you know that already. Also I think there should be some option to get the heightmap in Blender or whatever software you use to bake normalmaps, but I think usual normalmap is enough for the models, haven't messed with the models yet...

This post has been edited by Roma Loom: 05 February 2010 - 04:09 PM

0

User is offline   The Commander 

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

#1238

MODDB.com EDuke32 statistics for the month of January

Posted Image
Visits: 2,690
Games: 2
Files: 2
News: 2

http://www.moddb.com/engines/eduke32

This post has been edited by The Commander: 06 February 2010 - 04:35 AM

0

User is offline   Spiker 

#1239

Interesting. That means someone should put more media in there. Pity that the quality of this trailer sucks.
0

User is offline   The Commander 

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

#1240

View PostSpiker, on Feb 7 2010, 01:56 AM, said:

Interesting. That means someone should put more media in there. Pity that the quality of this trailer sucks.

Both the Article and the DNE trailer were added at the same time.
It tends to be articles/news that will get the most attention because they are shown on the front page and everyone clicks it to see what it is heh. (Till it gets bumped off the front page, hence the sharp drop)
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1241

DanM: Eternity looks sweet! Reminds me of Deus Ex atmosphere-wise ;)... will the NPC-talk be purely monologue or will you be able to interact with them?
0

User is offline   zilp 

#1242

Question:

Does EDuke32/Polymer scale down loaded textures somehow?
I've noticed that the trooper model has significant quality loss in normal and diffuse maps.

Here is a comparison image of the model ingame, and loaded in Blender -viewing it using Blenders "game engine rendering".
Both have save 1024x1024 textures used.

Attached Image: texture_size.jpg

Also, are the models shelfshadowing.. or where do those sharp shadows come from?

This post has been edited by zilp: 06 February 2010 - 08:54 AM

0

User is offline   Roma Loom 

  • Loomsday Device

#1243

View Postzilp, on Feb 6 2010, 06:52 PM, said:

Question:

Does EDuke32/Polymer scale down loaded textures somehow?
I've noticed that the trooper model has significant quality loss in normal and diffuse maps.

Here is a comparison image of the model ingame, and loaded in Blender -viewing it using Blenders "game engine rendering".
Both have save 1024x1024 textures used.

Attachment texture_size.jpg

Also, are the models shelfshadowing.. or where do those sharp shadows come from?


That must be texture compression for sure, you should turn it off in gfx settings menu as I did when I first looked at my textures for polymer ;)
As for weird shadowing - that must be broken smoothing groups in md3, you may try putting your model into MD3Compiler and run "rebuild normals" on it. But that doesn't worked for me as I wanted to, but it worked.
0

User is offline   Tea Monster 

  • Polymancer

#1244

Check for a slider in the graphics options for texture quality, I can't remember exactly what it's called. For some reason, the HRP gets shipped with it at 3/4 quality. I bet that's it.
0

User is offline   Roma Loom 

  • Loomsday Device

#1245

Just to bitch about broken normals in md3, even md3compiler doesn't work well here:
Posted Image

This post has been edited by Roma Loom: 06 February 2010 - 10:56 AM

0

User is offline   Spiker 

#1246

I'm not a specialist. But in Blender there is an option called "recalculate the normals outside" I don't know how it works but often it fixed different problems that I had with models.
0

User is offline   Roma Loom 

  • Loomsday Device

#1247

Yeah... but my problem hides deep in the exporter for 3ds max which brakes them normals

This post has been edited by Roma Loom: 06 February 2010 - 11:49 AM

0

Share this topic:


  • 213 Pages +
  • « First
  • 40
  • 41
  • 42
  • 43
  • 44
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options