EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1220 Posted 03 February 2010 - 10:56 AM
And the eyes need to be reworked desperately - these guys are blind!
Anyway, good work.
#1221 Posted 03 February 2010 - 11:02 AM
Spiker, on Feb 3 2010, 12:24 PM, said:
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.
#1222 Posted 03 February 2010 - 11:14 AM
Screenshots only, please ;-)
#1223 Posted 03 February 2010 - 12:19 PM
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
#1224 Posted 03 February 2010 - 12:25 PM
Spiker, on Feb 3 2010, 10:24 AM, said:
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.
#1225 Posted 03 February 2010 - 07:30 PM
Spiker, on Feb 4 2010, 07:24 AM, said:
TX, on Feb 4 2010, 09:25 AM, said:
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
#1226 Posted 03 February 2010 - 07:54 PM
The Commander, on Feb 3 2010, 07:30 PM, said:
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
#1227 Posted 03 February 2010 - 08:00 PM
Just might take a couple of hours to get verified.
#1228 Posted 03 February 2010 - 08:00 PM
#1229 Posted 03 February 2010 - 08:04 PM
DanM, on Feb 4 2010, 05:00 PM, said:
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
#1230 Posted 03 February 2010 - 08:05 PM
Location
Wii : Mods : Duke Nukem Eternity : Edit
WtF Wii?? clicking edit does NOTHING
#1231 Posted 03 February 2010 - 08:39 PM
#1232 Posted 04 February 2010 - 11:01 PM
This post has been edited by Sobek: 04 February 2010 - 11:02 PM
#1233 Posted 05 February 2010 - 11:45 AM
Plagman, on Feb 3 2010, 12:22 AM, said:
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.
Ofcoures I have not looked at the actual Eduke code, so I don't know the scope of this kind of "fix".
#1234 Posted 05 February 2010 - 12:26 PM
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.
#1235 Posted 05 February 2010 - 01:28 PM
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
#1236 Posted 05 February 2010 - 02:51 PM
Roma Loom, on Feb 5 2010, 11:28 PM, said:
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?
#1237 Posted 05 February 2010 - 04:07 PM
This post has been edited by Roma Loom: 05 February 2010 - 04:09 PM
#1238 Posted 06 February 2010 - 04:34 AM

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
#1239 Posted 06 February 2010 - 04:56 AM
#1240 Posted 06 February 2010 - 05:14 AM
Spiker, on Feb 7 2010, 01:56 AM, said:
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)
#1241 Posted 06 February 2010 - 05:24 AM
#1242 Posted 06 February 2010 - 08:52 AM
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.
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
#1243 Posted 06 February 2010 - 10:42 AM
zilp, on Feb 6 2010, 06:52 PM, said:
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.
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.
#1244 Posted 06 February 2010 - 10:53 AM
#1245 Posted 06 February 2010 - 10:55 AM
This post has been edited by Roma Loom: 06 February 2010 - 10:56 AM
#1246 Posted 06 February 2010 - 11:00 AM
#1247 Posted 06 February 2010 - 11:31 AM
This post has been edited by Roma Loom: 06 February 2010 - 11:49 AM
#1248 Posted 06 February 2010 - 02:46 PM
zilp, on Feb 6 2010, 01:52 PM, said:
Is that liztroop holding the dukeplus lasergun?
If he is, thanks whoever made the model for standardizing.

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