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

Jump to content

  • 213 Pages +
  • « First
  • 41
  • 42
  • 43
  • 44
  • 45
  • 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   Radar 

  • King of SOVL

#1250

Wow! A lot has happened to the HRP since I last checked in to any of these forums. Everything looks so awesome!
0

User is offline   RPD Guy 

#1251

man...
i have a FUCKING PROBLEM!
the ''normal textures'' in format PNG, have transparence, the alpha sets the parallax, the effects of luminance textures.
the problem is that the crazy bump, the textures that I do not get transparency, then only have
effects of dynamic lights when there are lights on you
can someone tell me where to download a program that makes the textures with transparency?
here is the textures what i talking about:

here is the texture what i maked (without transparency)
http://img97.imagesh.../9197/0764n.png
and here the original (with transparency)
http://img716.images.../9197/0764n.png

I love to make textures! xD , I need this tool because i am making a game with the mapster engine!

(sorry if my english is terryble)
HELP!

This post has been edited by Mblackwell: 09 February 2010 - 08:31 AM

0

User is offline   Tea Monster 

  • Polymancer

#1252

You are using a normal map. The normal map affects the bumpyness of the texture. You never actually see the colors on the normal map. They are just there to tell the engine how and where your bumps are on your texture. You need a second texture, which is your Diffuse texture, which has the actual colors on it.
0

User is offline   Roma Loom 

  • Loomsday Device

#1253

I believe he wants to make a normalmap with heightmap in alpha channel to see some parallaxmapping. There's an option in CrazyBump to save heightmap in alphachannel of normalmap. Just turn it on. But honestly CrazyBump won't work well or sometimes won't work at all on complex textures like this wall-with-window tile.
0

User is offline   Piterplus 

#1254

Probably he want to make normal map with displacement in alpha channel (like in second texture)?
There is an option in crazybump's preferences which allow to do it.

This post has been edited by Piterplus: 09 February 2010 - 12:35 PM

0

User is offline   RPD Guy 

#1255

tanks for the tip Roma Loom!
if works, i tell you
0

User is offline   gt1750 

#1256

CrazyBump actually works well if you have enough patience and know how to use Phtoshop (or GIMP). Here's how I made the normalmap for 0764, which is shown above:

1) Generate a flat normalmap (no alpha) from the original texture
2) Paint a grayscale heightmap using Photoshop or GIMP (white=highest -> black=deepest)
3) Start a new project in Crazybump by loading the completed heightmap
4) This time, enable the "save normal map with displacement alpha-channel" option in Preferences
5) Load the previously generated flat normalmap into mixer
6) Play with settings until the shape looks right
7) Save the final normalmap (as .png) and try it in the game
8) Fiddle with "parallaxbias" and "parallaxscale" parameters in the .def until it looks right

That's about it. You might also want to tone down the directional lighting in the original texture and create a specular map.
0

User is offline   RPD Guy 

#1257

I'm sorry for being so annoying! (:
only one thing missing for me to be truly happy!
a modeler md2 and md3 (behind the BLENDER, I don't know what to use)
can someone tell me where to download a good? already looked for it and not found!
Thank you in advance!

PS: Google Translate sucks ok? my english isn't too terryble!
xD
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1258

View PostRoma Loom, on Feb 6 2010, 04:55 PM, said:

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

I always wondered about one thing in that fence model... =P

While the 8bit flat sprites doesn't give you a 3d dimension, I have the impression that this fence was supposed to have an curved area in the top, like this:

Posted Image

This post has been edited by Ilovefoxes: 11 February 2010 - 03:55 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#1259

There's a lot of maps where fences divide two areas, and the player can be on either side. If the fences have the one sided guard at the top, it will cause problems. For one thing, I doubt mappers paid attention to which angle all the fence sprites were facing, so there will be maps where with parts of the fence facing the wrong way and it will look bad.
0

User is offline   Master Fibbles 

  • I have the power!

#1260

View PostDk2, on Feb 11 2010, 06:07 PM, said:

I'm sorry for being so annoying! (:
only one thing missing for me to be truly happy!
a modeler md2 and md3 (behind the BLENDER, I don't know what to use)
can someone tell me where to download a good? already looked for it and not found!
Thank you in advance!

PS: Google Translate sucks ok? my english isn't too terryble!
xD

I think I know what you are asking about...
You should check out the tutorials thread that is stickied in this forum.
http://forums.duke4....p?showtopic=798

There you will find some exporters for Blender.
0

User is offline   Sobek 

  • There's coffee in that nebula!

#1261

I've found blender to be absolutely SHIT for modeling. The interface is great (once you get used to it) but when you export MD3's it ALWAYS seems to absolutely screw the model up and turn it into some blocky piece of crap. Every time. And I've tried every revision of the exporter.

As it stands I keep a few different installs of MilkShape3D (1.75, 1.84 and the new 1.85) for my MD3 work, as some versions crash on export with some models while others don't, but at least it actually exports a usable model... Blender has never once exported a model correctly for me :@

This post has been edited by Sobek: 11 February 2010 - 09:20 PM

0

User is offline   Roma Loom 

  • Loomsday Device

#1262

The model corruption could be caused by its scale, at least it's true for 3ds max when exporting to md3. Try scaling it 1000 times larger or smaller and then export again.
0

User is offline   The Commander 

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

#1263

View PostRoma Loom, on Feb 12 2010, 07:26 PM, said:

The model corruption could be caused by its scale, at least it's true for 3ds max when exporting to md3. Try scaling it 1000 times larger or smaller and then export again.

I never had that problem with 3DS max, odd
But ill keep it in mind.
0

User is offline   Sobek 

  • There's coffee in that nebula!

#1264

View PostRoma Loom, on Feb 12 2010, 04:56 PM, said:

The model corruption could be caused by its scale, at least it's true for 3ds max when exporting to md3. Try scaling it 1000 times larger or smaller and then export again.


Hmm, you know I think that could just be it. Previously I used Gmax to do some editing of models and it informed me that some of the models I was using were exceeding the boundaries or whatnot. After resizing those to about 50% of standard size and trying again, it worked great, and it fixed this issue where a few randomly polygons would always stretch out in a bad way.

I guess Blender just responds differently... I might look into that.
0

User is offline   Tea Monster 

  • Polymancer

#1265

View PostSobek, on Feb 11 2010, 10:19 PM, said:

I've found blender to be absolutely SHIT for modeling. The interface is great (once you get used to it) but when you export MD3's it ALWAYS seems to absolutely screw the model up and turn it into some blocky piece of crap. Every time. And I've tried every revision of the exporter.


That is a problem with the exporter, not with Blender. As I said in another thread, they changed the version of Python, which is what language the exporter is written in, for the latest 2.49 release, which is probably causing the exporter to bab-up. With 2.48a and the Cube exporter it works.

The big problem is that MD3 is an old format. The gaming world has moved on since then and thus none of the tools are still under development. Then when all the soft moves on as well, the old tools don't work with the new soft.

If you want a good, free modelling app, try Wings 3D.

This post has been edited by Tea Monster: 12 February 2010 - 12:35 AM

0

User is offline   RPD Guy 

#1266

yeah wings 3d is good, but i can't save in .md3 format!
maybe a plugin can made it?
0

User is offline   Jblade 

#1267

View PostSobek, on Feb 12 2010, 05:19 AM, said:

As it stands I keep a few different installs of MilkShape3D (1.75, 1.84 and the new 1.85) for my MD3 work, as some versions crash on export with some models while others don't, but at least it actually exports a usable model... Blender has never once exported a model correctly for me :@

I have it crash sometimes when I'm compiling MD3s as well - normally on high poly models and stuff. Do the models have animations or anything like that? If so, the way I got past the crashes is making several MD3 files, each with parts of the animation in it, and then joining them together with Npherno's MD3 compiler.
0

User is offline   Tea Monster 

  • Polymancer

#1268

I exported the Queen and the Cycloid and a few other models with animations from Blender so I have to say it can work.

There is a free app called Misfit Model 3D. Ive only used it to preview things occasionally but it does kick out MD3s.

This post has been edited by Tea Monster: 12 February 2010 - 11:44 AM

0

User is offline   Master Fibbles 

  • I have the power!

#1269

Admittedly, I haven't used Blender to do anything with MD3 in a while but don't dis it. It is an incredibly powerful tool if you have the patience to learn how to use it. I've done 1000+ frame CGI videos with it and all of my desktop backgrounds and a lot of my art comes from working with Blender.
Exporting is hard because there isn't much support for MD3 anymore and sometimes you have to try a few different programs to make it work right. Imagine how hard it would be to do MD2 again...

This reminds me, what are the chances of the model support changing/upgrading to something else?
0

User is offline   Tea Monster 

  • Polymancer

#1270

I asked Plagman about this and he told me that support for some kind of modern, skeletal model format is on the cards, but its not going to happen soon as he has to do a lot of stuff to the code base of EDuke to get it to support skeletons in models. I was going to ask him if it would be possible to adopt a new format for static models such as ASE.

The other option is to ask Plagman to update his exporter. He wrote the original one we were using before.

Until then, try Blender 2.48 and make sure you have the correct version of Python (2.5).

Blender is pretty cool. I made this using it. Also, ALL the bosses were made in Blender.
0

User is offline   Spiker 

#1271

Hhmm I guess that Blender 2.49 with the more recent version of Python not only affects md3 exporter but also other scripts. For example I couldn't use nif import/export scripts beacuse it returned error message while it worked fine on 2.48. Before seeing your problems here I thought that it might be related to win7 but surely it can't be it. I wonder if in 2.5 this will be fixed but I doubt it. I guess that all custom scripts that are not included in Blender will need to be rewritten.
0

User is offline   Tea Monster 

  • Polymancer

#1272

With 2.5, they have completely re-written how Blender processes scripts and how they call to different functions within Blender. This is to make it much easier to write stuff like this in 2.5 than it was in 2.4x. So, It isn't just a case of there being a different version of Python to contend with. Someone is going to have to rewrite it pretty much from scratch.

The problem with taking this on at the moment is that the system is brand new. Blender 2.5 is Alpha, not even Beta, and stuff is being re-worked all the time. You could write an exporter and find it broken when they change something within Blender in a weeks time.

It might be the best option to fix the exporter we have and get it to run with 2.49b and Python 2.6

This post has been edited by Tea Monster: 13 February 2010 - 12:11 AM

0

User is offline   Spiker 

#1273

........ or stick to 2.48 for the time being and ask the Blender team to include md3 script in 2.5. Chances are they would agree. And if you managed to smuggle the script in then you wouldn't have to worry about it anymore because now this would be on their heads ;)
0

User is offline   TerminX 

  • el fundador

  #1274

Are Blender 2.5x and beyond using Python 3 or something? I think there are some tools out there to handle > 90% of the conversion required to take Python 2.5/2.6 scripts into 3.0 compatibility, but that's just going off of vague memories of a random slashdot story ages ago.
0

User is offline   Tea Monster 

  • Polymancer

#1275

Tx - That would be cool if we could do that. I know bugger-all about coding though.

Blender 2.5 is using Python 3.1 last I checked. The problem with that is that they have actually written a new Python API that can directly control Blender via commands in a Python script. There is even a Render API so that people can plug MentalRay and V-Ray directly into Blender. I don't know that if you converted the old script, that there is enough of the old Blender to make any use of it!

Spiker - LOL, they have an MD2 script in there and it is kept up for exactly those reasons - its included with the package so they make sure it works. People have nagged for an MD3 exporter on the Blenderartists forum, but I think the general consensus is that MD3 is old news now so why bother. The other problem is that the guy who made the MD2 exporter for Blender never bothered finishing his MD3 exporter.

This post has been edited by Tea Monster: 13 February 2010 - 05:33 AM

0

User is offline   TerminX 

  • el fundador

  #1276

Looks like conversion is indeed possible... http://docs.python.o...brary/2to3.html
0

User is offline   supergoofy 

#1277

r1598: kextract and the other tools in build folder cannot be compiled due to changes in nednalloc

This post has been edited by supergoofy: 15 February 2010 - 01:00 AM

0

User is offline   Jokke_r 

#1278

Bit of a question regarding the performance of the latest eDuke32. I'm running with polymer enabled 1280x960 windowed 32bit, no HRP installed, and my CPU usage stays at a constant 100% the whole time, the computer doesn't seem unresponsive and the game runs smooth. I found this weird. Also i noticed that about regularly like once per second the game kinda micro froze for a fraction of a second, highly noticable if you kept moving the mouse in a smooth pattern you'd notice that about exactly once a second the graphics would kinda freeze for a fraction of a second. Weird.

Specs are as following:
CPU: C2D E8400 @ 3,6GHz
RAM: 4GB DDR2
GPU: GF GTX275 GS
OS: Win7

eduke32 version 20091017, i reckon it's a bit old but it's the latest one available on the eduke site.
0

User is offline   supergoofy 

#1279

Wrong this is the latest official svn build r1594:
http://dukeworld.duke4.net/eduke32/synthes...100123-1594.zip

Always look at http://dukeworld.duk...ke32/synthesis/


The link http://dukeworld.duk...e32_current.zip
gives the latest "considered" stable build.

But I think that there is no stable build as the development continues. Anyway, r1594 is way better.

This post has been edited by supergoofy: 17 February 2010 - 03:05 AM

0

Share this topic:


  • 213 Pages +
  • « First
  • 41
  • 42
  • 43
  • 44
  • 45
  • 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