EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1501 Posted 16 May 2010 - 09:05 AM
(Excuse the poor Windows Movie Maker conversion)
http://www.youtube.c...h?v=UcqEZDgGrfY
#1502 Posted 16 May 2010 - 09:56 AM
The Commander, on May 16 2010, 05:22 PM, said:
How about trying to delete your texture
No effect.
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No effect.
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Somehow I doubt it. I'm running an only very recently installed Windows 7 64-bit system.
The Commander, on May 16 2010, 05:33 PM, said:
No effect.
I found out, that if I run without DukePlus, the first level of The Birth runs at least without trouble (except that widely reported controls stuck problem on occasion). But Duke Burger still started with lots of white, including the dukes hands and weapons, no music was playing, PigCop Cars were invisible, but not the pig cops. Killed myself, restarted level to see if it solved the problem. Start level, bit less white, but then, crash, exit to windows.
#1503 Posted 16 May 2010 - 10:03 AM
The Commander, on May 16 2010, 07:05 PM, said:
(Excuse the poor Windows Movie Maker conversion)
http://www.youtube.c...h?v=UcqEZDgGrfY
Revision 1640? Where did you get revision 1640?
http://dukeworld.duk...ke32/synthesis/ only goes to 1638.
And where did you get the music. I'm pretty sure I've got the music pack installed, but I don't get that good music.
#1504 Posted 16 May 2010 - 11:09 AM
http://hendricks266.duke4.net/eduke32/
Currently I'm bored and don't have the time or the mood to provide compiled binaries.
But I have published fully working and ready to use compiling environments. If you read the eduke wiki you can understand how to compile the eduke32 source.
This post has been edited by supergoofy: 16 May 2010 - 11:10 AM
#1505 Posted 16 May 2010 - 11:54 AM
3D Master, on May 17 2010, 06:03 AM, said:
http://dukeworld.duk...ke32/synthesis/ only goes to 1638.
And where did you get the music. I'm pretty sure I've got the music pack installed, but I don't get that good music.
I still say it's something on your end then, because if IIRC you said you had a GeForce 9800 GT and that should own over my HD4650.
You have done the obvious and installed the latest video drivers etc, also have you overclocked your card at any point in time? Seeing white textures everywhere just does not sound right.
Also, the music is not from that Music pack. (why would I need that when I have a nice sound blaster pro card? )
It's from the Playstation version of Duke Nukem Total Meltdown.
There is a pack around here for the complete thing, don't ask me where though.
#1506 Posted 16 May 2010 - 12:57 PM
The Commander, on May 16 2010, 09:54 PM, said:
You have done the obvious and installed the latest video drivers etc, also have you overclocked your card at any point in time? Seeing white textures everywhere just does not sound right.
I wouldn't know what. I have the latest video drivers and I have not overclocked my card ever. It seems to me it is eDuke32, as after installing r1640 over r1637 allows me to finish playing Duke Burger, although there are still many invisible enemies. I now have enemies without textures, but still visible, totally blue, and missing objects. Also, till now I've played DukeDC, Nuclear Winter, Caribbean, the first episode, and the fourth episode, and it only happens with the fourth episode.
Or maybe eDuke32 and 64-bit windows 7 don't play well together. Anyone else have 64-bit Windows 7?
#1507 Posted 16 May 2010 - 02:21 PM
#1508 Posted 16 May 2010 - 03:18 PM
Sobek, on May 13 2010, 06:34 PM, said:
However for no real reason I started testing various random textures - of which I've created quite a lot of so far - and after some testing, came to a conclusion as to what's happening... It seems the spot light projects whatever colour light you assign into the transparent sections of the texture. So in my case, where everything around the text itself is just plain transparency, it was filling that in with the white light (RGB 254-254-254) that I had set it to. The following picture is an example of what I tried. I created a solid green 512x512 texture, then just erased a circle in the middle. As you can see, getting too close to it causes the spot light to fill in that deleted (transparent) area with it's own light;
Is this intended behavior?
Since Commando Nukem brought it up, I'd like to point out that disabling specular mapping won't disable light specularity, just the specular maps themselves (textures affecting the per-pixel specular material of objects they're mapped to).
Also, the alpha channel of the light map you attach to a spotlight shouldn't affect anything, and if it does, there's a bug somewhere (though the GPU isn't even supposed to sample that channel at all, so I doubt this is the issue at hand). To be clear, black pixels in a light map should result in no light shining through at all, diffuse or specular. If that's not what's happening (and it seems like it), then it's also a bug. Can you please attach that greenish texture you used? Is the circle you erased full black?
#1509 Posted 16 May 2010 - 05:15 PM
Plagman, on May 17 2010, 09:48 AM, said:
Also, the alpha channel of the light map you attach to a spotlight shouldn't affect anything, and if it does, there's a bug somewhere (though the GPU isn't even supposed to sample that channel at all, so I doubt this is the issue at hand). To be clear, black pixels in a light map should result in no light shining through at all, diffuse or specular. If that's not what's happening (and it seems like it), then it's also a bug. Can you please attach that greenish texture you used? Is the circle you erased full black?
*edit* It looks like I managed to sort it out... I must have been doing something wrong in my process of creating the alpha layer in photoshop. But what I've done is create a black 512x512 texture, thrown my text over the top, copied the black layer into the alpha channel, merged the text layer with the background, flattened the layer (the combined black background + text), and then saved as a PNG and it's working just fine now.
I HAD tried this same process previously, but I think it has something to do with the order of all those things - I may have flattened without merging the two layers at one stage, which could possibly have stuffed it up... somehow.
Either way, it seems I've ironed that issue out. But I appreciate you offering to investigate that further for me
This post has been edited by Sobek: 16 May 2010 - 07:29 PM
#1510 Posted 17 May 2010 - 06:17 AM
Sobek, on May 17 2010, 03:15 AM, said:
I HAD tried this same process previously, but I think it has something to do with the order of all those things - I may have flattened without merging the two layers at one stage, which could possibly have stuffed it up... somehow.
Either way, it seems I've ironed that issue out. But I appreciate you offering to investigate that further for me
What is probably happening is that you have pixels with alpha 0 (black) which as an optimization causes the color of those pixels to be thrown away. Since you can't see them anyway when alpha is used for transperancy it makes sense when used that way. You can get a similar propblem with normal maps if the hight map in the alpha channel has perfectly black pixels.
As Plagman says you shouldn't even need an alpha layer at all though if all you want to use the texture for is lights.
#1511 Posted 19 May 2010 - 08:05 AM
I would like to be able to make the music a higher volume then sound effects or Vice-versa
#1513 Posted 19 May 2010 - 10:07 AM
ozz, on May 19 2010, 05:05 PM, said:
I would like to be able to make the music a higher volume then sound effects or Vice-versa
I don't know which version do you have, but you could change both the sound and music volume separately since the original dos version.
#1514 Posted 19 May 2010 - 12:24 PM
Luigi, on May 20 2010, 04:07 AM, said:
well that's funny because I sure can't
if I fiddle with game volume it turns down everything sound effects and music
wtf
#1515 Posted 19 May 2010 - 12:46 PM
#1516 Posted 19 May 2010 - 05:33 PM
I had a quick question about the 3d skyboxes that are supposed to be introduced into Polymer one day... Will these skyboxes allow you to put models in them as permanent map objects? Think of the Source engine, how you can put low-poly simple objects in the 3d skybox and project it over the map area, allowing you to introduce buildings or objects that are permanent fixtures of the world.
I've had an idea for a level for a very long time now that pretty much requires the ability to do this, and since recently I've started making a lot of progress, it's come up again. I just wanted to know if I should scrap the idea, or if it would be possible... I'd essentially need to put a massively scaled model in the skybox, and use blocking sprites to build a level based around it. That seem feasible? Or am I just dreaming.
#1517 Posted 19 May 2010 - 06:42 PM
Sobek, on May 19 2010, 06:33 PM, said:
I've had an idea for a level for a very long time now that pretty much requires the ability to do this, and since recently I've started making a lot of progress, it's come up again. I just wanted to know if I should scrap the idea, or if it would be possible... I'd essentially need to put a massively scaled model in the skybox, and use blocking sprites to build a level based around it. That seem feasible? Or am I just dreaming.
I think you may have gotten the wrong idea about how the trick works (either that or I'm going to tell you about something different which may work for you).
First of all, you don't need Polymer, and I'm not even sure if this would work with Polymer at the moment (although I'm sure it will work eventually). What you do is build a big room that contains the model, and a starfield above the model, and whatever else you need (maybe some little ships flying around the big model or docking with it?) to make the scene appear the way you want. Then you put a camera in the room looking up at the model (or you could have it looking across the room at the model with the starfield and whatnot projected on a wall behind it, but position things so that if someone saw the view from the camera it would appear to be looking up). Next you pick a special tile for the ceiling in the outdoor areas. In game, that tile will be replaced with a projection of what the camera in the big model room is seeing. It requires CON code to make it work, but it's quite possible to do right now.
#1518 Posted 19 May 2010 - 07:15 PM
*edit* I'm probably getting ahead of things here, but it's just nice to know
This post has been edited by Sobek: 19 May 2010 - 08:38 PM
#1519 Posted 21 May 2010 - 03:43 AM
#1520 Posted 21 May 2010 - 05:30 PM
The Commander, on May 21 2010, 10:13 PM, said:
As we discussed, I could never quite get that to work right and, as far as I can tell, I believe there were some issues with the CON code used by that trick (I think it was linked to by another thread that mentioned the code had some issues that caused visual glitches).
Either way, what DT has suggested sounds just about perfect.
#1521 Posted 24 May 2010 - 11:32 AM
This post has been edited by Radar1013: 24 May 2010 - 11:33 AM
#1522 Posted 24 May 2010 - 11:40 AM
Radar1013, on May 24 2010, 12:32 PM, said:
This thread is supposed to be about Polymer. There is a subforum for problem reports that you should use: http://forums.duke4....hp?showforum=27
And ALWAYS attach your eduke32.log when reporting a problem.
There could be any number of things going on, but my guess is that your CONs have errors that JFDuke is not sensitive to.
#1523 Posted 25 May 2010 - 03:33 AM
#1524 Posted 25 May 2010 - 08:38 PM
#1525 Posted 25 May 2010 - 08:53 PM
#1526 Posted 25 May 2010 - 11:55 PM
noticed that i can't complete shapes in mapster / loading more than 2 maps results in a CTD in the latest version
#1527 Posted 26 May 2010 - 12:55 AM
#1529 Posted 26 May 2010 - 02:52 AM
any thought on this?