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

User is offline   LeoD 

  • Duke4.net topic/3513

#1531

View PostTX, on May 26 2010, 10:55 AM, said:

Pushed a new version of the http://eduke32.com front page a bit ago.

"Duke community leader TX"

What did you smoke?
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User is offline   TerminX 

  • el fundador

  #1532

The page has said that for years, probably because for years I've been working on EDuke32 and doing stuff like moderating the 3DR forums. Calling the moderator of the biggest Duke forums that are still around seems pretty accurate to me, so what's your problem?
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User is offline   Danukem 

  • Duke Plus Developer

#1533

Yes, TX is definitely a community leader. He started EDuke32 and has been its chief developer. Without EDuke32, none of the current mods would be possible, and there probably wouldn't be much of a community left.
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User is offline   Yatta 

  • Pizza Lawyer

  #1534

View PostLeoD, on May 26 2010, 04:38 AM, said:

"Duke community leader TX"

What did you smoke?

When you've done as much or more than TX has in the Duke Nukem fan field, you may rightfully contest his notion.

Until then, whatever he has smoked is not relevant to his status here as community leader. :(
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User is offline   Hendricks266 

  • Weaponized Autism

  #1535

Besides, it's not a monarchy. There are plenty of other community leaders. Yatta, Parkar, me.

This post has been edited by Hendricks266: 26 May 2010 - 02:08 PM

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#1536

Ah, I saw that page a while ago, it's good. Community Leader? Well, there's only one way from the top, and as I'm slowly climbing the ladder I shall try to throw you a rope as you fall past me :(
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User is offline   TerminX 

  • el fundador

  #1537

Anyway, everyone should "like" EDuke32 on facebook, and remember to tag "eduke32" in your Duke videos on YouTube so I can find the things and add them to the playlist on the site without having to search for a bunch of different crap.
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User is offline   The Commander 

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

#1538

Also people, don't forget about EDuke32 on moddb.com

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

You can add pictures, videos etc to it.

EDIT: I will make some changes to the summary to reflect the changes on eduke32.com
EDIT 2: Done

This post has been edited by The Commander: 26 May 2010 - 06:58 PM

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User is offline   RPD Guy 

#1539

before you get discussing about mods (not that bad), you should see
why the "hud" is not affected by lights!
: /
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User is offline   The Commander 

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

#1540

View PostDk2, on May 27 2010, 01:50 PM, said:

before you get discussing about mods (not that bad), you should see
why the "hud" is not affected by lights!
: /

wtf, no one is talking about mods, we are talking about the community and we know why the hud is not effected by lighting.
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User is offline   Stabs 

#1541

the hud is not affected because it makes baby jesus cry

New page looks good, ill have to update my vids with eduke as keywords, probably use eduke32 aswell
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User is offline   Helixhorned 

  • EDuke32 Developer

#1542

View PostDanM, on May 26 2010, 09:55 AM, said:

noticed that i can't complete shapes in mapster / loading more than 2 maps results in a CTD in the latest version


Oops, that's pretty bad. Please use an older version meanwhile.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1543

View PostTX, on May 26 2010, 06:38 AM, said:

Did anyone try the latest build and notice any improved load times or anything?

Slightly improved. I did two experiments, one was loading levels E1-4, L1-2 with clean cache each time. Speedup was about 1.5%. In the other one, I loaded one map with the cache cleaned and changed to 7 different maps in sequence to simulate loading different maps in-game. Here, loading times were about 5% shorter.

Optimizing loading times is quite hard: the bulk of the time goes to the transferring of the rendered texture to the GPU. For comparison, the 0024_freezer.jpg texture needs 30 ms for that on my PC, and there are 4 pals, each of which take this long. The coolest thing would be if only the base pal of each texture needed to be transferred, and would be copied and colorized on the GPU for the different pals (using a textual definition of regions that needed their hue changed). Plagman, would such a thing be feasible?
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User is offline   TerminX 

  • el fundador

  #1544

Hmm... do you have an SSD or something? There should be more of an improvement than that, since we're foregoing the whole "lseek then read then copy memory buffer then decompress" chain of events for every texture load in favor of just decompressing straight from memory. There isn't supposed to be any speedup based on a clean cache though... this is all for speeding up future load times after the cache has been generated.

On my systems, I'm seeing a cached PHRP E1L1 load in 3-4 seconds instead of the typical 7-8 I was getting before the changes. The hit from trying to utilize a cached but not loaded texture (something picked up in a previous game run but not by the texcache system at level load time) should also be reduced for the reasons in the second sentence of this post. I also got rid of the cache flush and renderer reset in between maps which should be highly beneficial if anyone ever utilizes that saved map state stuff I implemented and uses it to make a multi-part level.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1545

View PostHelixhorned, on May 27 2010, 10:58 PM, said:

Oops, that's pretty bad. Please use an older version meanwhile.


Drawing walls should be ok now. But DanM, that sounded as if you were pretty close to the wall limit. Strange things may happen there so it's better to keep some distance to it.
edit: TX: no, it's a good old rotating one

This post has been edited by Helixhorned: 28 May 2010 - 03:16 PM

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User is offline   Stabs 

#1546

nah it was more related to drawing lines in an exsisting map, i was playing around with the ROR example map and was using the ror maps SEs so i didnt need to make my own and it just wouldnt complete shapes.
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User is offline   Master Fibbles 

  • I have the power!

#1547

Is there a reason why eduke32 turns off the visual effects of Windows 7? I'm just asking...
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User is offline   Plagman 

  • Former VP of Media Operations

#1548

To improve performance (and because the ATI driver doesn't work properly if you have the effects enabled with an OpenGL window). FWIW, Windows does it automatically if you start a D3D app.
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User is offline   Master Fibbles 

  • I have the power!

#1549

Makes sense. I usually have things open in full screen and except for a few games I haven't seen that happen.
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User is offline   Forge 

  • Speaker of the Outhouse

#1550

Not sure if this is where to post eduke bugs.

For some reason the second quick kick key will not stay mapped. It has to be reset every time I boot the game. I use the \ key (under backspace) as the second quick kick. All other keys AFAIK stay mapped.
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User is offline   king karl 

#1551

the polymer.zip "preveiw" availiable on the site is the most up to date version released atm right?
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User is offline   Night Wolf 

#1552

I was wondering ... is it possible to add "Ambient occlusion" to eduke

I think the Doom HRP had this effect

http://www.youtube.com/watch?v=H0fJftqnbGY...feature=related
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User is offline   Tea Monster 

  • Polymancer

#1553

The models that I'm making have an ambient occlusion pass baked into the texture. I bake it out like a normal map from Blender or X-Normal. Then I put it onto my painted texture on a multiply level in PS.

You can spit one out pretty easily from any of the textures that have a model made for them.

Parkar was going to try to see if we could get an AO texture separately combined in the render pass of the game engine. He's not got back to us yet on that.

Some modern games (Crysis ferinstance) have an AAO (approximate ambient occlusion) generator built into the rendering engine, so you don't have to bake them off and put them onto your textures. It generates it on the fly in the viewport from the game geometry.
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User is offline   Spiker 

#1554

View PostTea Monster, on Jun 11 2010, 06:51 PM, said:

The models that I'm making have an ambient occlusion pass baked into the texture. I bake it out like a normal map from Blender or X-Normal. Then I put it onto my painted texture on a multiply level in PS.


And you haven't mentioned that in the tut? You ..... !!!?!! :( What other useful things you don't want to share ? :( Anyway. I'm leaving for a few days. Hope to come back with beerinse out brain and apetite for textures and models http://forums2.duke4...tyle_emoticons/default/smile.gif
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User is offline   Tea Monster 

  • Polymancer

#1555

View PostSpiker, on Jun 11 2010, 12:24 PM, said:

And you haven't mentioned that in the tut? You ..... !!!?!! :( What other useful things you don't want to share ? :( Anyway. I'm leaving for a few days. Hope to come back with beerinse out brain and apetite for textures and models http://forums2.duke4...tyle_emoticons/default/smile.gif


that falls into the "Plenty of other, tutorials on rendering" section. The AO pass is used to 'fill in the creases' with a bit of light and dark.
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User is offline   Bibendum 

#1556

@ozz: Doom3/Quake/Unreal/Half-Life all have static lightmapping which have the luxury of implementing AO through preprocessing. When you make a map for any of those engines you have to compile the lightmaps. You end up with really flat static lighting which is why no one really does it anymore.

@TeaMonster: Crysis and pretty much all other realtime AO games for that matter use screen space ambient occlusion, it's not the same as approximate AO (or at least not as it's implemented in Blender.) SSAO is a shader effect that uses a depth buffer to simulate AO. You still need to bake some AO into your textures, even in Crysis because the depth buffer only takes into account actual geometry and can't tell where the cavities are in your texture.
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User is offline   Night Wolf 

#1557

I see ... seems to alot more complex then just implementing a code... I wasn't exactly sure what AO really was until now ... but it did look pretty cool...
if there is a way to implement it to the game engine without having to bake it into everything it would be pretty nice , though it sounds pretty complicated
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User is offline   Tea Monster 

  • Polymancer

#1558

The screen space AO would require Plagman to write code in the game renderer.

Till then, a quick and dirty effect is to render out an AO pass from your 3D app and overlay it on Multply.

People were experimenting with the game engine using a separate AO texture. You wouldn't bake it into your texture, but would have a seperate AO tile to compliment your normal, diffuse and spec maps. The game engine would mix it to compliment the lighting situation. Waiting to see what happens with that.

There are a couple of great modern texturing tutorials that I followed to make the pistol.
This is by Stefan Morrell; http://www.game-artist.net/forums/spotligh...e-painting.html

It will explain the basics of what is going on here.
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User is offline   Night Wolf 

#1559

Hmmm I have a question ... I accidentally ticked off the "always show this window at startup" and now the little box doesn't show up when I launch eduke and I need that box lol

how do I get that to show again?
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User is offline   TerminX 

  • el fundador

  #1560

Go into the options menu and turn it back on.
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