EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1550 Posted 06 June 2010 - 10:47 AM
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.
#1551 Posted 06 June 2010 - 07:17 PM
#1552 Posted 11 June 2010 - 08:36 AM
I think the Doom HRP had this effect
http://www.youtube.com/watch?v=H0fJftqnbGY...feature=related
#1553 Posted 11 June 2010 - 08:51 AM
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.
#1554 Posted 11 June 2010 - 11:24 AM
Tea Monster, on Jun 11 2010, 06:51 PM, said:
And you haven't mentioned that in the tut? You ..... !!!?!!
#1555 Posted 11 June 2010 - 12:49 PM
Spiker, on Jun 11 2010, 12:24 PM, said:
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.
#1556 Posted 12 June 2010 - 06:47 PM
@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.
#1557 Posted 12 June 2010 - 11:34 PM
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
#1558 Posted 12 June 2010 - 11:57 PM
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.
#1559 Posted 13 June 2010 - 12:25 AM
how do I get that to show again?
#1561 Posted 13 June 2010 - 12:36 AM
TX, on Jun 13 2010, 06:30 PM, said:
Its already set to show at startup from the options menu in HRP menu , but yet it still doesn't show
EDIT: I had to delete a mod that was conflicting the settings , after I did that the options worked properly again
This post has been edited by ozz: 13 June 2010 - 12:45 AM
#1562 Posted 13 June 2010 - 06:43 AM
Tea Monster, on Jun 13 2010, 12:57 AM, said:
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.
Having AO in a texture is still only half the solution. It's great and not having to bake it into the diffuse map will give you a lot more control over how it's displayed in game but you still don't get AO for actual game geometry. The only way you're going to get that is from SSAO.
#1563 Posted 13 June 2010 - 12:40 PM
Bibendum, on Jun 13 2010, 07:43 AM, said:
Having AO in a texture is still only half the solution. It's great and not having to bake it into the diffuse map will give you a lot more control over how it's displayed in game but you still don't get AO for actual game geometry. The only way you're going to get that is from SSAO.
All questions on the Polymer renderer are answered by Plagman. The reason I said 'AO from game geometry' is that if I said SSAO, very few people here would know what that meant. But SSAO was what I was talking about. Remember, we only got a next-gen renderer a while back.
#1564 Posted 13 June 2010 - 10:44 PM
It's certainly alot more optimized than it used to be
#1565 Posted 14 June 2010 - 12:42 AM
Micky C, on Jun 14 2010, 04:44 PM, said:
It's certainly alot more optimized than it used to be
15 - 20 is still bad... but I suppose its getting there
#1566 Posted 14 June 2010 - 03:51 AM
I have no idea why that happens. My computer should be powerful enough to use Polymer and all.
I run it on a AMD Athlon 64 Dual Core 6000+ with 3GHz
ATI Radeon 4960
4GB DDR 2 800 RAM
on Vista 64 Bit Ultimate with Service Pack 2
So any ideas why the game randomly crashes when I use the newest versions of EDuke and Duke Plus?
#1567 Posted 14 June 2010 - 05:28 AM
Lt.Havoc, on Jun 14 2010, 04:51 AM, said:
I have no idea why that happens. My computer should be powerful enough to use Polymer and all.
I run it on a AMD Athlon 64 Dual Core 6000+ with 3GHz
ATI Radeon 4960
4GB DDR 2 800 RAM
on Vista 64 Bit Ultimate with Service Pack 2
So any ideas why the game randomly crashes when I use the newest versions of EDuke and Duke Plus?
Attach your eduke32.log after it crashes. You say you are using the "latest" eduke32, but that could be either the latest official version (from March 11), or the latest revision from a few days ago. The more recent revisions can be found in the synthesis folder here:
http://dukeworld.duke4.net/eduke32/
#1568 Posted 14 June 2010 - 05:32 AM
Attached File(s)
-
eduke32.log (1.13MB)
Number of downloads: 1082
#1569 Posted 14 June 2010 - 05:46 AM
Lt.Havoc, on Jun 14 2010, 06:32 AM, said:
Click on the "Latest DP Code" link in my signature and replace the contents of the dpcons folder with what you download there. That will fix the "duplicate case" errors that are being reported in the log -- it's almost certainly unrelated to the crash, but worth doing. Next, grab the latest build of EDuke32 from the link in my previous post. That will be revision 1657 in the synthesis folder. Once you have done all that, try again and see if it still crashes.
#1570 Posted 14 June 2010 - 06:17 AM
#1571 Posted 14 June 2010 - 06:30 AM
http://dukeworld.duke4.net/eduke32/synthes...100607-1657.zip
Then yes, just extract the zip to your folder where "eduke32.exe" is and overwrite the existing files.
This post has been edited by The Commander: 14 June 2010 - 06:31 AM
#1572 Posted 14 June 2010 - 07:48 AM
Attached File(s)
-
eduke32.log (526.58K)
Number of downloads: 1036
#1573 Posted 14 June 2010 - 08:02 AM
Lt.Havoc, on Jun 14 2010, 08:48 AM, said:
I can see you are still not using the latest CON files for DukePlus, because you still have those "duplicate case" errors in your log. Also, try deleting nedmalloc.dll and see if that helps. By the way, how long can you play before it crashes?
#1574 Posted 14 June 2010 - 08:16 AM
DeeperThought, on Jun 14 2010, 06:02 PM, said:
But I do, I put the latest con files you lined me into the Duke plus folder just as you said. So no idea why there is still that error.
Well, depends, between 30mins to one hour, then the screen freezes and then either I get a "This program has to be closed" message or it simply exits without anything.
#1575 Posted 14 June 2010 - 08:23 AM
#1576 Posted 14 June 2010 - 08:29 AM
#1577 Posted 14 June 2010 - 08:31 AM
Lt.Havoc, on Jun 14 2010, 09:29 AM, said:
If you overwrote the old CONs, then that's right. But I know for a fact that those new CONs do not generate the 'duplicate case' errors. I have them on my own computer, after all.
#1578 Posted 15 June 2010 - 02:34 AM
What the minimum requirements should be? RAM, graphic card etc... Thx for help.
#1579 Posted 15 June 2010 - 02:40 AM
The main thing to keep in mind if Polymer performance is a primary concern is to remember that no matter what your personal preferences have been in the past in terms of video card vendor, Polymer will always run better on NVIDIA hardware because, well, Plagman works there.

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