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

#166

View PostMblackwell, on May 13 2009, 07:14 PM, said:

In this case, it's better NOT to get an ATI GPU as all of the bugs haven't been ironed out with ATI cards.


really? oh well
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User is offline   Jokke_r 

#167

i find the game runs a little choppy at some points which i would assume occur when loading something, be it sounds or models, textures are precached so shouldn't be a problem, but especially when starting E1M1 it's very sluggish for the first second or two.


Also noticed that the sound buffer sometimes loops when about to load a map or when quitting the game, loops for a second or so. Not that it hinders gameplay or functionality in any way.

This post has been edited by Jokke_r: 13 May 2009 - 03:26 PM

0

User is offline   Tea Monster 

  • Polymancer

#168

View Poststaffcarguy, on May 13 2009, 03:09 PM, said:

wow that would cost like 1000 bucks 700 at best lol


Yes, but now that 3DR have gone to the great software clearance house in the sky, its the only ticket in town to see Duke truly kick ass with dynamic lights!

I'd say it was worth it at twice the price! ;)

@ TX - Very true. Yes, we are all bowled over by having funky next-gen features on Duke, and yes, its only taken 12 years to get them. But if you think about what the engine is actually doing at the moment for most people, its just displaying dynamic lights. Most of the people here haven't loaded any funky parallax maps or anything like that yet. I get terrible slowdowns when just using the original sprites.

I know jack squat about OpenGL programming, but I'd push for more optimization myself.

This post has been edited by Tea Monster: 13 May 2009 - 05:34 PM

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#169

View PostTea Monster, on May 13 2009, 09:25 PM, said:

Yes, but now that 3DR have gone to the great software clearance house in the sky, its the only ticket in town to see Duke truly kick ass with dynamic lights!

I'd say it was worth it at twice the price! ;)


got a point there ;) but i doubt it would take such drastic measures and looking at personal bankruptcy just to experience what you could on a mid range system :D
0

User is offline   Master Fibbles 

  • I have the power!

#170

View PostMblackwell, on May 13 2009, 07:01 PM, said:

*Ahem* No soliciting Mr. Conflict of Interest. :P


Plagman develops Linux drivers for NVidia?


This is all looking great now. I can wait to get my hands on it though. I'll wait until it is ironed out and runs smooth without my computer freaking out.
0

User is offline   MeatWagon 

#171

So how does build and polymer handle occlusion culling for performance?
0

User is offline   Hellbound 

#172

Is there any tutorial available about how to setup lights?
0

User is offline   Plagman 

  • Former VP of Media Operations

#173

View PostMeatWagon, on May 14 2009, 03:45 PM, said:

So how does build and polymer handle occlusion culling for performance?


Polymer does occlusion queries on certain sector portals during the depth-only pass.

View PostHellbound, on May 14 2009, 06:28 PM, said:

Is there any tutorial available about how to setup lights?


See the first post of this thread.
0

User is offline   Danukem 

  • Duke Plus Developer

#174

View PostDeeperThought, on May 12 2009, 09:07 PM, said:

I updated the original post with a guide to placing polymer lights in Mapster.



^ Take note Hellbound and others.
0

User is offline   Hellbound 

#175

Thanks, sorry, don't have time to read the whole thread again.

Any clues why spotlights don't affect level geometry on my PC? They affect models only...
0

User is offline   Rehbock 

#176

View PostDeeperThought, on May 14 2009, 09:34 AM, said:

^ Take note Hellbound and others.


Spotlights working fine.
point light not. not with selfbuild mapster maps nor in regular maps.
(compiled latest svn)
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#177

They both work for me...sort of. Spotlights don't work for me correctly unless I turn shadows off. Which defeats a lot of the purpose http://forums.duke4....tyle_emoticons/default/tongue.gif. Point lights work good, though. But it's difficult to make it look good when putting it against light or computer monitor textures that need to look like they're casting light. It puts this ugly little bright dot (from the point light source) on the texture. The only way to get rid of it is to move it farther away from the surface.

On another note, how do you implement normal/bump/specular/whatever maps for textures? Any good tutorials or programs for making normal/bump maps? Has anyone made any normal/bump maps for Duke3D textures yet? Maybe there should be a thread for normal/bump maps? Am I asking too many questions? :P

This post has been edited by MusicallyInspired: 14 May 2009 - 11:19 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#178

People experiencing missing lights or features: please attach eduke32.log after running into the issue and typing `glinfo` in the console.

Rehbock: could you please change your avatar to something that doesn't prevent me from focusing on everything else? See the announcement regarding animated avatars.
0

User is offline   Daedolon 

  • Ancient Blood God

#179

View PostDeeperThought, on May 13 2009, 10:54 AM, said:

Please do! I've been using that fire because the current HRP fire sucks. The HRP fire looks like poorly rendered jets of flame -- like they came out of a stove top -- which is completely unlike the natural fire in the original game.


I know where the flame and explosion arts are from that they used for Duke Nukem 3D, though I doubt it would be possible grabbing a license for a freely distributed project.
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User is offline   Rehbock 

#180

OpenGL Information:
 Version:  3.0.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8800 GTX/PCI/SSE2
 Maximum anisotropy:      16.0
 BGRA textures:           supported
 Non-x textures:        supported
 Texure compression:      supported
 Clamp-to-edge:           supported
 Multisampling:           not supported
 Nvidia multisample hint: not supported
 ARBfp fragment programs: supported
 Depth textures:          supported
 Shadow textures:         supported
 Frame Buffer Objects:    supported
 Rectangle textures:      supported
 Multitexturing:          supported
 env_combine:             supported
 Vertex Buffer Objects:   supported
 Shader Model 4:          supported
 Extensions:
   GL_ARB_color_buffer_float GL_ARB_depth_buffer_float
   GL_ARB_depth_texture GL_ARB_draw_buffers
   GL_ARB_draw_instanced GL_ARB_fragment_program
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex
   GL_ARB_framebuffer_object GL_ARB_geometry_shader4
   GL_ARB_imaging GL_ARB_map_buffer_range
   GL_ARB_multisample GL_ARB_multitexture
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
   GL_ARB_point_parameters GL_ARB_point_sprite
   GL_ARB_shadow GL_ARB_shader_objects
   GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
   GL_ARB_texture_buffer_object GL_ARB_texture_compression
   GL_ARB_texture_cube_map GL_ARB_texture_env_add
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
   GL_ARB_texture_rg GL_ARB_transpose_matrix
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
   GL_ARB_vertex_program GL_ARB_vertex_shader
   GL_ARB_window_pos GL_ATI_draw_buffers
   GL_ATI_texture_float GL_ATI_texture_mirror_once
   GL_S3_s3tc GL_EXT_texture_env_add
   GL_EXT_abgr GL_EXT_bgra
   GL_EXT_blend_color GL_EXT_blend_equation_separate
   GL_EXT_blend_func_separate GL_EXT_blend_minmax
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
   GL_EXT_Cg_shader GL_EXT_bindable_uniform
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced
   GL_EXT_draw_range_elements GL_EXT_fog_coord
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
   GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
   GL_EXT_packed_float GL_EXT_packed_pixels
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters
   GL_EXT_rescale_normal GL_EXT_secondary_color
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs
   GL_EXT_stencil_two_side GL_EXT_stencil_wrap
   GL_EXT_texture3D GL_EXT_texture_array
   GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
   GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
   GL_EXT_texture_lod GL_EXT_texture_lod_bias
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle
   GL_EXT_texture_shared_exponent GL_EXT_timer_query
   GL_EXT_vertex_array GL_EXT_vertex_array_bgra
   GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
   GL_KTX_buffer_region GL_NV_blend_square
   GL_NV_copy_depth_to_color GL_NV_depth_buffer_float
   GL_NV_conditional_render GL_NV_depth_clamp
   GL_NV_explicit_multisample GL_NV_fence
   GL_NV_float_buffer GL_NV_fog_distance
   GL_NV_fragment_program GL_NV_fragment_program_option
   GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage
   GL_NV_geometry_shader4 GL_NV_gpu_program4
   GL_NV_half_float GL_NV_light_max_exponent
   GL_NV_multisample_coverage GL_NV_multisample_filter_hint
   GL_NV_occlusion_query GL_NV_packed_depth_stencil
   GL_NV_parameter_buffer_object GL_NV_pixel_data_range
   GL_NV_point_sprite GL_NV_primitive_restart
   GL_NV_register_combiners GL_NV_register_combiners2
   GL_NV_texgen_reflection GL_NV_texture_compression_vtc
   GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
   GL_NV_texture_rectangle GL_NV_texture_shader
   GL_NV_texture_shader2 GL_NV_texture_shader3
   GL_NV_transform_feedback GL_NV_vertex_array_range
   GL_NV_vertex_array_range2 GL_NV_vertex_program
   GL_NV_vertex_program1_1 GL_NV_vertex_program2
   GL_NV_vertex_program2_option GL_NV_vertex_program3
   GL_NVX_conditional_render GL_SGIS_generate_mipmap
   GL_SGIS_texture_lod GL_SGIX_depth_texture
   GL_SGIX_shadow GL_SUN_slice_accum
   GL_WIN_swap_hint WGL_EXT_swap_control
UDP networking uninitialized successfully.
 
Uninitializing MultiVoc...
Uninitializing DirectSound...
Uninitializing OpenAL...
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...


well dunno why it shouldnt work.
0

User is offline   Reaper_Man 

  • Once and Future King

#181

Thanks for the update to the first post. I breezed through the rest of the thread, can we get some info on how to add lighting in CON? Thanks.

This post has been edited by msleeper: 14 May 2009 - 12:13 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#182

You just place these SEs using CON code.
0

User is offline   Danukem 

  • Duke Plus Developer

#183

I may have added confusion by saying in the first post that the lights in the movie had almost nothing to do with the instructions for placing SEs. In fact, as Plagman pointed out, it is essentially the same thing, but done with CON code. I was just saying that so that mappers wouldn't get the idea that they could make the floating fireflies and flickering flares by placing SEs in maps.

There's only one little trick -- you have to spawn a different picnum, set the various tags, and THEN change the picnum of the spawned sprite into SECTOREFFECTOR. Otherwise, you will get the "lonely SE" crash when it spawns. You can change any of the SE tags after it spawns to modify color, intensity, etc., and you can move the SE around the map.
0

#184

View PostTea Monster, on May 13 2009, 08:25 PM, said:

@ TX - Very true. Yes, we are all bowled over by having funky next-gen features on Duke, and yes, its only taken 12 years to get them. But if you think about what the engine is actually doing at the moment for most people, its just displaying dynamic lights. Most of the people here haven't loaded any funky parallax maps or anything like that yet. I get terrible slowdowns when just using the original sprites.

I know jack squat about OpenGL programming, but I'd push for more optimization myself.


Polymer is running smooth here, but all I've got is the dynamic lights.
I don't have dynamic shadows, except for the spotlights on the front of the Pigcop patrol vehicles... they produce dynamic shadows. But I have no shadows anywhere else, and no parallax mapping or anything.

But the lights look fantastic, the glow from fire and other objects is great. :P Can't wait for the release build to be out.
0

User is offline   Reaper_Man 

  • Once and Future King

#185

Thanks guys. Is there plans to add more direct control over lighting through CON at some point? It seems pretty hackish to spawn SEs to create lighting.

DT - For your flashlight/flare I assume you just keep teleporting the SE to the players' or flares' XYZ right?
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User is offline   Benichon 

#186

Hi, i just tried to find the good SVN link (none of my test worked) so i took the download file propose by Sourceforge, i succeed to compile it but it crash when i launch (Polymer checked or not).
Is it normal? or did i have a wrong zip file.

I just replaced the Eduke32.exe and the Mapster32.exe (compiled by me) in my HRP directory.

Rev1379.

This post has been edited by Benichon: 14 May 2009 - 12:55 PM

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User is offline   Mia Max 

#187

So, everybody has already got polymer renderer? Can everyone get it or is it just for mapper/modder? ( I'm a mapper :P )
0

User is offline   Parkar 

  • Honored Donor

#188

View PostMusicallyInspired, on May 14 2009, 09:04 PM, said:

They both work for me...sort of. Spotlights don't work for me correctly unless I turn shadows off. Which defeats a lot of the purpose :P. Point lights work good, though. But it's difficult to make it look good when putting it against light or computer monitor textures that need to look like they're casting light. It puts this ugly little bright dot (from the point light source) on the texture. The only way to get rid of it is to move it farther away from the surface.

On another note, how do you implement normal/bump/specular/whatever maps for textures? Any good tutorials or programs for making normal/bump maps? Has anyone made any normal/bump maps for Duke3D textures yet? Maybe there should be a thread for normal/bump maps? Am I asking too many questions? http://forums.duke4....tyle_emoticons/default/ted.gif


For a monitor I think it's probaly better to use a very wide spotlight. Then just offset the source so it's a bit inside the monitor (You can place lights anywhere and not just in the sector they belong to). Note that this is probably only possible with light hacks unless there is some trick to achive the same placement with sprites.

If it's the main light source in the room you could put a faint point light a bit infront to get some faked bouncing light. At the moment you can't get ridd of the shadow casting though but thats planned to be toggable.

View PostDamien_Azreal, on May 14 2009, 10:34 PM, said:

Polymer is running smooth here, but all I've got is the dynamic lights.
I don't have dynamic shadows, except for the spotlights on the front of the Pigcop patrol vehicles... they produce dynamic shadows. But I have no shadows anywhere else, and no parallax mapping or anything.

But the lights look fantastic, the glow from fire and other objects is great. :P Can't wait for the release build to be out.


Thats because only spotlights cast shadows.

View Postmsleeper, on May 14 2009, 10:35 PM, said:

Thanks guys. Is there plans to add more direct control over lighting through CON at some point? It seems pretty hackish to spawn SEs to create lighting.


I belive that is planned. The SE spawning trick was just something DT came up with to playaround with it.
0

User is offline   Plagman 

  • Former VP of Media Operations

#189

View PostDamien_Azreal, on May 14 2009, 10:34 PM, said:

But I have no shadows anywhere else, and no parallax mapping or anything.


You should get shadows behind Duke when shooting a weapon (i.e. press F7, look left and fire the chaingum). There are no other hardcoded spotlights at this point so it's natural you're not seeing more shadows.

To get parallax mapping, you need normal/height maps definitions. You'll need a special HRP update that'll probably be released along with the first "stable" version of the renderer.
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User is offline   Hellbound 

#190

Here's my bathroom

Posted Image

The spotlight is certainly there, but it doesn't affect geometry.
The strange thing is that when I use SE for placing spotlight - it works very well, same for that from chaingun and those from reckon patrol vehicles.
So the conclusion is that those spotlight created by maphacks are fucked up (all other lights on this level work good).

My log: http://www.sendspace.com/file/a0mev8
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User is offline   Plagman 

  • Former VP of Media Operations

#191

View PostHellbound, on May 14 2009, 11:29 PM, said:

The strange thing is that when I use SE for placing spotlight - it works very well, same for that from chaingun and those from reckon patrol vehicles.
So the conclusion is that those spotlight created by maphacks are fucked up (all other lights on this level work good).

My log: http://www.sendspace.com/file/a0mev8


It will do that if the lighthack has the proper position but the wrong sector number. Please post your lighthack line for this spotlight and the build date of your eduke32.exe.
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User is offline   Hellbound 

#192

//bathroom spotlight
light 139 27910 42254 -22000 7000 255 255 255 375 200 12 -150 15 3 0
light 139 27910 42818 -22000 1280 255 255 255 0 0 0 0 15 3 0
light 139 27910 41876 -22000 1280 255 255 255 0 0 0 0 15 3 0

Date - 2009 04 28 if I checked in a proper place.

If it's only about sector number - I can fix it myself.
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User is offline   Plagman 

  • Former VP of Media Operations

#193

Running 1.3D? If so, the sector number is different. I lost my 1.3D GRP and my CD is buried under tons of books. Go check the sector in mapster32, I guess.
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User is offline   Hellbound 

#194

Och, yeah, the number is 141... now that explains many things.

Now, I'm curious if the e2l1 is the same for 1.3 and 1.4, because I started to work on putting lights there.
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#195

View PostPlagman, on May 14 2009, 04:05 PM, said:

You should get shadows behind Duke when shooting a weapon (i.e. press F7, look left and fire the chaingum). There are no other hardcoded spotlights at this point so it's natural you're not seeing more shadows.

To get parallax mapping, you need normal/height maps definitions. You'll need a special HRP update that'll probably be released along with the first "stable" version of the renderer.


I figured as much. I'm just happy to be playing it at all. :P
0

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