EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#181 Posted 14 May 2009 - 12:13 PM
This post has been edited by msleeper: 14 May 2009 - 12:13 PM
#183 Posted 14 May 2009 - 12:30 PM
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.
#184 Posted 14 May 2009 - 12:34 PM
Tea Monster, on May 13 2009, 08:25 PM, said:
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. Can't wait for the release build to be out.
#185 Posted 14 May 2009 - 12:35 PM
DT - For your flashlight/flare I assume you just keep teleporting the SE to the players' or flares' XYZ right?
#186 Posted 14 May 2009 - 12:42 PM
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
#187 Posted 14 May 2009 - 12:57 PM
#188 Posted 14 May 2009 - 01:04 PM
MusicallyInspired, on May 14 2009, 09:04 PM, said:
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.
Damien_Azreal, on May 14 2009, 10:34 PM, said:
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. Can't wait for the release build to be out.
Thats because only spotlights cast shadows.
msleeper, on May 14 2009, 10:35 PM, said:
I belive that is planned. The SE spawning trick was just something DT came up with to playaround with it.
#189 Posted 14 May 2009 - 01:05 PM
Damien_Azreal, on May 14 2009, 10:34 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.
#190 Posted 14 May 2009 - 01:29 PM
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
#191 Posted 14 May 2009 - 01:34 PM
Hellbound, on May 14 2009, 11:29 PM, said:
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.
#192 Posted 14 May 2009 - 01:39 PM
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.
#193 Posted 14 May 2009 - 01:45 PM
#194 Posted 14 May 2009 - 01:57 PM
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.
#195 Posted 14 May 2009 - 03:20 PM
Plagman, on May 14 2009, 04:05 PM, said:
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.
#196 Posted 15 May 2009 - 01:23 AM
Another question - do we set a maximum amount of spot lights for official levels? Ye know, because they are sucking framerate out of our ass.
#197 Posted 15 May 2009 - 01:29 AM
Hellbound, on May 15 2009, 09:23 PM, said:
Another question - do we set a maximum amount of spot lights for official levels? Ye know, because they are sucking framerate out of our ass.
http://davenunez.wordpress.com/2008/07/21/...p-maps-for-fsx/
I used that tut to make some normals, and about the lights. Polymer has not been optimized as of yet so it would be hard to say how many spot lights can be used. Using the SVN maphack for E1L1 it really kicks my PC's frame rate (8 - 15)
This post has been edited by The Commander: 15 May 2009 - 01:30 AM
#198 Posted 15 May 2009 - 01:34 AM
I wonder if it's possible to make that some kind of light source with polymer.
Just hought i'd point it out because you'll run into that sooner or later.
Maybe you could add something where a glow map acts as a light source of some kind?
#199 Posted 15 May 2009 - 04:25 AM
Hellbound, on May 15 2009, 11:23 AM, said:
Another question - do we set a maximum amount of spot lights for official levels? Ye know, because they are sucking framerate out of our ass.
Anything other then rocks and plain noisy stuff is done by modelling the texture and projecting the normals to a flat plane. Crazy bump is awesome for rocks and other more organic textures though.
High Treason, on May 15 2009, 11:34 AM, said:
I wonder if it's possible to make that some kind of light source with polymer.
Just hought i'd point it out because you'll run into that sooner or later.
Maybe you could add something where a glow map acts as a light source of some kind?
That's not a realistic request I am afraid. Only thing you could do is place a bigger faint point light in the middle of a room with those walls.
#200 Posted 15 May 2009 - 04:39 AM
That's really cool. Can't wait 'till it's finished.
#201 Posted 15 May 2009 - 06:24 AM
This post has been edited by Jokke_r: 15 May 2009 - 06:25 AM
#202 Posted 15 May 2009 - 06:34 AM
#203 Posted 15 May 2009 - 06:50 AM
Parkar, on May 15 2009, 05:25 AM, said:
But perhaps Plagman could add a bloom effect to glow maps (maybe there could be a slider control for the bloom in the renderer setup).
#204 Posted 15 May 2009 - 07:03 AM
#205 Posted 15 May 2009 - 07:26 AM
#206 Posted 15 May 2009 - 07:31 AM
To bind the normal map ingame, define it like a glow map, only with the "normal" keyword. You can tune the parallax mapping with the parallaxscale and parallaxbias tokens. See the r_pr_overrideparallax cvar doc to tweak these two values ingame.
#207 Posted 15 May 2009 - 07:32 AM
This post has been edited by MusicallyInspired: 15 May 2009 - 07:34 AM
#208 Posted 15 May 2009 - 07:38 AM
MusicallyInspired, on May 15 2009, 05:32 PM, said:
The whole wiki seems to be broken.
#209 Posted 15 May 2009 - 07:40 AM
#210 Posted 15 May 2009 - 07:43 AM
MusicallyInspired, on May 16 2009, 03:32 AM, said:
Maybe, but I think it maybe a wiki he wants people to fill out. Any how, this should help you.
texture TEXTURENUMBER {
pal 0 { file "highres/textures/TEXTURE.PNG" specpower 0 specfactor 0 }
normal { file "highres/textures/TEXTURE_N.PNG" parallaxbias 0.0 parallaxscale 0.0 }
specular { file "highres/textures/TEXTURE_S.PNG" }
detail { file "highres/detail/whateverdetailisneeded.png" xscale 0.0 yscale 0.0 }
}
You can ignore the specular depending on the texture.
EDIT: Plagman posted before I did.
You will have to use the override cvar as Plagman said to fine tune it in game, once you are happy take note of the numbers and edit them in the def file accordingly.
This post has been edited by The Commander: 15 May 2009 - 07:51 AM