EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#211 Posted 15 May 2009 - 07:46 AM
EDIT: Ah, thank you, Commander! You must have posted just before I did.
This post has been edited by MusicallyInspired: 15 May 2009 - 07:48 AM
#212 Posted 15 May 2009 - 08:02 AM
#213 Posted 15 May 2009 - 08:15 AM
Plagman, on May 15 2009, 05:31 PM, said:
MusicallyInspired, on May 15 2009, 05:46 PM, said:
..
#214 Posted 15 May 2009 - 08:46 AM
#215 Posted 15 May 2009 - 09:25 AM
MusicallyInspired, on May 16 2009, 04:46 AM, said:
If you have no clue, either look at the eduke32 wiki or open one of the def files of the HRP, you will see and get an idea of how it is done.
#216 Posted 15 May 2009 - 10:55 AM
Anyway, this polymer render is integrated in the eduke32.exe or is powered whit external files(like the old bloom effect "cg.dll,cgGL.dll)?
#217 Posted 15 May 2009 - 11:32 AM
Fantinaikos, on May 15 2009, 11:55 AM, said:
Have you tried contacting TX or Plagman and asking nicely?
Fantinaikos, on May 15 2009, 11:55 AM, said:
Yes.
#218 Posted 15 May 2009 - 12:42 PM
But of course, we all know you wouldn't do that, don't we?
#219 Posted 15 May 2009 - 01:01 PM
#220 Posted 15 May 2009 - 04:55 PM
http://img20.imagesh.../normalduke.jpg
#221 Posted 15 May 2009 - 05:44 PM
You'll just have to experiement with what works great out of CB and what needs to be done manually.
That shot does look sweet.
#222 Posted 15 May 2009 - 06:06 PM
#223 Posted 15 May 2009 - 06:09 PM
Jokke_r, on May 16 2009, 02:55 AM, said:
http://img20.imagesh.../normalduke.jpg
Try it out on stuff like rock textures etc to see some really cool results
#224 Posted 15 May 2009 - 06:30 PM
#225 Posted 15 May 2009 - 06:33 PM
#226 Posted 15 May 2009 - 07:30 PM
This post has been edited by Ramen4ever: 15 May 2009 - 07:33 PM
#227 Posted 15 May 2009 - 10:56 PM
Tea Monster, on May 15 2009, 08:44 PM, said:
You'll just have to experiement with what works great out of CB and what needs to be done manually.
That shot does look sweet.
Someone made a plugin to fill the void called "Insane Bump" that works pretty well:
http://irrlicht.sourceforge.net/phpBB2/vie...ddba3c4616665fc

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