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

User is offline   motionblur 

#200

Oooohh. So shiny. :P http://forums.duke4....tyle_emoticons/default/tongue.gif
That's really cool. Can't wait 'till it's finished.
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User is offline   Jokke_r 

#201

Is there a possibility for widescreen resolution support in the future, i noticed there is the widescreen option but all it does is change the aspect ratio of the image being rendered while the screen resolution is still 4:3. As in displaying a stretched 16:9 image in a 4:3 or 5:4 resolution :/

This post has been edited by Jokke_r: 15 May 2009 - 06:25 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#202

In polymer, the widescreen option shouldn't do anything and the aspect ratio should be correct regardless of the resolution you chose. Is that what you tried?
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User is offline   Danukem 

  • Duke Plus Developer

#203

View PostParkar, on May 15 2009, 05:25 AM, said:

That's not a realistic request I am afraid.


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).
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User is offline   Plagman 

  • Former VP of Media Operations

#204

This is already planned; glow maps and specular highlights will cause a blooming effect whenever I get around to implement the post-processing framework I planned.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#205

So I made a little normal map here for a texture. How do I implement it in the game? Also, does the game take any other things like that? Bump? Specular? As well as normal?
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User is offline   Plagman 

  • Former VP of Media Operations

#206

http://hrp.duke4.net/wiki/doku.php?id=tuto...olymer_textures

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.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#207

That link is a blank page...do I have to register an account or something?

This post has been edited by MusicallyInspired: 15 May 2009 - 07:34 AM

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User is offline   Parkar 

  • Honored Donor

#208

View PostMusicallyInspired, on May 15 2009, 05:32 PM, said:

That link is a blank page...do I have to register an account or something?


The whole wiki seems to be broken.
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User is offline   Plagman 

  • Former VP of Media Operations

#209

This might have to do with duke4.net hosting running out of disk space earlier (that's what was causing the forum and homepage errors before). It's possible you have to regenerate a cache or something. Anyway, looking at the page revision history and selection an earlier revision should work fine.
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User is offline   The Commander 

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

#210

View PostMusicallyInspired, on May 16 2009, 03:32 AM, said:

That link is a blank page...do I have to register an account or something?


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

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#211

Ok that worked. But it doesn't tell me how to implement it in them in the game. I already made it and now I want to see it. The site does help me for what other maps are supported, though.

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

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User is offline   Tea Monster 

  • Polymancer

#212

I've put some links to normal and parallax mapping tuts from 'www.katsbits.com' onto the tuts and resources page.
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User is offline   Plagman 

  • Former VP of Media Operations

#213

View PostPlagman, on May 15 2009, 05:31 PM, said:

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.



View PostMusicallyInspired, on May 15 2009, 05:46 PM, said:

Ok that worked. But it doesn't tell me how to implement it in them in the game


..
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#214

Yeah, see that now. Thing is I didn't know how to define a glow map either. I really had no clue where to start.
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User is offline   The Commander 

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

#215

View PostMusicallyInspired, on May 16 2009, 04:46 AM, said:

Yeah, see that now. Thing is I didn't know how to define a glow map either. I really had no clue where to start.


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.
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#216

Sorry, but technical discussions apart, why don't release a B-E-T-A? i know whit a lot of bugs, but why we can not testing like you?

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)?
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User is offline   Danukem 

  • Duke Plus Developer

#217

View PostFantinaikos, on May 15 2009, 11:55 AM, said:

Sorry, but technical discussions apart, why don't release a B-E-T-A? i know whit a lot of bugs, but why we can not testing like you?


Have you tried contacting TX or Plagman and asking nicely?

View PostFantinaikos, on May 15 2009, 11:55 AM, said:

Anyway, this polymer render is integrated in the eduke32.exe


Yes.
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User is offline   Tea Monster 

  • Polymancer

#218

I know you guys wouldn't REALLY do this, but I think I know what they are afraid of. If they release a beta, even with huge disclaimers all over it that it might not work as it still needs work, people will still flame the forum with OMGBBQ HOW COULD YOU DO THIS TO US OMG IT DOSEN'T WORK HELLLLLLLLPPPPPPP!!!!!

But of course, we all know you wouldn't do that, don't we?
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User is offline   Reaper_Man 

  • Once and Future King

#219

Read some of the responses in the various "3DR is closing" and "Take Two sues 3DR" threads, and you'll have your answer.
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User is offline   Jokke_r 

#220

Nice, got some normal/parallax maps working, they're not that great but i just wanted to test the feature out, made them with crazybump but not simply using the original textures as base since crazybump wasn't too smart figuring out some of the shapes.

http://img20.imagesh.../normalduke.jpg
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User is offline   Tea Monster 

  • Polymancer

#221

Yeah, Crazy Bump is an awesome soft. Shame its charged for now.
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.
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User is offline   Yatta 

  • Pizza Lawyer

  #222

View PostJokke_r, on May 15 2009, 05:55 PM, said:


/drools
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User is offline   Parkar 

  • Honored Donor

#223

View PostJokke_r, on May 16 2009, 02:55 AM, said:

Nice, got some normal/parallax maps working, they're not that great but i just wanted to test the feature out, made them with crazybump but not simply using the original textures as base since crazybump wasn't too smart figuring out some of the shapes.

http://img20.imagesh.../normalduke.jpg


Try it out on stuff like rock textures etc to see some really cool results :P.
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User is offline   Thndr 

#224

Is it me or do the tiles seem a bit too exaggerated in how deep the crevices where the grout is?
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User is offline   Reaper_Man 

  • Once and Future King

#225

Yeah, everyone goes overboard with normal mapping. Subtlety is the key!
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User is offline   Ramen4ever 

#226

Very nice.. though the screenshots made me realize what's bugging me about the hrp, the texture of the broken "wall" or concrete, it's completely smooth while the rest of the environment looks beautifully updated. I'm loving the Polymer lighting though. Except now the aliens will need to be updated as well.

This post has been edited by Ramen4ever: 15 May 2009 - 07:33 PM

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User is offline   engineer 

#227

View PostTea Monster, on May 15 2009, 08:44 PM, said:

Yeah, Crazy Bump is an awesome soft. Shame its charged for now.
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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User is offline   Danukem 

  • Duke Plus Developer

#228

View Postengineer, on May 15 2009, 11:56 PM, said:

Someone made a plugin to fill the void called "Insane Bump" that works pretty well:

http://irrlicht.sourceforge.net/phpBB2/vie...ddba3c4616665fc


When that goes commercial, I'm looking forward to "Deranged Bump" and then "Raving Psycho Bump".
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User is offline   TerminX 

  • el fundador

  #229

And then "TX's Ex-Gf Bump"...
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