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

User is offline   Jblade 

#2671

Yeah it's possible as I'm certain Kaiser did that in one of his levels (In fact I'm sure it's also in Imperium as well)
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User is offline   The Commander 

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

#2672

That Jurassic Park mod does this doesn't it?



EDIT: Oh wait I see what you mean now, the above was most likely done through con to change it and not art animation.

This post has been edited by Cody: 08 February 2012 - 03:02 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2673

He meant an animation like from Editart, not a code that changes the sky texture.
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User is offline   Rellik 

#2674

Lunatic Fringe uses the lava texture as a sky texture, I once tried to make a skybox that used all of the lava frames, but it lagged all to hell.
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User is offline   Tea Monster 

  • Polymancer

#2675

View PostFox, on 08 February 2012 - 03:16 PM, said:

He meant an animation like from Editart, not a code that changes the sky texture.


Either way actually. I just wanted to know if it was possible - and it looks like it is. Thanks!

This post has been edited by Tea Monster: 09 February 2012 - 12:05 AM

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User is offline   The Commander 

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

#2676

View PostFox, on 08 February 2012 - 03:16 PM, said:

He meant an animation like from Editart, not a code that changes the sky texture.

You didnt see my edit?
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User is offline   Tea Monster 

  • Polymancer

#2677

No, I missed that.

I was watching a freind of mine playing the Duke Burger roof-top level and I was wondering how you could do some of the effects in EDuke. Stuff like blinking navigation lights on the tops of buildings (in the LA Skyline for Duke3D) would be pretty easy. I thought it would be great if you had a night-time cityscape skybox and you could cycle it for animated explosion flashes on the sides of the buildings.

I was also looking at the smoke palls and realized that you could do that with alpha planed models.

This post has been edited by Tea Monster: 09 February 2012 - 08:15 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2678

View PostCody, on 09 February 2012 - 05:46 AM, said:

You didnt see my edit?

No, your signature doesn't help me to notice footnotes. :D
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User is offline   The Commander 

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

#2679

View PostFox, on 09 February 2012 - 10:21 AM, said:

No, your signature doesn't help me to notice footnotes. :D

lol, Got to advertise it somewhere. :D

But everything Tea Monster said in his last post can be done, James used skybox code in his mod awhile back (but some people had issues with it and had to disable it) so putting a flashing light or timed (or con'd) explosion into it is simple enough.

This post has been edited by Cody: 09 February 2012 - 10:34 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2680

Going by that, it may be good to have a feature to display the content of a .map file in the skybox. Something alike can already be done by using showview.
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User is offline   thatguy 

#2681

Are there any polymer.map sample demo/maps? I'm trying to get Polymer work by testing a point like, but it doesn't seem to be working. I set the lotag to 49, and set all vel of each dimension to 255. Anything else i'm missing?
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#2682

Set the Hitag to the range and make sure the light SE is not on the floor. In Mapster32 you will need to bring down the console and type set rendermode 4 to change to Polymer, you can then press ' and X in 3D Mode to view the lights in the editor, this will only show lights for your SE sprites though and will not preview the lights for things like switches and oozfilter.

Edit: Don't be shy with the Hitag either, set it to something like 4096 which will light up the average sized room quite well.

This post has been edited by High Treason: 12 February 2012 - 11:03 AM

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User is offline   thatguy 

#2683

Awesome, worked like the a charm. Just missing the distance. *facepalm*

So to remove the specularity I just have to add a black specular map for each texture?

EDIT: Nevermind, I guess there is no way to just use lights and not the additional material features yet. :/

EDIT 2: Found the specular def syntax undocumented and got it working. :D

This post has been edited by s.b.Newsom: 12 February 2012 - 11:54 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2684

The download button on the official EDuke32 site is broken.
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User is offline   TerminX 

  • el fundador

  #2685

It's not actually a button now... it used to be, though. I should probably clean it up to be clearer. You're supposed to read where it says to click on the icon representing the OS you're using and then actually, uh, do that. :lol:
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User is offline   Sobek 

  • There's coffee in that nebula!

#2686

My fucked up life aside, I've missed a good 12 months worth of Eduke32 development (not to mention about a hundred new builds with all sorts of features, bugs and fixes littered throughout). I was wondering, was there ever any more progress made for creating relatively easy 'true' 3d skyboxes? I know there are some hacky ways around it, and that someone did release a little bit of test code as an example, but has there been anything 'official' made to date?

Might have the family business sold soon by the looks of it, so once that's wrapped up and a few other issues are dealt with, I'll have the time to get stuck right back into the Duke.
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User is offline   Jblade 

#2687

Sorry to hear you're having a tough time :P I did wonder where you went since you always were a decent poster - there hasn't been any updates for 3D skyboxes but there is true Room over Room support - basically helixhorned added the ability for very easy 3D stuff in Duke and Build now. You were using Polymer for your stuff right? If you have time, look up Micky and Paul's new map which shows you what's possible with TROR, I'm sure you'll find it every useful :lol:
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#2688

Just a quick question. Is it possible to turn a skybox via the def language? For example when you have a beach map, and you're looking over the sea, you want the sun at the back of the sea. But instead the sun is at your left, right or back. So the thing what I want to do is flip or turn the skybox so that it is in the right angle. Hope you guys understand what I'm trying to say. It would by more work to redefine the skybox itself by changing de direction names of the images.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2689

That functionality does not exist at all. Sorry. :lol:

Your other options are (1) to rotate your map in Mapster32 and (2) to edit the skybox, but take note that you will have to perform a rotation on the image file itself for the top and bottom.

This post has been edited by Hendricks266: 18 February 2012 - 07:28 PM

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#2690

I've suddenly been having issues with eduke, whenever I complete a custom level if I attempt to load another it will go back to the previous map and if I restart eduke and try to load the second map it will just freeze, seems to do it regardless of the level selected, is this a known issue?
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#2691

Alright, thanks for the info Hendricks266 :lol:
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User is offline   Jimmy 

  • Let's go Brandon!

#2692

View PostTX, on 15 February 2012 - 09:12 AM, said:

It's not actually a button now... it used to be, though. I should probably clean it up to be clearer. You're supposed to read where it says to click on the icon representing the OS you're using and then actually, uh, do that. :lol:

I hadn't downloaded EDuke32 for a while, and then I went to do it. I probably clicked that 'button' for ten minutes. I felt stupid.
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User is offline   Spiker 

#2693

Hhhh so now Eduke can run maps directly from zip files without unpacking them. As cool as it may be I don't know if that's useful unless it could load other files associaed with the map as well for example tiles014.art or ogg files. Then it could help keeping your folder clean and tidy.

This post has been edited by Spiker: 20 February 2012 - 01:32 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2694

And before anyone suggests it, let's keep in mind that CON code is compiled before you even get to the map selection screen. So having script auto-load when bundled in a zip with a map would seem to be a non-starter.

However, it is a very useful feature nevertheless. Downloaded maps are almost always in zips, and being able to put those directly in the map folder instead of extracting the maps first saves hassle.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2695

View PostSpiker, on 20 February 2012 - 01:31 PM, said:

Hhhh so now Eduke can run maps directly from zip files without unpacking them. As cool as it may be I don't know if that's useful unless it could load other files associaed with the map as well for example tiles014.art or ogg files. Then it could help keeping your folder clean and tidy.

The ZIP needs to be located in autoload of course. Accompanying OGGs and MHKs will be loaded for example.
The feature of r2370 is just about the font color in the map selection screen.
Helix - r2375 / crosshair coloring works. Thanks.

This post has been edited by LeoD: 20 February 2012 - 03:10 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2696

Maps have been able to be loaded from zips as long as zips have been supported methods of data input! Come on, guys. All Helix changed was their color in the user map selection menu. :lol:
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User is offline   Helixhorned 

  • EDuke32 Developer

#2697

Indeed, but I'm glad it's getting exposure because I still have to write a longish related post in the Community Stockpile thread.
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User is offline   Danukem 

  • Duke Plus Developer

#2698

View PostHendricks266, on 20 February 2012 - 03:18 PM, said:

Maps have been able to be loaded from zips as long as zips have been supported methods of data input! Come on, guys.



Well I never tried putting a zip in my maps folder so I didn't know it had ever been added. Now if you really wanted to shock me someone could add support for JPG screenshots instead of those unwieldy TGAs.
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User is offline   The Commander 

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

#2699

View PostDeeperThought, on 20 February 2012 - 04:45 PM, said:

Now if you really wanted to shock me someone could add support for JPG screenshots instead of those unwieldy TGAs.

There is .PNG support, but I think you need to compile the source code yourself to get it to work.
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User is offline   Master Fibbles 

  • I have the power!

#2700

I'm not sure if it has been reported but I'm getting black mirrors in polymer with the last few snapshots. I recently updated after reinstalling Windows.
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