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EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2671 Posted 08 February 2012 - 12:02 PM
#2672 Posted 08 February 2012 - 03:00 PM
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
#2673 Posted 08 February 2012 - 03:16 PM
#2674 Posted 08 February 2012 - 08:45 PM
#2675 Posted 09 February 2012 - 12:04 AM
Fox, on 08 February 2012 - 03:16 PM, said:
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
#2676 Posted 09 February 2012 - 05:46 AM
Fox, on 08 February 2012 - 03:16 PM, said:
You didnt see my edit?
#2677 Posted 09 February 2012 - 08:10 AM
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
#2678 Posted 09 February 2012 - 10:21 AM
Cody, on 09 February 2012 - 05:46 AM, said:
No, your signature doesn't help me to notice footnotes.
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#2679 Posted 09 February 2012 - 10:31 AM
Fox, on 09 February 2012 - 10:21 AM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
lol, Got to advertise it somewhere.
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
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
#2680 Posted 09 February 2012 - 11:02 AM
#2681 Posted 12 February 2012 - 10:56 AM
#2682 Posted 12 February 2012 - 11:02 AM
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
#2683 Posted 12 February 2012 - 11:16 AM
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](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
This post has been edited by s.b.Newsom: 12 February 2012 - 11:54 AM
#2684 Posted 15 February 2012 - 08:57 AM
#2685 Posted 15 February 2012 - 09:12 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#2686 Posted 16 February 2012 - 05:36 PM
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.
#2687 Posted 17 February 2012 - 09:20 AM
![:P](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#2688 Posted 18 February 2012 - 04:21 PM
#2689 Posted 18 February 2012 - 07:26 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
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
#2690 Posted 19 February 2012 - 12:29 AM
#2692 Posted 19 February 2012 - 07:11 PM
TX, on 15 February 2012 - 09:12 AM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
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.
#2693 Posted 20 February 2012 - 01:31 PM
This post has been edited by Spiker: 20 February 2012 - 01:32 PM
#2694 Posted 20 February 2012 - 02:58 PM
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.
#2695 Posted 20 February 2012 - 03:03 PM
Spiker, on 20 February 2012 - 01:31 PM, said:
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
#2696 Posted 20 February 2012 - 03:18 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#2697 Posted 20 February 2012 - 03:21 PM
#2698 Posted 20 February 2012 - 04:45 PM
Hendricks266, on 20 February 2012 - 03:18 PM, said:
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.
#2699 Posted 20 February 2012 - 09:18 PM
DeeperThought, on 20 February 2012 - 04:45 PM, said:
There is .PNG support, but I think you need to compile the source code yourself to get it to work.