Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 89
  • 90
  • 91
  • 92
  • 93
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

#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?
0

#2691

Alright, thanks for the info Hendricks266 :lol:
0

User is offline   Jimmy 

  • Outta jail, back in rehab

#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.
0

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

0

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.
0

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

0

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:
0

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.
0

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.
1

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.
0

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.
0

User is offline   Sobek 

  • There's coffee in that nebula!

#2701

View PostJames, on 17 February 2012 - 09:20 AM, said:

Sorry to hear you're having a tough time :P I did wonder where you went since you always were a decent poster


Thanks for that James. Life gets better though, and the next 12 months are looking to be awesome for me so I'm really stoked!

View PostJames, on 17 February 2012 - 09:20 AM, said:

- 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:


Thanks for that, I'll go check it out tonight and see what they've come up with :P I've been using Polymer for everything so the TROR is definitely on the cards. With the few hours a week I've had recently I've been taking the time to rebuild some maps of mine from scratch. The error checking features in the newer builds have highlighted several significant errors that have likely stemmed from my upgrading a decade old map - all my fault. I've been creating some more realistic and efficient models to use that have already drastically improved performance and visual aesthetics. It sucks to have to start over, but there were some key issues with my older maps that were causing horrific performance problems and were simply unfixable, but I'm finding that rebuilding those maps is making them far better than I could have ever hoped!

I've got some ambitious ideas planned that are already putting me in over my head in the conceptual phase... But I'm excited to give things a try!

This post has been edited by Sobek: 26 February 2012 - 10:45 PM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2702

What's the name of this map? I want to take a look. ROR still doesn't work in Polymer, right?

EDIT: Never mind I found it.

This post has been edited by MusicallyInspired: 26 February 2012 - 10:55 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2703

View PostSobek, on 26 February 2012 - 10:44 PM, said:

With the few hours a week I've had recently I've been taking the time to rebuild some maps of mine from scratch. The error checking features in the newer builds have highlighted several significant errors that have likely stemmed from my upgrading a decade old map - all my fault.

Hey, if you don't mind, I could take a look at them and see if that's fixable. I'm always interested in weird map corruptions.

View PostMusicallyInspired, on 26 February 2012 - 10:54 PM, said:

ROR still doesn't work in Polymer, right?

Plagman implemented TROR support for Polymer a while ago. The most acute problem with it is the drawing glitches with intersecting translucent masks, IMO.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2704

TX's old-fashioned SW-style ROR is the one still unsupported in Polymer.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2705

Intersecting, or occluding? There's not much to do about the former.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2706

I tried Micky's map. There are a load of rogue texture issues on almost every ROR section unless you look at them at a certain angle. Both in 8-bit and polymost mode.

EDIT: Never mind. This issue is completely non-existent in polymer. New mapping possibilities just opened up for me with the map I'm working on. Where's the thread that explains how TROR works again? I can't seem to find it.

This post has been edited by MusicallyInspired: 27 February 2012 - 08:08 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2707

View PostPlagman, on 27 February 2012 - 07:00 AM, said:

Intersecting, or occluding? There's not much to do about the former.

Oops, indeed, it's occlusion I meant.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2708

View PostMusicallyInspired, on 27 February 2012 - 07:41 AM, said:

I tried Micky's map. There are a load of rogue texture issues on almost every ROR section unless you look at them at a certain angle. Both in 8-bit and polymost mode.

EDIT: Never mind. This issue is completely non-existent in polymer. New mapping possibilities just opened up for me with the map I'm working on. Where's the thread that explains how TROR works again? I can't seem to find it.


Yeah; Polymer is the renderer of choice for TROR: that's where the initial design came from. All the information is probably in that thread:

http://forums.duke4....room-over-room/

It's very diluted, though. Ideally someone would create a complete TROR guide/documentation on the Wiki.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2709

Strange, for some reason I thought it was the other way around. Maybe that was for something else? Anyway, thanks for the link. I'll take what I can get. Maybe it should be stickied.

This post has been edited by MusicallyInspired: 27 February 2012 - 12:51 PM

0

User is offline   Micky C 

  • Honored Donor

#2710

If someone created a new page on the wiki, I might be able to make a TROR guide some time.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2711

Please do. I'm already running into trouble. Ctrl+E doesn't seem to work.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2712

View PostMicky C, on 27 February 2012 - 01:33 PM, said:

If someone created a new page on the wiki, I might be able to make a TROR guide some time.

Hit it! http://wiki.eduke32....m_Mapping_Guide
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2713

Is there someway to make a glass floor separating two joined upper/lower sectors breakable?
0

User is offline   Diaz 

#2714

I've got a question... first person weapons are not affected by Polymer lights if they are sprites, is this normal? Also, glow mapping doesn't seem to work on them. Thanks!

This post has been edited by Diaz: 28 February 2012 - 10:38 AM

0

User is offline   Micky C 

  • Honored Donor

#2715

@Hendricks; I'll try to start that within a week.

@MuciallyInspired; No, not yet anyway.

@Diaz; yes, HUD sprites are not affected by polymer lights, but not sure about the glow mapping.
0

User is offline   Mblackwell 

  • Evil Overlord

#2716

Best bet if you want hud sprites effected by polymer lights is to build a flat model and have the sprite be its uv. Pain in the ass to move things around though and the light won't be correct (although you could make a good normal for it and it would probably be okay).

There's other crazy things you could do too like detect the nearest light and have a series of definetints/pals (for coloration) and shift the shade around based on the expected brightness.

I'm talking out of my ass now as I'm a bit tired, but hopefully it's helpful anyway.
0

User is offline   Sobek 

  • There's coffee in that nebula!

#2717

View PostMblackwell, on 28 February 2012 - 05:24 PM, said:

Best bet if you want hud sprites effected by polymer lights is to build a flat model and have the sprite be its uv. Pain in the ass to move things around though and the light won't be correct (although you could make a good normal for it and it would probably be okay).

There's other crazy things you could do too like detect the nearest light and have a series of definetints/pals (for coloration) and shift the shade around based on the expected brightness.

I'm talking out of my ass now as I'm a bit tired, but hopefully it's helpful anyway.


You know, I once tried something just like that... I wanted to try and see what a phaser rifle would look like as a sprite only, because I had an image of one that looked brilliant (in the 'ready to fire' first person position too), but I wanted the Polymer HUD lighting to work on it. What I did was create a flat plane basic model and with a little DEF tinkering, got it properly rotated for first person view (hard to explain, but I positioned it where the gun WOULD be and rotated it to the right about 30 degrees on the centre axis). Then I just applied the texture of the rifle to it, had a look in-game, warped the perspective of the texture a bit in photoshop, looked again, warped again and so forth until it looked almost completely normal in first person mode... Then with a normal map on, the lighting was almost perfect on it.

Unfortunately it was just too much work for every weapon and every animation, and then the model went kaput randomly one day and I lost all that work (it was a one-off test, no backups) so I just didn't bother and instead fixed my phaser rifle to a really nice full 3d mesh. My point is that with a fair deal of work, time and effort, it can be done and it can look great. I just wish I'd taken some screenshots... But I never felt it was finished :lol:

*edit* I just whipped this up in about 1 minute based on what I remember doing last time. You could simplify the model plane drastically but that's not the point. What I did was fire up the phaser rifle model from a Google Sketchup mesh, rotate it roughly how I wanted, took a screenshot, cut out just the rifle and stuck it on a blank canvas in photoshop with a transparent background, saved it as a PNG, then applied it as a texture for the flat plane mesh in Milkshape3D and... voila. It's totally basic but with some further tinkering you can nail it down awesomely. Stick on a normal map and it's great;

Posted Image

This post has been edited by Sobek: 28 February 2012 - 08:37 PM

0

User is offline   Tea Monster 

  • Polymancer

#2718

You could use something other than Milkshape and position your model in the viewport and then take a render, rather than a screenshot. You could get some nice lighting effects on the firing animation that way.

Yes, it does take a lot of work.

This post has been edited by Tea Monster: 28 February 2012 - 11:26 PM

0

User is offline   Sobek 

  • There's coffee in that nebula!

#2719

View PostTea Monster, on 28 February 2012 - 11:24 PM, said:

You could use something other than Milkshape and position your model in the viewport and then take a render, rather than a screenshot. You could get some nice lighting effects on the firing animation that way.

Yes, it does take a lot of work.


You mean for taking the initial snapshot of the model to use as a texture? I used Sketchup & Milkshape in my example above but originally gave Blender a whirl (did a highres render with the ambient occlusion baked in and lots of AA applied for the best quality). As you say, it's a lot of work, but the results can be pretty spectacular!
0

Share this topic:


  • 213 Pages +
  • « First
  • 89
  • 90
  • 91
  • 92
  • 93
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options