EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2778 Posted 25 March 2012 - 04:59 PM
#2779 Posted 26 March 2012 - 06:01 AM
Been waiting for this since I've started mapping for Duke again
EDIT: I confirm it does work. Great job!
This post has been edited by Diaz: 26 March 2012 - 06:04 AM
#2780 Posted 26 March 2012 - 07:46 AM
Fox, on 17 March 2012 - 03:49 PM, said:
Essentially I am trying to make this:
(pic)
Looks like this:
(pic)
However the second picture is a mock-up, I can't actually make the fog work in conjunction with a pallette.
Fox, I think I misread your post. Did you mean that you're trying to make the first pic (which you already achieved) make look like the second one? I read it as if you're trying to make the first one, and the second one is a mock-up of what you're seeing on the screen (which doesn't make much sense then, since you could have posted it).
So, how do you achieve the effect in the first pic? By setting the pals of all sectors/walls/sprites and HUD elements to a custom palswap that maps into whitish colors in reverse?
#2781 Posted 26 March 2012 - 03:21 PM
Plagman, on 25 March 2012 - 04:59 PM, said:
Shake your tambourines everybody. I've got lit up wall sprites again. WOO HOO.
#2782 Posted 26 March 2012 - 05:44 PM
Helixhorned, on 26 March 2012 - 07:46 AM, said:
So, how do you achieve the effect in the first pic? By setting the pals of all sectors/walls/sprites and HUD elements to a custom palswap that maps into whitish colors in reverse?
I want to use a specific palette with a fogpal, however if I use fogpal it will reset my custom palette to pal 0. However in OpenGL mode it works fine, I can use the tint command in conjunction with fogpal.
This post has been edited by Fox: 26 March 2012 - 05:49 PM
#2783 Posted 27 March 2012 - 08:28 AM
r2517 | helixhorned | 2012-03-22 15:47:29 -0700 (Thu, 22 Mar 2012) said:
It has always annoyed me how floors with "shirt-color" type palookups like 21
affected the color of its containing sprites and HUD-drawn stuff. This commit
allows one to specify an inclusive range of pals for which this should be
disabled for sprites (...).
It's nofloorpalrange though, the commit message has it wrong.
#2784 Posted 27 March 2012 - 09:37 AM
For example, palette 21 replaces blue by red. If I set a fogpal, it will no longer replace blue by red in the floors or walls.
#2785 Posted 27 March 2012 - 09:40 AM
Edit: maybe you just need to wait before the aforementioned user interface to more interesting palette handling becomes available.
Edit2: it finally got through to me. Why didn't you say "blue by red in the floors or walls" in the first place? I thought you wanted to do the "berseker" effect from DOOM when you posted the first set of screenshots and were confused when you proceeded to show the pics from SW.
#2786 Posted 28 March 2012 - 09:38 PM
This post has been edited by Diaz: 28 March 2012 - 09:55 PM
#2787 Posted 29 March 2012 - 06:30 AM
Helixhorned, on 27 March 2012 - 09:40 AM, said:
Edit: maybe you just need to wait before the aforementioned user interface to more interesting palette handling becomes available.
Edit2: it finally got through to me. Why didn't you say "blue by red in the floors or walls" in the first place? I thought you wanted to do the "berseker" effect from DOOM when you posted the first set of screenshots and were confused when you proceeded to show the pics from SW.
"Blue by red" is just an example. By the screenshots I wanted to say that I want to use a lookup (all colors replaced by inverted gray) in conjunction with fogpal.
I guess I will wait.
#2788 Posted 29 March 2012 - 01:27 PM
This post has been edited by Diaz: 29 March 2012 - 01:28 PM
#2789 Posted 29 March 2012 - 02:10 PM
Diaz, on 29 March 2012 - 01:27 PM, said:
Hey, that was quick! You didn't even leave me time to post a super-awesome screenshot!
That means you're an IRC lurker?
Fox: wait no more.
#2790 Posted 29 March 2012 - 06:15 PM
#2792 Posted 29 March 2012 - 09:44 PM
Helixhorned, on 29 March 2012 - 02:10 PM, said:
That means you're an IRC lurker?
Not really... I just happened to check for a new build as soon as I arrived home and there it was...
#2793 Posted 01 April 2012 - 10:43 AM
I'm getting a NVidia card ASAP. Current drivers now make both EDuke and Mapster crash when a spotlight is in view.
EDIT: a system restart seems to have fixed it, but spotlights are still f*cked up... Texture projections seem to be working right only sometimes, and shadows just don't show up. I'm definately switching video cards...
I also have a suggestion. I'm currently using spotlights to simulate water caustics effects, and being able to make spotlights that don't cast shadows would be nice for this and other things. Would that be easy to implement? Or is it already implemented and I just don't know how to do it?
This post has been edited by Diaz: 02 April 2012 - 01:39 AM
#2794 Posted 04 April 2012 - 10:44 PM
But in the meantime, can somebody who knows their stuff with TROR check it out to make sure it's accurate? Preferably Helixhorned. It not only has to be correct, it needs to be easy to understand.
http://wiki.eduke32....m_Mapping_Guide
#2796 Posted 05 April 2012 - 07:37 AM
#2797 Posted 05 April 2012 - 07:57 AM
#2798 Posted 05 April 2012 - 08:24 AM
#2799 Posted 05 April 2012 - 12:35 PM
Micky C, on 04 April 2012 - 10:44 PM, said:
But in the meantime, can somebody who knows their stuff with TROR check it out to make sure it's accurate? Preferably Helixhorned. It not only has to be correct, it needs to be easy to understand.
http://wiki.eduke32....m_Mapping_Guide
Thank you, sir!!
#2800 Posted 05 April 2012 - 02:07 PM
#2801 Posted 05 April 2012 - 04:59 PM
#2802 Posted 05 April 2012 - 05:52 PM
#2803 Posted 06 April 2012 - 04:32 PM
#2804 Posted 06 April 2012 - 05:08 PM
#2805 Posted 06 April 2012 - 05:25 PM
Not quite sure for 8-bit, but if it can already display regular flat (horizontal or vertical) sprites, I don't think it would be completely impossible for sloped ones.
This post has been edited by Fox: 06 April 2012 - 05:25 PM
#2806 Posted 06 April 2012 - 06:52 PM
#2807 Posted 06 April 2012 - 10:48 PM
Fox, on 06 April 2012 - 04:32 PM, said:
You are probably thinking of pitch which we already have. Unfortunately it only applies to 3D models at present, and is a member of spriteext and not sprite so it would not be saved in maps (in the current format). You are probably right in that it could be hooked up to Polymer flat sprites but the classic renderer would certainly need new code and/or new ASM and would be of similar difficulty as adjusting the wall sizing you asked me about a while back.
This post has been edited by Hendricks266: 06 April 2012 - 10:49 PM

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