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

Jump to content

  • 213 Pages +
  • « First
  • 92
  • 93
  • 94
  • 95
  • 96
  • 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"

User is offline   Helixhorned 

  • EDuke32 Developer

#2780

View PostFox, on 17 March 2012 - 03:49 PM, said:

I am a little confused, but why fogpal overwrite my lookup palettes?

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?
0

User is offline   Mark 

#2781

View PostPlagman, on 25 March 2012 - 04:59 PM, said:

I just pushed fixes for two bugs that would cause lights to not correctly hit sprites in a variety of cases, both of them caused by r1676 as I had suspected. I know several people have been complaining about that lately; would you guys mind trying r2536 and reporting success/failure?


Shake your tambourines everybody. I've got lit up wall sprites again. WOO HOO. :)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2782

View PostHelixhorned, on 26 March 2012 - 07:46 AM, said:

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?

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

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2783

In the GL modes, tinting and fogging are independent. In classic, both are combined in one 256x32 table per palookup. If your problem is that sprites and HUD elements take on the pal of the fogged floor, see this commit:

r2517 | helixhorned | 2012-03-22 15:47:29 -0700 (Thu, 22 Mar 2012) said:

New game def token "nofloorpal <pbeg> <pend>", disabling sprites taking on floor pals.

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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2784

No, my problem is that when I set a fogpal it resets my pals to the default palette.

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.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2785

Because it will overwrite the old palette lookup completely.

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.
0

User is offline   Diaz 

#2786

I've got a question... is it possible to remove the savegame screenshot at all via CON code? Even though I'm running Polymer, the screenshot is saved as software mode, and since I'm working with 32-bit assets only, it looks pretty bad :S

This post has been edited by Diaz: 28 March 2012 - 09:55 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2787

View PostHelixhorned, on 27 March 2012 - 09:40 AM, said:

Because it will overwrite the old palette lookup completely.

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.
0

User is offline   Diaz 

#2788

I see the savegame screenshot has been fixed in the current snapshot. Thank you Helixhorned!

This post has been edited by Diaz: 29 March 2012 - 01:28 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2789

View PostDiaz, on 29 March 2012 - 01:27 PM, said:

I see the savegame screenshot has been fixed in the current snapshot. Thank you Helixhorned!

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.
1

User is offline   Plagman 

  • Former VP of Media Operations

#2790

Ideally we'd want to do a full pass to an FBO for that render tile so that viewscreens could work right too.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2791

View PostHelixhorned, on 29 March 2012 - 02:10 PM, said:

Hey, that was quick! You didn't even leave me time to post a super-awesome screenshot! :wub:
That means you're an IRC lurker?

Fox: wait no more.

Works perfectly. :)
0

User is offline   Diaz 

#2792

View PostHelixhorned, on 29 March 2012 - 02:10 PM, said:

Hey, that was quick! You didn't even leave me time to post a super-awesome screenshot! :wub:
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... :)
0

User is offline   Diaz 

#2793

Fuck ATI.
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

0

User is offline   Micky C 

  • Honored Donor

#2794

I finally sat down and wrote a few paragraphs for the TROR mapping guide on the wiki, covering keys, terminology, how to specify which layer you're editing (which imo is one that trips a lot of people up), and a simple example. The next big thing I'll add will be how to avoid glitches when building in software mode, and lower down on the priority list is some information on sector punching (creating an island sector), TROR scissoring (sloped TROR sectors), and retro-fitting TROR by joining sectors.

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
1

User is offline   Helixhorned 

  • EDuke32 Developer

#2795

It's perfectly fine, I just made a couple of minor edits.
0

User is offline   Stabs 

#2796

so whats new helix ive been away since February did plagmans do something to transparency rendering on PNG based images because it seems different
0

User is offline   Plagman 

  • Former VP of Media Operations

#2797

I haven't changed anything on that front, what seems different to you?
0

User is offline   Stabs 

#2798

models with pngs trans faces seems to block put parts of mask walls a bit more ofetn than usual, the old problem still persists of 2 masked walls near each other in a tror layer will disappear if they share 2 polymer lights
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2799

View PostMicky C, on 04 April 2012 - 10:44 PM, said:

I finally sat down and wrote a few paragraphs for the TROR mapping guide on the wiki, covering keys, terminology, how to specify which layer you're editing (which imo is one that trips a lot of people up), and a simple example. The next big thing I'll add will be how to avoid glitches when building in software mode, and lower down on the priority list is some information on sector punching (creating an island sector), TROR scissoring (sloped TROR sectors), and retro-fitting TROR by joining sectors.

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!!
0

User is offline   Mikko 

  • Honored Donor

#2800

Playing Last Reaction, I noticed EDuke32 has trouble running mods that have the "&" sign in their filenames. For example, if a batch file points to lr&wb.con, EDuke32 only looks for lr.con. Manual renaming helps of course but those who mostly play mods are probably left clueless.
0

User is offline   Micky C 

  • Honored Donor

#2801

The TROR mapping guide on the wiki should now be pretty much complete (minus the TROR scissoring which is complicated to explain so I'll do that some other time.) So if you ever wanted to learn how to use TROR, now's the time to do it.
3

User is offline   Stabs 

#2802

Well it is technically 1:1 with sloped tror but you can use multiple tror slopes together, when you extend them they make white lines between them with adjacent sectors in the extended area but if you click a point on those white lines they become red and it starts drawing properly
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2803

Is there any chance of a member for slope angle be included for sprites in the future? I can think of some cool effects for sloped flat sprites.
0

User is offline   Mblackwell 

  • Evil Overlord

#2804

Er... how would that even work? There's not really a method in the renderer(s) for it. You could always import a flat model with the sprite you want as the UV though...
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2805

It should at least be possible for Polymer.

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

0

User is offline   Jimmy 

  • Outta jail, back in rehab

#2806

Sloped sprites would be nice if only so that you could have proper decals on sloped floors.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2807

View PostFox, on 06 April 2012 - 04:32 PM, said:

Is there any chance of a member for slope angle be included for sprites in the future? I can think of some cool effects for sloped flat sprites.

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2808

It would be similar to pitch, but working on the same manner as sloped floors.

But yeah, I do remembered of what TX said when I asked that.

This post has been edited by Fox: 07 April 2012 - 08:14 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2809

View PostMikko_Sandt, on 05 April 2012 - 02:07 PM, said:

Playing Last Reaction, I noticed EDuke32 has trouble running mods that have the "&" sign in their filenames. For example, if a batch file points to lr&wb.con, EDuke32 only looks for lr.con. Manual renaming helps of course but those who mostly play mods are probably left clueless.

What's the verbatim command line, and what does the line starting with "Application parameters" in the log read?
0

Share this topic:


  • 213 Pages +
  • « First
  • 92
  • 93
  • 94
  • 95
  • 96
  • 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