EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#2808 Posted 07 April 2012 - 08:13 AM
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
#2809 Posted 07 April 2012 - 08:46 AM
Mikko_Sandt, on 05 April 2012 - 02:07 PM, said:
What's the verbatim command line, and what does the line starting with "Application parameters" in the log read?
#2811 Posted 07 April 2012 - 09:33 AM
eduke32 "/xlr&wb.con" "/glr&wb.grp"
I'm not sure what kind of quotes -- single or double -- is more appropriate, but that should pass each file name to EDuke32 in its entirety.
#2812 Posted 07 April 2012 - 11:17 AM
#2813 Posted 09 April 2012 - 09:50 PM
On theory, for a correct alignment of the level structure and the sky, you should use a 598px tall texture. However only the Derelict sky is hard-coded on 8bit mode to force it to align properly (since the texture is actually 512px tall the top and bottom are wrapped).
Nevertheless, I believe Polymer should be able to detect 300px or 400px tall pictures and make these exceptions to the 598px rule.
And one more thing, Polymer display the sky as a polygon while it is obvious that it would look much better as a cylinder. However I have no idea if it remotely possible to display a cylinder with a 3D rendered...
Of course Polymer is still far better than the 8bit paralex sky display is very limited and rely completely on hard-coded textures. It bothers me a little that you can do something else in other Build engine games like Shadow Warrior which you don't in Eduke32.
While Eduke32 strecth all pictures to 128px wide, Shadow Warrior force it to 512px. Shadow Warrior also use a must have cylindric effect for the sky. Whatever, we should have the option to display the paralaxed texture we want without it being stretched at all.
And instead of the whole paralaxed sky hard-coded to display the default sky textures (LA, BIGORBIT, etc) it should be the opposite, these should be the exceptions. By default everything should be displayed as a 598px align like Derelict sky, and allow textures of any size. On theory if I wanted to re-create the sides of LA sky, I would simply make a 1024px-wide texture.
This post has been edited by Fox: 10 April 2012 - 09:51 AM

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