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

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. :)
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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... :)
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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

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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
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User is offline   Plagman 

  • Former VP of Media Operations

#2797

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

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User is offline   Jimmy 

  • Let's go Brandon!

#2806

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

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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

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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?
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User is offline   Mikko 

  • Honored Donor

#2810

eduke32 /xlr&wb.con /glr&wb.grp

Application parameters: /xlr

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User is offline   Helixhorned 

  • EDuke32 Developer

#2811

Then it's simply Windows' command interpreter (cmd.exe) clipping the rest of it, presumably because the "&" character has gained a special meaning since when LRWB was made. Can you try quoting each argument, like this?
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.
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User is offline   Mikko 

  • Honored Donor

#2812

Yeah, that works too but doesn't really solve the problem of having to manually edit the batch file. But of course what cmd.exe does is beyond your powers.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2813

I noticed that Polymer display of paralaxed skies seems to be made for textures with height of 300px. It doesn't display correctly the sky of maps like Derelict and others.

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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User is offline   Plagman 

  • Former VP of Media Operations

#2814

Yeah, sky support is poised to be redone entirely in Polymer, and it's going to be true cylindrical mode for ART skies (like the hidden, better-looking classic mode feature).
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2815

By the way, is it possible to activate that cylindrical view in classic mode? I have seen it popping at random in Build editor, but I have never seen it while playing the game.
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User is offline   Plagman 

  • Former VP of Media Operations

#2816

You can toggle it in the editor, but it doesn't get saved in the map, so no.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2817

I know (what really was the key?), but isn't there any way so that I can use it in my mod? Or can you implement it (through a structure member for each player, I don't know)?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2818

The cylindrical thing always bugged me. Why does it do that?
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User is offline   Plagman 

  • Former VP of Media Operations

#2819

What cylindrical thing? What's "it" in this case?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2820

Why the circular paralaxed sky pops randomly in Build editor.
0

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