EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#290 Posted 18 May 2009 - 08:07 PM
I got them to work once. ONCE out of over 30 tries, but even after overriding and tweaking the scale and bias settings I can't reproduce the effect I was able to pull off sometime last night.
#292 Posted 18 May 2009 - 11:45 PM
#293 Posted 19 May 2009 - 02:06 AM
#294 Posted 19 May 2009 - 04:52 AM
The deflines for #4304:
texture 4304 {
pal 0 { file "highres/textures/4304.png" specpower 25 specfactor 2 }
glow { file "highres/textures/4304_glow.png" }
detail { file "highres/detail/metal.png" xscale 0.15 yscale 0.15 }
normal { file "highres/textures/4304_normal.png" parallaxbias 0 parallaxscale 0.05 }
specular { file "highres/textures/4304_gloss.png" }
}The link for texture #4304 package
The results I'm getting concerning specular (black spots and yellow outline on the letters):

The result I want is the pic Plagman posted above.
This post has been edited by Roma Loom: 19 May 2009 - 04:54 AM
#295 Posted 19 May 2009 - 05:29 AM
Roma Loom, on May 19 2009, 02:52 PM, said:
The deflines for #4304:
texture 4304 {
pal 0 { file "highres/textures/4304.png" specpower 25 specfactor 2 }
glow { file "highres/textures/4304_glow.png" }
detail { file "highres/detail/metal.png" xscale 0.15 yscale 0.15 }
normal { file "highres/textures/4304_normal.png" parallaxbias 0 parallaxscale 0.05 }
specular { file "highres/textures/4304_gloss.png" }
}The link for texture #4304 package
The results I'm getting concerning specular (black spots and yellow outline on the letters):

The result I want is the pic Plagman posted above.
your specpower seems way to big. This should give you a really big specular with a rather sharp edge that just looks very unnatural, like a big round spot. Try putting it at something like 0.5. I have yet to use anything over 3 I think and thats on stuff like carpet etc that shouldn't have much of a highlight at all.
#296 Posted 19 May 2009 - 05:41 AM
#297 Posted 19 May 2009 - 05:41 AM
#298 Posted 19 May 2009 - 07:04 AM
Plagman, on May 19 2009, 03:41 PM, said:
Wouldn't it be an infinitely small specular with alpha (specpower) 0?
In any case only make changes to the alpha if you want varying size of the specular, the RGB controls the strength per colour channel.
#299 Posted 19 May 2009 - 07:37 AM
#300 Posted 19 May 2009 - 08:34 AM
#301 Posted 19 May 2009 - 09:36 AM
#302 Posted 19 May 2009 - 10:50 AM
Tea Monster, on May 19 2009, 10:36 AM, said:
Or more precisely, a list of what is being worked on, since I don't think anything is final yet.
#303 Posted 19 May 2009 - 10:58 AM
#304 Posted 19 May 2009 - 11:10 AM
#305 Posted 19 May 2009 - 12:21 PM
Plagman, on May 19 2009, 12:10 PM, said:
Awwwwwww, thanks Plagman!!!! Gonna try this out right now.....
Keep up the amazing work, everybody.......I can't wait to see where all this goes next!
Is there a limit how awesome we can get Duke 3D to look? I think not.....
#306 Posted 19 May 2009 - 02:14 PM
Anyway, I think we need some kind of repository to store all normals/specs anyone did to avoid doubles.
#307 Posted 19 May 2009 - 02:25 PM
I compiled the source from the svn repository with MinGW 4.3.3 and MSYS 1.0.11.
I downloaded the polymer_hrp.zip, unpacked it and repacked it. why Parkar included the files in polymer_hrp folder inside the polymer_hrp.zip ? The HRP is not loaded that way, polymer_hrp folder is not needed. Anyway I repacked the hrp, thus it worked.
Great work guys (TX and Plagman and Parkar).
If you want I can upload a full pack of the compiling environment, if someone wants to compile the source. Is that ok?
(edit: check here http://forums.duke4....?showtopic=980)
I cannot upload the compiled binaries (eduke32.exe and mapster.exe) or the source. Else TX and Plagman will kill me.
This post has been edited by supergoofy: 20 May 2009 - 12:41 AM
#308 Posted 19 May 2009 - 02:55 PM
#309 Posted 19 May 2009 - 04:42 PM
Plagman, on May 19 2009, 01:58 PM, said:
Yes, you mentioned that before. No it does not help, unfortunately.
A little update. I didn't try any older Catalyst drivers yet, but I did install the Omega ATI drivers and it automatically removes sprites from view so it runs smoothly...but still no sprites (but the model replacements are there). But also the lighting is all messed up as now you can't see any lights unless you get within a few feet of them and when you do see it they're way too bright. I'll try older Catalyst drivers later on...
#310 Posted 19 May 2009 - 05:01 PM
Oh, btw, we're pretty close to having something to release. Plagman actually wanted to do it today, but I'm an ass and refuse to let a public release happen until the remaining performance issues are fixed. I don't want the first reaction from the actual public to be "damn, this thing runs like ass."
#312 Posted 19 May 2009 - 05:20 PM
#314 Posted 19 May 2009 - 07:03 PM
Any who, I was wondering if there is now a problem with my 6200LE. The normal maps do not show, but I notice that the new defuses do, however. Is there anything wrong with my card (about to upgrade to a 7300GT BTW), or is there a setting in a def/cfg I need to tweek?
EDIT: It's mostly to do with my eduke32 version isn't it. It's of course not 2.0, however, I didn't see a dld link for this ver on the eduke32 page.
Most likely this is for people that were given 2.0 and it's not out yet?
This post has been edited by Jason S.: 19 May 2009 - 07:07 PM
#315 Posted 19 May 2009 - 08:24 PM
Jason S., on May 19 2009, 11:03 PM, said:
Any who, I was wondering if there is now a problem with my 6200LE. The normal maps do not show, but I notice that the new defuses do, however. Is there anything wrong with my card (about to upgrade to a 7300GT BTW), or is there a setting in a def/cfg I need to tweek?
EDIT: It's mostly to do with my eduke32 version isn't it. It's of course not 2.0, however, I didn't see a dld link for this ver on the eduke32 page.
Most likely this is for people that were given 2.0 and it's not out yet?
It has not been released yet.
"TX-Oh, btw, we're pretty close to having something to release. Plagman actually wanted to do it today, but I'm an ass and refuse to let a public release happen until the remaining performance issues are fixed. I don't want the first reaction from the actual public to be "damn, this thing runs like ass."
That quote is from post #310 right above.
#316 Posted 19 May 2009 - 08:53 PM
eddym4814, on May 19 2009, 09:24 PM, said:
"TX-Oh, btw, we're pretty close to having something to release. Plagman actually wanted to do it today, but I'm an ass and refuse to let a public release happen until the remaining performance issues are fixed. I don't want the first reaction from the actual public to be "damn, this thing runs like ass."
That quote is from post #310 right above.
Yeah, I saw it later as I thought it was some sort of beta thing when I dlded. It's why I quickly edited my post.
#317 Posted 19 May 2009 - 08:54 PM
Plagman, on May 19 2009, 12:10 PM, said:
Yeah, I stopped working with polymer a while ago because it is just too frustrating to have low fps when the spotlights are casting shadows and I can't afford a better rig right now.
#318 Posted 19 May 2009 - 11:49 PM
Hellbound, on May 20 2009, 12:14 AM, said:
Anyway, I think we need some kind of repository to store all normals/specs anyone did to avoid doubles.
We have already moved the private HRP svn repository to a public server so that is coming. This will be used both for Polymer and none Polymer HRP.
It will be publicly available for people to checkout. It's also browsable with any web browser. We will give give the regular artists write access to it so they can update the contents directly.
There are a few things structurally I want to sort out before I let anyone else mess with it. I am also going to write a small guide to how I want it to be used and how commits should be commented and such before I opne it up as well. I think we will ramp the number of users up slowly so we can see how it works out to. Don't want a bunch of people learning how svn works on the HRP repo at the same time
I am kinda busy at the moment though so it may take a week or two until I get the time to get it ready.
@Plagman, feel free to post the url to the repository.
supergoofy, on May 20 2009, 12:25 AM, said:
That was not intended to be a drop in zip file, just something Plagman created to make the svn contents available without going through svn.

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