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

User is offline   Tea Monster 

  • Polymancer

#301

At this point, I'd like to second a call for some kind of list of what is done and what isn't.
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User is offline   Danukem 

  • Duke Plus Developer

#302

View PostTea Monster, on May 19 2009, 10:36 AM, said:

At this point, I'd like to second a call for some kind of list of what is done and what isn't.


Or more precisely, a list of what is being worked on, since I don't think anything is final yet.
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User is offline   Plagman 

  • Former VP of Media Operations

#303

MusicallyInspired: I don't remember if I asked; does disabling shadows help with your sprite issue? I.e. set r_pr_shadows 0 and restart the game.
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User is offline   Plagman 

  • Former VP of Media Operations

#304

You can see what Parkar already did for Polymer by getting this file. It's a HRP package with normal and specular maps defined for certain textures (most of them in E1L1, I think), some tiles replaced by diffuse maps and lighting for E1L1. Keep in mind running E1L1 will be slow as hell using these maphacks as there's plenty of them and I haven't written the code to avoid recalculating all the lights with each frame yet.
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User is offline   Richard Shead 

  • "Dick Nasty"

#305

View PostPlagman, on May 19 2009, 12:10 PM, said:

You can see what Parkar already did for Polymer by getting this file. It's a HRP package with normal and specular maps defined for certain textures (most of them in E1L1, I think), some tiles replaced by diffuse maps and lighting for E1L1. Keep in mind running E1L1 will be slow as hell using these maphacks as there's plenty of them and I haven't written the code to avoid recalculating all the lights with each frame yet.




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..... :P
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User is offline   Hellbound 

#306

Thanks! That's what I was looking for. Downloading.

Anyway, I think we need some kind of repository to store all normals/specs anyone did to avoid doubles.
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User is offline   supergoofy 

#307

Ok I want to write one thing: The new polymer is amazing

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. :P

This post has been edited by supergoofy: 20 May 2009 - 12:41 AM

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User is offline   Benichon 

#308

Thanks for the file, i saw how manipulate Maspter, defs and con and maybe it will help me to see how put dynamic lights etc...
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#309

View PostPlagman, on May 19 2009, 01:58 PM, said:

MusicallyInspired: I don't remember if I asked; does disabling shadows help with your sprite issue? I.e. set r_pr_shadows 0 and restart the game.


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...
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User is offline   TerminX 

  • el fundador

  #310

God, all of these ATI issues irritate the shit out of me. Why can't they come up with a driver that just works? It's not like Plagman's code is bad or anything; on the contrary, considering his job and employer it's probably some of the cleanest rendering code around. Didn't ATI already rewrite their OpenGL driver on account of it sucking once before? I can't even imagine what this thing would do on their previous GL driver...

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." :P
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#311

Good to hear! :P
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User is offline   Thndr 

#312

Would it be ironic to say that I'd rather wait for a quality release so it doesn't run like shit VS something that runs like shit but grants immediate satisfaction?
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User is online   Hendricks266 

  • Weaponized Autism

  #313

Help me..?
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User is offline   Jason S. 

#314

Hi! imma noob!

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

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User is offline   eddym4814 

#315

View PostJason S., on May 19 2009, 11:03 PM, said:

Hi! imma noob!

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.
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User is offline   Jason S. 

#316

View Posteddym4814, on May 19 2009, 09:24 PM, said:

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.



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.
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User is offline   Danukem 

  • Duke Plus Developer

#317

View PostPlagman, on May 19 2009, 12:10 PM, said:

Keep in mind running E1L1 will be slow as hell using these maphacks as there's plenty of them and I haven't written the code to avoid recalculating all the lights with each frame yet.


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.
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User is offline   Parkar 

  • Honored Donor

#318

View PostHellbound, on May 20 2009, 12:14 AM, said:

Thanks! That's what I was looking for. Downloading.

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 :P.

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.

View Postsupergoofy, on May 20 2009, 12:25 AM, said:

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.


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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User is offline   Roma Loom 

  • Loomsday Device

#319

He has zipped it for me because I'm a loser who has https disabled :P
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User is offline   Plagman 

  • Former VP of Media Operations

#320

Hendricks266: you don't seem to have a compatibility bug. Just set the parallaxscale for your textures like Parkar described to earlier in this thread.

To all: https://svn.eduke32.com/polymer_hrp/ is open for anonymous checkout. Get TortoiseSVN if you're not familiar with SVN.
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User is offline   Jokke_r 

#321

View PostHendricks266, on May 20 2009, 05:12 AM, said:

Help me..?


Yeah you should set the parallaxscale to something between 0 and 0.1 mostly.

I noticed Crazybump is good for organic stuff etc but anything with straight lines and clean edged won't look right. They should probably be made by hand.
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#322

You might yell at me for it, but i managed to obtain the source to polymer eduke32.
Problem is (as i have said about things before) i can't compile anything for unknown reasons, who was it that we could PM to ask for a copy that was already compiled? If i get a copy of it i will try and do some work on the maps (adding lights etc) of you want.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#323

That would be Plagman. Or TX, I suppose.

What OS are you using? If you're using Windows I believe it was said that you can't use Visual Studio to compile the source as there's some kind of obscure problem. Instead use MinGW.

EDIT: See this thread.

This post has been edited by MusicallyInspired: 20 May 2009 - 04:53 AM

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User is offline   Parkar 

  • Honored Donor

#324

View PostJokke_r, on May 20 2009, 02:39 PM, said:

Yeah you should set the parallaxscale to something between 0 and 0.1 mostly.

I noticed Crazybump is good for organic stuff etc but anything with straight lines and clean edged won't look right. They should probably be made by hand.


It's also great for mixing in details into the normal map generated from a 3d model. I think I have done this to all models I have done so far.

Once thins slow down at work and I get some more free time I am thinking of doing a video recording of my process. Modelling a texture might seem extreme but for someone like me who sucks at drawing 2d textures it's actually faster and a lot of my old textures use this technique. Once you realise you only need to model the bumps of a surface you can do a lot of short cuts. It's basically just starting with a plain and cut out the shapes you want and then move them in and out, sometimes followed by a quick model added on top.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#325

Ok, here's what happened when I tried different ATI drivers.

9.3 - Seizes up and sprites are distorted/not transparent. No shadows.

Omega ATI driver - Doesn't seize up anywhere near as much but sprites are not visible at all. Lights are not visible until you get closer to them and then the light appears on the surrounding surfaces and it's way too bright. No shadows

9.1 - Same thing as 9.3. No shadows.

8.6 - Same as Omega except the lights are visible and not ultra-bright and it seizes up somewhere in between 9.3's and Omega's seizing. No shadows.

Going to try Catalyst 8.1 and 7.10 now.

EDIT:

8.1 - Same as Omega except the lights are visible and not utra-bright. No shadows.

7.10 - Doesn't even work. The game starts but maps hang on the loading screen. I was going to try earlier drivers but they probably won't work either, especially if these newer ones don't anyway. So, I guess I'll just give up on this ever working until I get a good nVidia card.

This post has been edited by MusicallyInspired: 20 May 2009 - 07:14 AM

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#326

View PostMusicallyInspired, on May 20 2009, 01:45 PM, said:

That would be Plagman. Or TX, I suppose.

What OS are you using? If you're using Windows I believe it was said that you can't use Visual Studio to compile the source as there's some kind of obscure problem. Instead use MinGW.

EDIT: See this thread.



I use WinXP SP3. I did what it said on EDuke wiki (Building EDuke32 in windows), my computer has never been able to compile anything for reasons unknown.

I will try to PM TerminX later, and failing that i will try Plagman.
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User is offline   TerminX 

  • el fundador

  #327

No, don't PM us asking us for builds.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#328

Oh, ok then. Sorry.
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#329

View PostTX, on May 20 2009, 07:28 PM, said:

No, don't PM us asking us for builds.


Fair enough. I managed to get it working anyway, looks like it will be awesome when its all finished.
Hmm, no offense, but i can't help but remember someone on the 3D Realms forum ages ago saying i contributed nothing (I don't remember who it was, and i can't be bothered to find it) - but this is a good example of making it hard for me to contribute anything at all.
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User is offline   asdasd 

#330

View PostPlagman, on May 19 2009, 09:10 PM, said:

You can see what Parkar already did for Polymer by getting this file. It's a HRP package with normal and specular maps defined for certain textures (most of them in E1L1, I think), some tiles replaced by diffuse maps and lighting for E1L1. Keep in mind running E1L1 will be slow as hell using these maphacks as there's plenty of them and I haven't written the code to avoid recalculating all the lights with each frame yet.
I don't know how to use this file.... I have put it on my autoload/duke3d.grp folder like every other file... duke3d_hrp.zip , eduke32_mus.zip.... but I dont see nothing different
what I have to do?

This post has been edited by asdasd: 20 May 2009 - 12:00 PM

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