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

Jump to content

  • 213 Pages +
  • « First
  • 104
  • 105
  • 106
  • 107
  • 108
  • 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   Hendricks266 

  • Weaponized Autism

  #3140

I think what you are looking for is along the lines of assigning a non-square pixel ratio to your image, though you also want a specific size. Correct?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3141

Not necessarily. I want something as simple as what you can do by resizing an image, but without the need of a resized image.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3142

I think just resize your images... free tools like XnView, IrfanView, GIMP all have batch resize capabilities if you need to resize lots of them in one go.
0

User is offline   Micky C 

  • Honored Donor

#3143

So any word on making the polymer draw distance adjustable in con? I'm making a lot of progress on my Serious Sam WGR2 episode and the draw distance pretty much makes it unplayable as it's a huge distraction, and you can't admire the large scale scenery to its fullest.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3144

I don't think it'll ever be adjustable in CON because that doesn't make much sense, but it's a bug that it's currently fixed the way it is:

http://sourceforge.n...duke32/bugs/26/

It was just a quick and dirty way of getting it up and running, but it needs to adjust dynamically depending on the scene contents and above a threshold, toggle into a slightly more expensive mode where you get increased depth precision. I'm unsure what you can do before that work is done, though; if I just naively bump the far clip plane distance you'll start to get more depth aliasing elsewhere in the scene. Maybe add fog as a workaround until that's fixed? Sorry I don't have a better solution and for generally dropping the ball on Polymer work.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3145

View PostPlagman, on 26 October 2012 - 03:00 PM, said:

I think just resize your images... free tools like XnView, IrfanView, GIMP all have batch resize capabilities if you need to resize lots of them in one go.

I could do that. But that would have side-effects, and more important I don't want to. The same way I could batch recolor images, but that doesn't means tints or palmaps are not necessary, right?

The problem here is that there are things you can't do depending on the technical scale (art file data) of the image.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3146

The point of tints or highpal is that they apply at runtime such that the texture doesn't have to be duplicated; palmaps were removed because they had no value over doing the processing work on the image on disk, which is the whole problem here.

Can you explain exactly what you're trying to do and what the side-effects you're trying to avoid are? Maybe another solution will start making more sense then.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3147

Right now the problem I am facing is with the wall stretching... for example, I want a 28px wide texture to fit a 448 build units wall, which should make a perfect match. The problem is that the wall is stretched, and I must choose beetween it displaying 24px or 32px, and it never goes for 28px...

I asked in the past if TX could add a cstat to bypass wall xrepeat, but his answer was that nobody is qualified enough to mess with Ken Silverman code (although I am starting to question to that).
0

User is offline   Micky C 

  • Honored Donor

#3148

View PostPlagman, on 26 October 2012 - 03:47 PM, said:

I don't think it'll ever be adjustable in CON because that doesn't make much sense, but it's a bug that it's currently fixed the way it is:

http://sourceforge.n...duke32/bugs/26/

It was just a quick and dirty way of getting it up and running, but it needs to adjust dynamically depending on the scene contents and above a threshold, toggle into a slightly more expensive mode where you get increased depth precision. I'm unsure what you can do before that work is done, though; if I just naively bump the far clip plane distance you'll start to get more depth aliasing elsewhere in the scene. Maybe add fog as a workaround until that's fixed? Sorry I don't have a better solution and for generally dropping the ball on Polymer work.


Oh I get where your coming from now. The problem is it's impossible to mask or hide. The way it works now is that everything beyond a line perpendicular to the direction the player's facing at a certain distance just stops getting drawn, revealing the skybox. Fog, sectors, sprites all drop drawing so you get kind of a big hole of skybox in the map. I'll keep mapping and assume that it'll get fixed some point in the future I guess.
1

User is offline   Plagman 

  • Former VP of Media Operations

#3149

Yeah, if you can just forgo your sky and make it the same color as your fog and have a very far fog then you might be OK, but I realize all the alternatives suck here.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3150

View PostFox, on 26 October 2012 - 04:57 PM, said:

Right now the problem I am facing is with the wall stretching... for example, I want a 28px wide texture to fit a 448 build units wall, which should make a perfect match. The problem is that the wall is stretched, and I must choose beetween it displaying 24px or 32px, and it never goes for 28px...

I asked in the past if TX could add a cstat to bypass wall xrepeat, but his answer was that nobody is qualified enough to mess with Ken Silverman code (although I am starting to question to that).


So a resizing tilefromtexture wouldn't help at all then, you really do need some custom classic mode rendering code? If you're using one of the GL modes you can set the exact scale through DEF to make your wall fit perfectly.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3151

If I resized the picture to 56px, then I can make it fit a wall with 448 units with 50% of the size. But there are other cases which resizing a tilefromtexture would have a purpose without the need of duplicated pictures.

I would prefer if it wasn't necessary to adjust the scale of the images, but unfortunately something superfluous as the size of a tile determines what you can or not do.
0

User is offline   Danukem 

  • Duke Plus Developer

#3152

Is there a way using CON to detect the height of a sprite in build z units? I remember there was a discussion of that being a possible feature a long time ago, but I don't know if it ever happened.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3153

Multiply yrepeat by tile height by some constant I don't remember but that should be trivial to observe on a sample sprite.
0

#3154

not on drugs.....BUT would it be possible to write stereoscopic 3d into eduke? just because duke nukem 3d should be in 3d, future proofing,
kind of like the re-modelling and such
0

User is offline   Plagman 

  • Former VP of Media Operations

#3155

There's already rudimentary anaglyph mode in Polymost, you can enable it with gl_redbluemode 1. For actual shutterglass support it would only work on profesionnal cards, so the audience would be very limited.
0

User is offline   Mark 

#3156

Before I switched to an LCD monitor I ran Eduke with my Stereoscopic 3D glasses. It uses a small adapter between the video card and the monitor. It looked great and I kind of miss it.

This post has been edited by Marked: 30 October 2012 - 03:40 AM

0

User is offline   Jblade 

#3157

Just noticed that projectiles that I haven't defined an impact sound for now play KICK_HIT by default, rather than nothing as before. Is there anyway you can revert this, or was it a neccesary change for bug reasons (or whatever)?

EDIT: woah! Ok projectils are actually all kinds of screwed. Last revision I was using was 3095 and they were working fine - but in the latest one, things like rockets and grenades don't appear (but do explode) and even the default explosion doesn't appear. Just gonna test and see if normal unmodded Duke's fine.

EDIT2: Duke's normal projectiles work - I just checked WGR2 and some projectiles appeared and others didn't. From what I can, the projectiles ARE there but they're just completely invisible (and whatever it should spawn isn't visible too) There's no con code for either things I've tested in that would do that.

This post has been edited by James: 30 October 2012 - 03:10 PM

0

User is offline   Jblade 

#3158

Apart from that, I've also noticed that many ambient sounds don't seem to play - if there's more than 1 of the same sound playing than it just outright doesn't work. I know you guys did some sound changes a while back so I'm gonna take a look and see if I can isolate when this started to happen.
0

User is offline   Jblade 

#3159

Ok third bump (sorry) the projectiles are fixed in the latest snapshot, nice work TerminX :D
0

User is offline   Diaz 

#3160

I don't know if this would be useful for anyone else besides me (if not, please forget about the hassle), but maybe glow maps could be supported in HUD models?

They don't seem to work (well, they don't work for HUD sprites and that seems to extend to models too), and it would be great if the sights in the weapon below could glow!

Attached thumbnail(s)

  • Attached Image: duke0000h.jpg

0

User is offline   Plagman 

  • Former VP of Media Operations

#3161

They're totally supposed to work, so I probably fucked something up.
0

User is offline   Diaz 

#3162

Let me check if I did something wrong too... just in case!

Hmmmm, nope. The .def part for the sights reads like this:

skin { pal 0 surface 2 file "models/weapons/brifle/ar_c.png" }
glow { pal 0 surface 2 file "models/weapons/brifle/ar_c.png" }

Yep, it's the same file, a semi-transparent .png that should work...

This post has been edited by Diaz: 31 October 2012 - 03:39 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#3163

It's not "glow { pal 0", it's just "glow". I don't understand why you're defining the same file as diffuse and glow, though. That will make the whole thing fullbright.
0

User is offline   Diaz 

#3164

Yes, the whole object needs to be fullbright. The model is comprised of 3 sub-objects (sights, hands and weapon itself) and that texture is just for the sights object (surface 2). You're right I shouldn't specify a palette though, but shouldn't it still work? (glow maps I've made for enemies work fine)

It looks like the glow map itself is applied, it's just not fullbright... this is weird, maybe it's just that the .png is way too translucent.

EDIT: yeah, that was it. The .png is just way too translucent. :/

This post has been edited by Diaz: 31 October 2012 - 04:12 PM

0

User is offline   Tea Monster 

  • Polymancer

#3165

No idea if this is of any use or not, but the people over at Sauerbratenhave released something called 'Tesseract' which is claimed to be a completely 'real time lighting effect' game.

http://cubeengine.co...&thread_id=2534
https://github.com/lsalzman/tesseract

I was wondering if, as it's open source, if we could get any hints and tips for optimising or improving Polymer?

A list of the new features:

deferred shading
HDR rendering with tonemapping and bloom
omnidirectional point-light shadowmaps
sunlight cascaded shadowmap
screen-space ambient occlusion
screen-space water reflections (no more reflection plane limits)
refractive alpha cubes
refractive glass material

This post has been edited by Tea Monster: 04 November 2012 - 07:36 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#3166

There isn't any hints needed, really; I know exactly what needs to be done. As usual, the problem is making time to do it.
1

User is offline   Helixhorned 

  • EDuke32 Developer

#3167

View PostTrooper Dan, on 29 October 2012 - 04:05 PM, said:

Is there a way using CON to detect the height of a sprite in build z units? I remember there was a discussion of that being a possible feature a long time ago, but I don't know if it ever happened.

Yes,
height = 4*tilesizy[sprite[i].picnum]*sprite[i].yrepeat,
but I think the tilesiz* arrays are still inaccessible from CON. In case you don't need to be it tile-generic, you could just substitute the known y size value, of course.
0

User is offline   Danukem 

  • Duke Plus Developer

#3168

View PostHelixhorned, on 05 November 2012 - 04:48 AM, said:

Yes,
height = 4*tilesizy[sprite[i].picnum]*sprite[i].yrepeat,
but I think the tilesiz* arrays are still inaccessible from CON. In case you don't need to be it tile-generic, you could just substitute the known y size value, of course.


Right, I asked because there are effects that need to work for any tile in the game of any size. If it was just a few tiles I could do it manually.
0

User is offline   TerminX 

  • el fundador

  #3169

The access could be pretty easily added to CONs, just need some stuff merged into the EDuke32 CON system from the Mapster32 system.
0

Share this topic:


  • 213 Pages +
  • « First
  • 104
  • 105
  • 106
  • 107
  • 108
  • 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