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

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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User is offline   TerminX 

  • el fundador

  #331

Polymer isn't done yet, obviously isn't released (even though we're close, the remaining issues are big), and as far as I'm concerned people shouldn't really be using it yet. We allow discussion of the svn builds because the svn is public and there's nothing we can do about that other than move it somewhere else. Personally, I just allow discussion of it because I'm not naive enough to think you can sweep stuff that's already on the Internet under the rug, and I'm not stupid enough to try and shut down the biggest active discussion in a community for a 13 year old game. :P

Anyway, the only people who are given binaries by us are people who can show that they're actually seriously making Duke content, or our personal friends. Everyone else can either figure out svn and compile it themselves or just not use it until it's released.
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User is offline   Jokke_r 

#332

View Postasdasd, on May 20 2009, 10:59 PM, said:

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?



I haven't tried it yet since i'm not at home but you can most likely extract the files from the polymer_hrp.zip and simple add them into the duke3D_hrp.zip overwriting any existing files. It was not meant to work separately
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User is offline   supergoofy 

#333

View Postasdasd, on May 20 2009, 11:59 AM, said:

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?

you don't need duke3d_hrp.zip

The problem is already described by me. the polymer_hrp folder inside polymer_hrp.zip is not needed.

1. unpack polymer_hrp.zip by right clicking on it and choose extract here.
2. a new folder with the name polymer_hrp will be created
3. enter in this folder, mark all files and folders and pack them in a new polymer_hrp.zip (don't use compression, just store)
4. then put the new polymer_hrp.zip in autoload folder
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User is offline   asdasd 

#334

ok, i have already done that, and nothing... everything is unchanged...
i also have put it alone in the autoload/duke3d.grp folder and oldgraphics apeared, no loaded any hi-texture

i'm using eduke32_snapshot_20090313.zip 14-Mar-2009 02:13 1.1M
is good for this version?
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User is offline   Mia Max 

#335

@asdasd: I guess you will need the yet unreleased eduke32 polymer renderer.
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User is offline   asdasd 

#336

ok, thanks!!
i have guessed
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User is offline   Benichon 

#337

I just post to put a little try i have done with normal (i tried parallaxbias and parallaxscale defs but i don't know where i can use it because it turn or move the texture when we move) and specular doesn't seem to do a thing but i think it is because i must go forward to understand how it works.

Posted Image

I have no much time but i hope i can find some to make some other tests.

This post has been edited by Benichon: 21 May 2009 - 09:25 PM

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User is offline   Jason S. 

#338

View PostBenichon, on May 21 2009, 03:49 PM, said:

I just post to put a little try i have done with normal (i tried parallaxbias and parallaxscale defs but i don't know where i can use it because it turn or move the texture when we move) and specular doesn't seem to do a thing but i think it is because i must go forward to understand how it works.

Posted Image

I have no much time but i hope i can find some to make some other tests.



Picture looks great. My new card should be in by the time this releases. If not, it wont matter too much. I think the 6200LE should play it decently also.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#339

What will you do with your old card? :P :P :blink: :blink:

This post has been edited by MusicallyInspired: 22 May 2009 - 04:19 AM

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User is offline   Daedolon 

  • Ancient Blood God

#340

View PostBenichon, on May 22 2009, 01:49 AM, said:

Posted Image


Are you working to a solution to that lightning issue, obviously the ground shouldn't be bright just outside the dumpster since the flame's light can't hit it, I know it probably would be fixed with spotlights (as I recall, they cast true shadows), but can't you make a regular light source that also creates shadows like the spotlights?
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User is offline   Piterplus 

#341

I think that Benichon just maked normal maps for environement textures and didn't touched the lights, so he cannot be responsible for the lights issues (if they are existed at all)
edit: Sorry, Benichon, corrected.

This post has been edited by Piterplus: 23 May 2009 - 01:39 AM

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User is offline   Benichon 

#342

View PostDaedolon, on May 22 2009, 06:50 AM, said:

Are you working to a solution to that lightning issue, obviously the ground shouldn't be bright just outside the dumpster since the flame's light can't hit it, I know it probably would be fixed with spotlights (as I recall, they cast true shadows), but can't you make a regular light source that also creates shadows like the spotlights?


I juste made normal textures for this place and i didn't touch the light. It was the light of the fire (all fires : fire and fire2 use this type of light).
It is a bug of the lights i think :P. I'm not sure.
May be replace the type of light can correct this and make it more correct like what you say.

@Piterplus : It was me who done this screen with my own normal textures :P.

Edit : Thx and no problem ^^.

This post has been edited by Benichon: 23 May 2009 - 06:24 AM

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#343

@Daedalon: Eh, spotlights would be the way to go.. As I've heard from Plagman, doing something like, say, POINTLIGHTS with the capability of casting shadows like SPOTLIGHTS would take many more rendering passes. That would be quite taxing.

And even normal spotlights in large quantities tend to rape your framerate somewhat, so.. Yeah.
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User is offline   Jason S. 

#344

View PostMusicallyInspired, on May 22 2009, 04:19 AM, said:

What will you do with your old card? :P :P :blink: :blink:



Burn it...


No, I may use by brother to sell it. My dad could do it too, he has sold things from ebay before.

EDIT: Is there a possibility that you are seeking one on the nvidia side? Mine is an agp, however.

This post has been edited by Jason S.: 23 May 2009 - 02:38 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#345

View PostJason S., on May 22 2009, 09:39 PM, said:

Burn it...


No, I may use by brother to sell it. My dad could do it too, he has sold things from ebay before.

EDIT: Is there a possibility that you are seeking one on the nvidia side? Mine is an agp, however.


Yes! I'm looking for a nVidia. AND I have AGP! I don't actually have a mobo with PCI-E yet.....poor me. I'm still running on 768 MB of RAM too. My current ATI card is 512 MB, what's your card?
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#346

View PostMusicallyInspired, on May 23 2009, 03:00 PM, said:

Yes! I'm looking for a nVidia. AND I have AGP! I don't actually have a mobo with PCI-E yet.....poor me. I'm still running on 768 MB of RAM too. My current ATI card is 512 MB, what's your card?


Mine's also an AGP M/B. With a GeForce 7900 GS with 512MB GDDR3 RAM. In a few months, my computer will also be running PCI-E
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User is offline   supergoofy 

#347

Not even the NVIDIA 8600GTS which is equal or better to 7900GS can handle the Polymer and Polymer HRP easily. And you also need a fast dual core cpu. Of course if you are not going to use HRP then you don't have to worry that much. I believe that the NVIDIA 7300GT will be able to handle the Polymer renderer if you are not going to use HRP.
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#348

View Postsupergoofy, on May 23 2009, 07:40 PM, said:

Not even the NVIDIA 8600GTS which is equal or better to 7900GS can handle the Polymer and Polymer HRP easily. And you also need a fast dual core cpu. Of course if you are not going to use HRP then you don't have to worry that much. I believe that the NVIDIA 7300GT will be able to handle the Polymer renderer if you are not going to use HRP.


The GeForce 8600GTS is far superior to my 7900GS. It may handle Polymer + HRP a bit better once all the optimisations and bug fixes are done.

This post has been edited by KillerBudgie: 23 May 2009 - 11:09 AM

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User is offline   Mia Max 

#349

How many cores can eduke32 handle?
I have a quad-core and cpu usage is at max. 50% at lower framerate.
If eduke32 uses only 2 cores, than it would be use cpu to full capasity.
Mayby gpu isn't that important, if you know what I mean.

I remember when I changed gpu 2 years ago from a lowend gpu to a much better one HRP wasn't running really better at all.
Only change of cpu brought me a much better performance.
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