EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3440 Posted 20 February 2013 - 08:52 PM
#3442 Posted 20 February 2013 - 11:50 PM
#3443 Posted 21 February 2013 - 06:12 AM
Not the most convenient, but it would work.
Or you could make the text always transparent and stack multiple layers (and play with orientation to boot).
Again, not convenient but possible.
#3444 Posted 21 February 2013 - 08:15 AM
#3445 Posted 21 February 2013 - 11:12 AM
#3447 Posted 23 February 2013 - 05:07 PM
For Brute Force I want to use different pals for model skins, so we can vary skin colors and clothes of enemies and NPCs.
Also I want to define new fogpals, too.
#3448 Posted 23 February 2013 - 05:41 PM
#3451 Posted 24 February 2013 - 12:40 AM
Mblackwell, on 23 February 2013 - 06:12 PM, said:
TerminX, on 23 February 2013 - 06:43 PM, said:
Thank you both Mblackwell and TerminX,
that are enough for sure. I just wanted to know, if I can have more than 64 palettes.
But another question: can I define a normal map to a texture only once or can I have a normal map for every pal I use?
This post has been edited by blizzart: 24 February 2013 - 12:52 AM
#3452 Posted 24 February 2013 - 02:56 AM
#3453 Posted 24 February 2013 - 06:02 AM
blizzart, on 24 February 2013 - 12:40 AM, said:
that are enough for sure. I just wanted to know, if I can have more than 64 palettes.
But another question: can I define a normal map to a texture only once or can I have a normal map for every pal I use?
Once.
#3454 Posted 24 February 2013 - 04:29 PM
Mblackwell, on 24 February 2013 - 06:02 AM, said:
That´s sad. This would have give us the opportunity to use skins with many differences like beards, hair or no hair and much more.
Anyway, it´s not that big problem, so we will stay to different skin colors and clothes.
#3455 Posted 24 February 2013 - 04:44 PM
#3456 Posted 24 February 2013 - 09:44 PM
#3457 Posted 01 March 2013 - 03:21 AM
#3458 Posted 01 March 2013 - 12:12 PM
The Big Cheese, on 01 March 2013 - 03:21 AM, said:
What are you trying to do here? I bet that whatever the results are you're looking for, they will be possible using some con code.
#3459 Posted 01 March 2013 - 01:56 PM
I realized since making that post that I can get an effect very similar to what I wanted by using pal for fogpal, and the con effect to create an underwater global pal (as long as you've hooked up highpalookup to the underwater pals
So in the mean time it's all good, however if I or anyone else in the wants to use other colours then they're in trouble.
#3460 Posted 01 March 2013 - 02:54 PM
Hmmm... possibilities here, too much to talk about, no time, here's a pic. Everything is pal 26 a gray fogpal, I also defined it as a highpallookup, the pal 4 all black... 8-bit art stays normal while hightiles and models change.
This post has been edited by Drek: 01 March 2013 - 02:54 PM
#3461 Posted 01 March 2013 - 02:57 PM
#3462 Posted 02 March 2013 - 04:30 AM
Models with alpha maps in the hrp have a bit of a problem.
If polys have an alpha map applied to them, the become transparent(expected) but polys sitting behind also become transparent, is there a way around this?
I will follow this up with a screen shortly.
#3463 Posted 02 March 2013 - 04:41 AM
#3464 Posted 02 March 2013 - 04:46 AM
The Big Cheese, on 02 March 2013 - 04:41 AM, said:
Thanks
Do you know if there is support for two sided textures ? I'm currently getting around it by flipping duplicated polys atm, but its a bit of a waste of resources
.
#3465 Posted 02 March 2013 - 04:56 AM
Steveeeie, on 02 March 2013 - 04:46 AM, said:
Do you know if there is support for two sided textures ? I'm currently getting around it by flipping duplicated polys atm, but its a bit of a waste of resources
.
I'm not a dev, just a mapper who spends a shameful amount of time on these forums, and utters jargon that I occasionally read about here without understanding
I'm on my phone right now haha.
But IIRC I don't think there is at the moment, but it will probably be added in the future.
Just to be on the safe side, wait and see what Plagman has to say about it.
#3466 Posted 02 March 2013 - 06:40 AM
Other will know for sure.
#3467 Posted 02 March 2013 - 07:12 AM
Steveeeie, on 02 March 2013 - 04:46 AM, said:
Do you know if there is support for two sided textures ? I'm currently getting around it by flipping duplicated polys atm, but its a bit of a waste of resources
.
In the meantime, duplicating the desired polygons and inverting their normal to simulate "nocull" is technically less expensive (at least in other engines for which I do models from time to time). And you dont need all polys to be double sided anyway.
#3468 Posted 02 March 2013 - 09:30 AM
#3469 Posted 02 March 2013 - 09:40 AM
Plagman, on 02 March 2013 - 09:30 AM, said:
It's nice to have rules like this! Any other tidbits you'd like to share. I have many models with transparency and have learned parts of this rule the hard way. However it's news to me to that it's a well known general rule, it's not always easy learning these quirks.

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