EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#3470 Posted 02 March 2013 - 09:58 AM
What the engine does now is determine which models to draw, then go through them in a rough closer-first order and draw all their surfaces, in order. That means that if the part of your model that's fully opaque ends up behind the part that's translucent from the angle you're looking at it but everything is in surface 0, your translucent stuff might not be drawn in the right order and you might not see through it. If you move the translucent part to surface 1, you're guaranteed that it's at least going to be drawn after all the opaque parts of the same model.
Now, what I want to do eventually is have a "translucent" DEF token that tells the engine "this surface is translucent", because it would be a huge pain in the ass to try to examine the models at runtime to figure out which parts are translucent or not. This way the engine could draw all the surfaces of all the models that are opaque just fine, then walk through the translucent surfaces only and try to figure out how to alleviate any artifacts (by trying to sort them, or any other approximation that would yield better results than today). This way even if the method to make it look OK is expensive, it would only apply to a small portion of the scene.
Intersecting translucent planes are never really going to work right, however. It's not wonder than modern games avoid translucency like the plague and always use alpha-testing for world stuff. The only translucent stuff you see are particles, which are easy to sort since they're conveniently aligned.. Even things like glass panes are generally rough approximations, like additive blending.
#3471 Posted 02 March 2013 - 04:01 PM
#3472 Posted 02 March 2013 - 05:06 PM
#3473 Posted 02 March 2013 - 05:14 PM
#3474 Posted 02 March 2013 - 07:50 PM
MusicallyInspired, on 09 February 2013 - 08:38 PM, said:
The eduke32.log file displays these lines of messages every time I typed in 'restartvid' if it means anything:
Can I bump this one more time? Also, I notice when playing e1l1 the spotlight in the street flickers on and off, and still no shadows.

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