
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5366 Posted 11 November 2015 - 12:08 PM
I guess I was wrong about something. I was mistaking an older game called Trespass with Turok. Anyway, I saw in Turok 2 the spinning pickups you mentioned. I would just create the spinning model ( or voxel if that's your thing ) and not worry about modifying the game engine.
BTW, was it Diaz that had screenshots of a fantastic looking jungle in his unfinished mod? Team up with him if he's still around.
This post has been edited by Mark.: 11 November 2015 - 01:02 PM
#5367 Posted 11 November 2015 - 01:33 PM
added a video:
This post has been edited by Drek: 11 November 2015 - 04:00 PM
#5368 Posted 11 November 2015 - 04:04 PM
Drek, on 11 November 2015 - 09:35 AM, said:
Would you guys duplicate that in EDuke32?
Correct me if I'm wrong, but that doesn't sound like best practice - that is what smoothing groups are for. As Mark says, if you can link to a vid or a tutorial, that would be great.
One big problem with EDuke and MD3 models is that NPherno's MD3 tool tends to babber up smoothing groups, placing them at UV seams, which is really bad.
One technique they use nowadays is vector normals. They used it in Alien Isolation and Star Citizen. You make your model so that the normals of the object hold all the shape. That way, the only normal maps that you need are textures (like rusty metal,worn paint, leather, etc. You can create all your spec and normal maps without doing any baking at all. Things like table tops and flat surfaces are easy to have looking 'flat' so that reflections behave as they should do. You still have to bake character details down from a high poly sculpt, but an awful lot of props can be made using this technique.
EDIT: Blender tut:
This post has been edited by Tea Monster: 11 November 2015 - 04:19 PM
#5370 Posted 11 November 2015 - 04:57 PM
#5371 Posted 11 November 2015 - 05:42 PM
Hendricks266, on 11 November 2015 - 04:57 PM, said:
Awesome. So I would be able to get at it in def or con somehow? On my end I want to do it for one or two surfaces in a md3 with more surfaces defined to regular textures.
This post has been edited by Drek: 11 November 2015 - 05:44 PM
#5372 Posted 11 November 2015 - 05:54 PM
I have some custom enemies with multiple skins but they all have to share the same normal and spec maps.
This post has been edited by Mark.: 11 November 2015 - 05:55 PM
#5373 Posted 11 November 2015 - 06:37 PM
Drek, on 11 November 2015 - 05:42 PM, said:
It would be from CON, and would apply to all surfaces.
#5374 Posted 11 November 2015 - 08:16 PM
#5375 Posted 25 November 2015 - 04:18 AM
#5377 Posted 19 December 2015 - 03:27 AM
Micky C, on 11 December 2015 - 03:53 PM, said:
As stated in the M32script command index, there's deletesprite. It's not tested by a.m32 though, so... good luck

#5378 Posted 19 December 2015 - 03:38 AM

Not sure how the mapper who did all that work would feel about me undoing it though...
#5379 Posted 21 December 2015 - 06:30 AM
#5380 Posted 21 December 2015 - 10:32 AM
LeoD, on 21 December 2015 - 06:30 AM, said:
I don't see any mechanism to do this. I would have written an m32script to apply sprites' angoff members to their angles, but it doesn't look like m32script currently has access to spriteext[].
Is angoff the only thing you would want applied? (I don't see what else could be done.)
Helix: If I were to expose spriteext[] to m32script, would you prefer that I add the members to sprite[] (like how the game lumps sprite, hittype, and spriteext into getactor and sprite[]) or would you prefer I add a spriteext[] to the language?
#5381 Posted 21 December 2015 - 10:54 AM
Hendricks266, on 21 December 2015 - 10:32 AM, said:
#5382 Posted 21 December 2015 - 11:24 AM
#5383 Posted 21 December 2015 - 11:44 AM
Hendricks266, on 21 December 2015 - 11:24 AM, said:
While we're at it - the mdzoff parameter on floor (and ceiling?) aligned sprites is interpreted differently by Polymost and Polymer.
Vanilla Red 5:

Red 5 + MHK in Polymer renderer:

Red 5 + MHK in Polymost renderer:

Debug MHK attached. Is there a right or wrong, or is it just to be considered as two different legal interpretations?
In the latter case I'd prefer Polymost to be changed, since almost all maphacks are made using Polymer.
Attached File(s)
-
Red5-debug-maphack.zip (605bytes)
Number of downloads: 526
This post has been edited by LeoD: 21 December 2015 - 12:08 PM
#5384 Posted 21 December 2015 - 11:47 AM
LeoD, on 21 December 2015 - 11:44 AM, said:
The z offset should be in the same direction as it is without the floor-aligned bit set. Do you know which renderer is correct in this case?
#5385 Posted 21 December 2015 - 11:53 AM
Hendricks266, on 21 December 2015 - 11:47 AM, said:
#5386 Posted 21 December 2015 - 12:06 PM
LeoD, on 21 December 2015 - 11:53 AM, said:
sprite 3049 mdzoff -4000 // tile0052 sixpack sprite 3049 pitch -512 // tile0052 sixpack

Maybe it's not the mdzoff parameter, but a difference in how floor-alignment is implemented, respectively.
#5387 Posted 27 December 2015 - 02:59 AM

#5388 Posted 27 December 2015 - 03:29 AM
Hendricks266, on 21 December 2015 - 10:32 AM, said:
I'd go for the lumping, but that's just for simplicity's sake on your part. I don't really have any strong opinions regarding the evolution of the m32script language as its only use is to enable mappers getting done things quickly that would otherwise require manual labor. Users would have to know that the member is not part of sprite[], but I think we can assume this level of proficiency from the long-time mappers.
#5389 Posted 02 January 2016 - 04:47 PM
// Cineline (1055)
model "highres/sprites/props/1055_cineline.md3" {
scale 22 shade 6
skin { pal 0 file "highres/sprites/props/1055_cineline.png" }
anim { frame0 "cineline00" frame1 "cineline18" fps 6 flags 0 }
frame { name "cineline00" tile0 1055 tile1 1056 }
}
This post has been edited by Mark.: 02 January 2016 - 04:54 PM
#5390 Posted 04 January 2016 - 04:46 PM
[EDIT:]Mark., the new definition will be added on my next checkin. (Wrong thread, btw.

This post has been edited by LeoD: 04 January 2016 - 05:58 PM
#5391 Posted 04 January 2016 - 08:04 PM
LeoD, on 04 January 2016 - 04:46 PM, said:
I don't see the problem. Existing code will stay the same. It just gives people more options. There have always been plenty of ways to make code horribly unreadable.
#5392 Posted 04 January 2016 - 10:08 PM
getactor[THISACTOR].z temp subvar temp player[THISACTOR].posz mulvarvar temp vel_mod shiftvarr temp 2 setactor[THISACTOR].zvel temp
vs
geta[].z temp sub temp player[].posz mul temp vel_mod shiftr temp 2 seta[].zvel temp
Anyway, you can blame me if you'd like since I'd been complaining to TerminX about the amount of typing I've been doing over the years. Long names are still valid though. Also, you're welcome for "abs".

#5393 Posted 09 January 2016 - 01:42 PM
#5394 Posted 09 January 2016 - 02:14 PM
The latest snapshot seems to mess with alignto since it now seems to set the sector's lotag if you mess with that. As far as I know it was temporarily being used for fog pal stuff in the GL modes right? (Also I didn't get a response about the sound limit increase, it would be insanely useful for us if it was increased)
#5395 Posted 09 January 2016 - 03:05 PM
Jblade, on 09 January 2016 - 02:14 PM, said:
I added userdef[].musictoggle at one point but I guess I didn't add one for sound. I just wrote a commit (which took all of three lines) and it will be in my next push.
Jblade, on 09 January 2016 - 02:14 PM, said:
Alignto will forever and always be fogpal. What are some steps I can take to reproduce lotag getting clobbered?
Jblade, on 09 January 2016 - 02:14 PM, said:
I would sooner add a redefinesound that you can call from a state, much like redefinequote. In this way I envision none of our limits ever being raised again--I'd like Lunatic to be able to load, unload, and rewrite ART and palette data on the fly.