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

User is offline   Mark 

#5366

I'll check out a youtube vid of Turok then......

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

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User is offline   Kyanos 

#5367

I'm ripping the models, they come like that it's how I even figured it out. I have no problem changing them to a static skin, I just thought is was a cool feature and it would be a better mod if the effect worked the same way here.

added a video:


This post has been edited by Drek: 11 November 2015 - 04:00 PM

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User is offline   Tea Monster 

  • Polymancer

#5368

View PostDrek, on 11 November 2015 - 09:35 AM, said:

I came across a modelling trick from an old game. They mapped the uv coordinates to the bottom left corner, 1 pixel. The engine is then told to ''float'' the pixel around the texture, using numbers pulled from the angle of the camera, it makes the object look flat and shiny.

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

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User is offline   Mark 

#5369

OK Drek. Now I see what you're after.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5370

For the Duke 64 mod, I'm going to connect the spriteext members xpanning and ypanning to the UV coordinate of models.
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User is offline   Kyanos 

#5371

View PostHendricks266, on 11 November 2015 - 04:57 PM, said:

For the Duke 64 mod, I'm going to connect the spriteext members xpanning and ypanning to the UV coordinate of models.


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

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User is offline   Mark 

#5372

Speaking of models, could you make it possible to assign additional normal and spec map skins to models using different pals like you can now with the diffuse skin?

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #5373

View PostDrek, on 11 November 2015 - 05:42 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.

It would be from CON, and would apply to all surfaces.
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User is offline   Kyanos 

#5374

Thanks for the info. I can definitely work with that, I'll just split apart some models and define the pieces to multiple sprites.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5375

You can now access a model's UV panning through setactor[<id>].xpanning and ypanning, in the range 0-255.
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User is offline   Micky C 

  • Honored Donor

#5376

What's the mapster script command for deleting sprites?
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User is offline   Helixhorned 

  • EDuke32 Developer

#5377

View PostMicky C, on 11 December 2015 - 03:53 PM, said:

What's the mapster script command for deleting sprites?

As stated in the M32script command index, there's deletesprite. It's not tested by a.m32 though, so... good luck :thumbsup:.
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User is offline   Micky C 

  • Honored Donor

#5378

Hmm that's weird, could have sworn I did a search for "delete" on that page but maybe it was something else. Anyway I got it off Hendricks on chat a week ago and it did exactly what I wanted, saving many hours of finicky work Posted Image

Not sure how the mapper who did all that work would feel about me undoing it though...
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User is offline   LeoD 

  • Duke4.net topic/3513

#5379

After importing maphacks into Mapster's 3D mode via F9, is it possible to save these changes into the map file?
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User is offline   Hendricks266 

  • Weaponized Autism

  #5380

View PostLeoD, on 21 December 2015 - 06:30 AM, said:

After importing maphacks into Mapster's 3D mode via F9, is it possible to save these changes into the map file?

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?
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User is offline   LeoD 

  • Duke4.net topic/3513

#5381

View PostHendricks266, on 21 December 2015 - 10:32 AM, said:

Is angoff the only thing you would want applied?
Ideally everything that can be done in maphacks. I might have been less of a nuisance during beta testing Decay if such a feature had been available. I admit that it's a niche application for limited purposes.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5382

mdx/y/zoff, pitch, roll, and flags (notmd, nomdanim, away1/2) are not stored in .map files at all. That leaves angoff and light (which I forgot about earlier). I've never created a Polymer light, so I don't know if all the parameters that the light command takes are covered by an SE light.
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User is offline   LeoD 

  • Duke4.net topic/3513

#5383

View PostHendricks266, on 21 December 2015 - 11:24 AM, said:

mdx/y/zoff, pitch, roll, and flags (notmd, nomdanim, away1/2) are not stored in .map files at all.
So it is not possible to have pickups adapted to a sloped ground without maphacks. Important to know for a non-mapper like me. I suppose that the others (except notmd, nomdanim) could be translated from MHK to an M32 script which actually modifies the map.

While we're at it - the mdzoff parameter on floor (and ceiling?) aligned sprites is interpreted differently by Polymost and Polymer.
Vanilla Red 5:
Attached Image: red5-no-mhk.jpg

Red 5 + MHK in Polymer renderer:
Attached Image: red5-mhk-polymer.jpg

Red 5 + MHK in Polymost renderer:
Attached Image: red5-mhk-polymost.jpg

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)



This post has been edited by LeoD: 21 December 2015 - 12:08 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5384

View PostLeoD, on 21 December 2015 - 11:44 AM, said:

While we're at it - the mdzoff parameter on floor (and ceiling?) aligned sprites is interpreted differently by Polymost and Polymer.

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?
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User is offline   LeoD 

  • Duke4.net topic/3513

#5385

View PostHendricks266, on 21 December 2015 - 11:47 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?
Uhm, for not floor aligned sprites I use mdxoff/mdyoff to move them up or down. I could try with a 512-pitched one ....
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User is offline   LeoD 

  • Duke4.net topic/3513

#5386

View PostLeoD, on 21 December 2015 - 11:53 AM, said:

Uhm, for not floor aligned sprites I use mdxoff/mdyoff to move them up or down. I could try with a 512-pitched one ....
In that case both renderers do the same.
sprite  3049 mdzoff      -4000       // tile0052 sixpack
sprite  3049 pitch       -512        // tile0052 sixpack

Attached Image: red5-mhk-sixpack.jpg

Maybe it's not the mdzoff parameter, but a difference in how floor-alignment is implemented, respectively.
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User is offline   Jblade 

#5387

Any word on those increased sound limits btw? Right now we're at 3240 (and you know I'm actually using all of the stuff I ask to add in :thumbsup: )
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User is offline   Helixhorned 

  • EDuke32 Developer

#5388

View PostHendricks266, on 21 December 2015 - 10:32 AM, said:

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?

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.
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User is offline   Mark 

#5389

As I was working on a bonus map for Decay, the E1L1 remake I showed some pics of last year, I noticed how fast and stuttering the film reels move in the projection room of the cinema. The easy fix if someone wants to add it in officially involves slightly modifying the highres/sprites/props.def file. It slows the reels way down to a more normal speed and by not using the last frame of the animation the stutter disappears. The only values changed were fps 65 to fps 6 and cineline 19 to cineline 18. Its a step in the right direction until it gets replaced with a better model. Hopefully nobody used this reel for something else and the slower speed will ruin their effect. In which case you can use it for yourself if it doesn't get added in officially.

// 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

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User is offline   LeoD 

  • Duke4.net topic/3513

#5390

"al" and at least the r5505 short CON command versions do not seem like a good idea IMO. While they save typing a few characters, reading and understanding the CON code will become quite harder for others, especially newbies.

[EDIT:]Mark., the new definition will be added on my next checkin. (Wrong thread, btw. :thumbsup: )

This post has been edited by LeoD: 04 January 2016 - 05:58 PM

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User is online   Danukem 

  • Duke Plus Developer

#5391

View PostLeoD, on 04 January 2016 - 04:46 PM, said:

"al" and at least the r5505 short CON command versions do not seem like a good idea IMO. While they save typing a few characters, reading and understanding the CON code will become quite harder for others, especially newbies.


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.
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User is offline   Mblackwell 

  • Evil Overlord

#5392

Besides something like "al" (which is addlogvar, not frequently used by amateur coders) most of the changes are logical and actually help clarify the code somewhat. Instead of having to know and type "addvar" and addvarvar you can type "add" and it covers both.

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". :thumbsup:

Spoiler

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User is online   Danukem 

  • Duke Plus Developer

#5393

Am I correct that CON has no way of detecting whether the player has sound or music turned on? I have looked though the userdef members and pre-defined/constantly updated gamevars listed in the wiki, and that seems to be the case.
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User is offline   Jblade 

#5394

No, there's no way IIRC - you can at least hack a way of detecting sounds by playing a silent sound and then checking to see if it's playing as ifsound returns false if sounds are disabled.

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)
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User is offline   Hendricks266 

  • Weaponized Autism

  #5395

View PostJblade, on 09 January 2016 - 02:14 PM, said:

No, there's no way IIRC - you can at least hack a way of detecting sounds by playing a silent sound and then checking to see if it's playing as ifsound returns false if sounds are disabled.

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.

View PostJblade, on 09 January 2016 - 02:14 PM, said:

The latest snapshot seems to mess with alignto since it now seems to set the sector's lotag if you mess with that.

Alignto will forever and always be fogpal. What are some steps I can take to reproduce lotag getting clobbered?

View PostJblade, on 09 January 2016 - 02:14 PM, said:

(Also I didn't get a response about the sound limit increase, it would be insanely useful for us if it was increased)

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.
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