EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5600 Posted 11 February 2017 - 06:32 PM
This post has been edited by Mark.: 11 February 2017 - 06:39 PM
#5601 Posted 11 February 2017 - 09:03 PM
This post has been edited by Gambini: 11 February 2017 - 09:04 PM
#5603 Posted 11 February 2017 - 10:40 PM
Hendricks266, on 11 February 2017 - 10:31 PM, said:
There is, but it would be more convenient if it were in the def language for models, rather than just being a CON command. There is angadd, but it applies only to hud models. So, if you want a model with incorrect rotation to look in mapster as it will in-game, then you are out of luck.
#5604 Posted 11 February 2017 - 10:41 PM
Ideally, the problem would be fixed in the MD3 itself, instead of having EDuke32 perform an online correction.
We need a newer model format.
#5605 Posted 11 February 2017 - 10:46 PM
Hendricks266, on 11 February 2017 - 10:41 PM, said:
There is an angoff command, but as I was saying it's a CON command. It does the job but it's not convenient for mappers. It gets worse if the model is using a clipshape, because then the model in the clipshape map has to be turned sidewise relative to the clipshape sectors in order for it to clip correctly in game.
#5606 Posted 12 February 2017 - 04:35 AM
Gambini, on 11 February 2017 - 09:03 PM, said:
I see. So it seems the XSI format is also like md3 where you can't rotate a model with animations. That seems odd if it uses a skeleton for animation. You should have total freedom of movement. Out of curiosity, what formats does XSI export to?
#5607 Posted 12 February 2017 - 05:06 AM
FBX would be nice to have. It's an industry standard, there are lots of tools available and just about everything can export it - even Blender!
This post has been edited by Tea Monster: 12 February 2017 - 05:09 AM
#5608 Posted 12 February 2017 - 06:30 AM
I have been using Misfit for a few years now and never really looked at that feature before. There are a few others too. I'll have to give it another look over.
#5609 Posted 12 February 2017 - 09:55 AM
#5610 Posted 13 February 2017 - 05:18 PM
Mark., on 12 February 2017 - 06:30 AM, said:
I have been using Misfit for a few years now and never really looked at that feature before. There are a few others too. I'll have to give it another look over.
Thank you for this tip. I moved onto other part of the project right now since I was frustrated, but i will try it soon!
#5611 Posted 20 February 2017 - 01:43 AM
#5612 Posted 23 February 2017 - 06:57 PM
Micky C, on 20 February 2017 - 01:43 AM, said:
Any comment on the feasibility of this?
#5613 Posted 25 February 2017 - 02:35 PM
Is there a way to have a duke3d.act palette file for each pal value? I want to save pngs as indexed colors which would correspond to each pal value (pal 10 for reds, pal 12 for grays, etc).
#5614 Posted 25 February 2017 - 04:50 PM
Gambini, on 25 February 2017 - 02:35 PM, said:
Is there a way to have a duke3d.act palette file for each pal value? I want to save pngs as indexed colors which would correspond to each pal value (pal 10 for reds, pal 12 for grays, etc).
I made a highpal lookup table for polymer & wgr2 (it's on the wiki)
I defined a palette png to a HUD tile then made a map with all the floors each palette, as I walked forward I took screenshots of the HUD palette image in each different colored sector, you can rip the pals the cropped screenshot. Try that, if no one has a better way. (H266 or another dev could probably solve this using code quickly.)
http://wiki.eduke32....ki/Highpalookup
see the tutorial at the bottom.
#5615 Posted 25 February 2017 - 08:22 PM
#5616 Posted 25 February 2017 - 09:24 PM
#5617 Posted 26 February 2017 - 03:02 PM
Gambini, on 25 February 2017 - 09:24 PM, said:

This wasn't as easy as it should be.
duke3d_pal10.zip (755bytes)
Number of downloads: 277
duke3d_pal12.zip (731bytes)
Number of downloads: 299
I used cyotek palette editor beta, https://www.cyotek.c...-palette-editor
Imported the duke3d.act palette from photoshop (.act isn't listed as a valid import go to all files *.* then import .act it works)
Then opened cropped palette 10 image from dukepals.bmp above in windows photo viewer, both programs open side by side

I used the color picker tool (grey box bottom of picture) to select colors from pal10.png to copy over original duke3d.act palette, save as .aso (swatch)
Then in photoshop load custom palette, .aso and save palette to .act
This post has been edited by Drek: 26 February 2017 - 03:52 PM
#5618 Posted 27 February 2017 - 01:28 AM
#5619 Posted 27 February 2017 - 07:49 AM
Attached File(s)
-
duke3d_act.zip (117.61K)
Number of downloads: 302
This post has been edited by Fox: 27 February 2017 - 07:51 AM
#5620 Posted 27 February 2017 - 09:52 AM
duke3d_pal4.zip (183bytes)
Number of downloads: 425
I made a working pal4.act that's the whole set done.
#5621 Posted 27 February 2017 - 02:41 PM
#5622 Posted 27 February 2017 - 03:20 PM
Fox, on 27 February 2017 - 02:41 PM, said:
That's not how it works in-game though?
#5623 Posted 27 February 2017 - 03:29 PM
This post has been edited by Fox: 27 February 2017 - 03:30 PM
#5624 Posted 27 February 2017 - 05:00 PM
#5625 Posted 27 February 2017 - 06:00 PM
Hendricks266, on 27 February 2017 - 05:00 PM, said:
That's correct.
#5626 Posted 27 February 2017 - 10:38 PM
Also these pal swapped images can't be used in a .art file for obvious reasons.
I guess in the end all that really matters is Gambinis usage of this. Do you plan to use def code tilefromtexture or just texture? Or is it some other use?
#5627 Posted 28 February 2017 - 03:06 AM
Drek, on 27 February 2017 - 10:38 PM, said:
I'm pretty sure he is using it so skins for the models he is creating use colors sampled from actual Duke 3D palettes, to help insure that the models look like they belong in the same world with the Duke 3D sprites.
#5628 Posted 28 February 2017 - 07:39 AM
Quote
yep
#5629 Posted 28 February 2017 - 07:36 PM
Gambini, on 28 February 2017 - 07:39 AM, said:
yep
Just use polymer and it'll happen automatically. While you're there, add in some polymer lights

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