Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 186
  • 187
  • 188
  • 189
  • 190
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Micky C 

  • Honored Donor

#5611

There's a tag to specify that sprites are drawn after all other sprites and masked walls. Can there be a similar tag to have the sprites be drawn absolutely last, after level geometry?
0

User is offline   Micky C 

  • Honored Donor

#5612

 Micky C, on 20 February 2017 - 01:43 AM, said:

There's a tag to specify that sprites are drawn after all other sprites and masked walls. Can there be a similar tag to have the sprites be drawn absolutely last, after level geometry?



Any comment on the feasibility of this?
0

User is offline   Gambini 

#5613

I have a question that is very important for me:

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).
0

User is offline   Kyanos 

#5614

 Gambini, on 25 February 2017 - 02:35 PM, said:

I have a question that is very important for me:

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.
1

User is offline   Kyanos 

#5615

found this thank craigfatman

Attached File  DukePals.bmp (97.55K)
Number of downloads: 31
1

User is offline   Gambini 

#5616

Thanks! that's really useful. Now i wonder how to create .act files out of that.
1

User is offline   Kyanos 

#5617

 Gambini, on 25 February 2017 - 09:24 PM, said:

Thanks! that's really useful. Now i wonder how to create .act files out of that.


Posted Image
This wasn't as easy as it should be.

Attached File  duke3d_pal10.zip (755bytes)
Number of downloads: 196
Attached File  duke3d_pal12.zip (731bytes)
Number of downloads: 187

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

Posted Image

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

1

User is offline   Gambini 

#5618

Well i guess i will be sufficed wtih the two examples you just did. I can´t spare time on learning that. But it´s a good foundation, maybe someone in the future could do it for them all and upload them in a repository. This community definetely needs an updated repository with plugins for programs, this kind of stuff, the community stockpile database, etc.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5619

I made these lossless rips of the palettes. The .act format is stupid, so pal 4 is reduced to a single color.

Attached File(s)



This post has been edited by Fox: 27 February 2017 - 07:51 AM

2

User is offline   Kyanos 

#5620

Attached Image: tile1426_pal4.png
Attached File  duke3d_pal4.zip (183bytes)
Number of downloads: 297

I made a working pal4.act that's the whole set done.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5621

That's incorrect. All colors, including the transparent one, should be black.
0

User is offline   Micky C 

  • Honored Donor

#5622

 Fox, on 27 February 2017 - 02:41 PM, said:

That's incorrect. All colors, including the transparent one, should be black.



That's not how it works in-game though?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5623

The transparent pixels will still be transparent, but black. That is visible when you have transparent pixels in a wall with pal 4.

This post has been edited by Fox: 27 February 2017 - 03:30 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5624

IIRC the renderer tests whether the color index is 255 _before_ palswaps, not after it, for the purposes of transparency.
0

User is offline   TerminX 

  • el fundador

  #5625

 Hendricks266, on 27 February 2017 - 05:00 PM, said:

IIRC the renderer tests whether the color index is 255 _before_ palswaps, not after it, for the purposes of transparency.

That's correct.
0

User is offline   Kyanos 

#5626

It's a non issue as all of these palettes transparency are not working in game. It's a known issue with eduke that the final png for def code needs 255 to be transparent.

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?
0

User is online   Danukem 

  • Duke Plus Developer

#5627

 Drek, on 27 February 2017 - 10:38 PM, said:

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?


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.
1

User is offline   Gambini 

#5628

Thanks to all for your help i´m getting those rigth away.

Quote

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.


yep
0

User is offline   Micky C 

  • Honored Donor

#5629

 Gambini, on 28 February 2017 - 07:39 AM, said:

Thanks to all for your help i´m getting those rigth away.



yep


Just use polymer and it'll happen automatically. While you're there, add in some polymer lights Posted Image
1

User is offline   Gambini 

#5630

 Mark., on 12 February 2017 - 06:30 AM, said:

Mark and Misfit to the rescue. Load your animated md3 model into Misfit. Up top on menu, click Model and then Transform. A window pops up where you can choose which way to rotate or adjust any angles of your model. Be sure that you choose the box that says to include model and animations. I tried it with an animated model and it works.

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.

Just to mention, i tried this and it works man! thank you!!
0

User is offline   Mark 

#5631

happy to help
0

User is offline   0815Jack 

#5632

Hi,

I just want to ask if there is some kind of roadmap for EDuke32. Are there plans for news features and is more like just bugfixing the current version? What about support for Shadow Warrior?

I’m just curios…..
0

User is offline   Mark 

#5633

I read that multiplayer and SW support is on the list. As for bug fixes I'm sure Hendricks266 will be happy to tell you about his long list of things to do. :P
1

User is offline   Micky C 

  • Honored Donor

#5634

Icecoldduke might possibly maybe one day finish polymerNG Posted Image
0

User is offline   Jblade 

#5635

Just a quick question and a minor request that's based on it; what kind of performance footprint does ifactorsound have? Also is it possible to add a simple ifsoundvar if it does have a high impact? I can use a var with actorsound but not just with the ifsound variant.
0

User is offline   TerminX 

  • el fundador

  #5636

Using ifactorsound has about as close to no effect on performance as you can get; you would have to go out of your way to write exceedingly stupid code to ever get it to impact anything.
0

User is offline   Jblade 

#5637

Ok ok, I did have some problems with it when detecting a stereo ogg file so I was just checking to see.
0

User is offline   Micky C 

  • Honored Donor

#5638

Is there a way of moving and rotating (by 90 degree increments) a large number of sectors without messing up the textures?
0

User is offline   supergoofy 

#5639

I've seen this: http://www.vogons.or...hp?f=24&t=52874
0

User is online   Danukem 

  • Duke Plus Developer

#5640

I have a request: a command like rotatesprite16, but in which there is an xscale separate from yscale, allowing the drawing of sprites with dynamically changed xrepeat / yrepeat values.
0

Share this topic:


  • 213 Pages +
  • « First
  • 186
  • 187
  • 188
  • 189
  • 190
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options