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

Jump to content

  • 213 Pages +
  • « First
  • 198
  • 199
  • 200
  • 201
  • 202
  • 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   Danukem 

  • Duke Plus Developer

#5965

The documentation is included with EDuke32 in a file named "spriteclip.txt" Helixhorned mentions tagging in the paragraph about picnums being "aliased to a layer". I have pasted the documentation below.

Quote

Sector-like clipping for sprites
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sprite picnums can be assigned to a bunch of connected sectors so that
clipping against these sprites will work as if it is carried out on the
associated sectors. For this, files named _clipshapeX.map (where X is
in 0..9) should be present at program start time. Every such map must be
built to certain rules, and loading many of them has the same effect as
loading a single map with all sectors/walls/sprites thrown together.

* Every sector that contains at least one white wall is considered an "outer" sector.
Conversely, sectors with only red walls are "inner" (clipping) sectors.

* Sprites in outer sectors are ignored.

* To associate a picnum with a bunch of sectors, place a sprite with that picnum in
some inner sector of the lot. At the end stage of editing, align the sprite so that
the model matches the sectors well. See samples/_clipshape0.map for examples.

* A picnum may be associated with many "layers" (called "indices" in the code) of
sectorwork. This serves two purposes: one is to enable more complex shapes than
would be possible using only one sector. The other reason is that a sprite may differ
in orientation in such a way that it is not possible to calculate one from another.
In particular, floor-aligned sprites and face/wall sprites should have their own
sector versions (of course only if they are intended to be used in a particular
orientation).

* The sprites in inner sectors should point northward and should not have any orientation-
changing bits like x-flip or y-flip set. Setting centering and a custom size is permitted,
though.

* A set of picnums can be aliased to a layer. This is useful if "secondary" picnums
are going to be used as decoration, for example. For this, set lotags and/or hitags
of any wall of an inner sector to the picnums to be aliased to layer containing the wall.
If only one of them is set, it is taken as a picnum, otherwise as a both-sided inclusive
range, the order doesn't matter. The pigcop tank is present as an example in
samples/_clipshape0.map. If a picnum has multiple layers, it is advisable to set the same
lotags/hitags for each layer. Note that you do not need to set tags unless you intend to
have more than one picnum to share a clipping shape.

* The inner sectors of a given layer must be all interconnected (not necessarily directly)
and for a layer there must be a unique outer sector.

* Making the floor or ceiling of a sector parallaxed will disable clipping on it in certain
ways. Normally, there are four horizontal clipping planes per inner sector (see the round
table for an example). Making the ceiling parallaxed disables the upper two, and analogously
for the floor.

* Making a sprite transparent will disable rotation around its origin to match a given sprite's
angle. Use it on models with rotational symmetry.


Notes:
------

* The clipping will not change with rendering modes or options.


Predicted bugs:
---------------

* Clipping may not work across playing map sector boundaries, especially with large sprites.


--Helixhorned

4

User is offline   Gambini 

#5966

SuPer awesome!!! Thanks!

This post has been edited by Gambini: 11 November 2018 - 02:51 PM

0

User is offline   Gambini 

#5967

Definetely the detailed description of the proper use helps a lot and has made me realize i was commiting several mistakes (I learned by watching other clipshapes). Someone should add that to the edukewiki. In these times people automatically looks for solutions outside their computer.
0

User is offline   TerminX 

  • el fundador

  #5968

Posted Image
Posted Image

Well, that's a new one. I wonder what the hell is going on here.
10

User is offline   Gambini 

#5969

You can rotate player alligment and gravity?
0

User is offline   DavoX 

  • Honored Donor

#5970

No :rolleyes:
0

User is offline   Danukem 

  • Duke Plus Developer

#5971

Assuming those are the unedited stock textures, I guess it means it is now possible to rotate a texture 90 degrees on a wall. Or at least sprites.
3

User is offline   TerminX 

  • el fundador

  #5972

Boy, that sure would be neat, especially if it worked in classic!
3

User is offline   oasiz 

  • Dr. Effector

#5973

Possibilities for trimming would intensify
0

User is offline   OpenMaw 

  • Judge Mental

#5974

View PostTerminX, on 15 November 2018 - 01:26 PM, said:

Boy, that sure would be neat, especially if it worked in classic!



You coy mother fucker. Posted Image
0

User is offline   DavoX 

  • Honored Donor

#5975

Imagine how much you'd save on texture copies, one can dream.
0

User is offline   Mark 

#5976

I really am getting dense in my old age. All I can see in those pics is geometry but not enemies rotated 90 degrees. I see nothing about rotated textures and such. :rolleyes: Other than the textures staying aligned with the rotated geo

This post has been edited by Mark: 15 November 2018 - 01:53 PM

0

User is offline   DavoX 

  • Honored Donor

#5977

there's no rotated geometry at all, the place is a recreation.
0

User is offline   Micky C 

  • Honored Donor

#5978

Now we just need textures and sprites to be able to have an arbitrary angle rotation a la Build 2 and everything will be peachy Posted Image
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5979

Nice.
0

User is offline   oasiz 

  • Dr. Effector

#5980

2019 - Year of Linux des----- NO!! YEAR OF MAPPING FOR A 20+ YEAR OLD DEAD GAME WITH ROTATED TEXTURES !

https://dukeworld.du...uke32_latest.7z

https://dukeworld.du.../20181118-7238/


Come get some new trims !
Thanks TX for bringing this major mapping milestone to fruition !

Edit: Thanks Jblade for reminding, use R on a wall !

Attached thumbnail(s)

  • Attached Image: capt0000.png


This post has been edited by oasiz: 18 November 2018 - 11:09 AM
Reason for edit: R to rotate!

2

User is offline   Jblade 

#5981

really cool - it's triggered with the R button to save others pressing all the keys first :rolleyes:
4

User is offline   Perro Seco 

#5982

I really appreciate all the cool features that EDuke32 offers, but I don't understand how texture rotation on walls can be a "game changer" or "mapping milestone" when it has always been possible by using new textures. Your work on this new feature is appreciated as always, but things like TROR are much more impressive in my opinion. :rolleyes:
1

User is offline   oasiz 

  • Dr. Effector

#5983

TROR is big, but that was years ago and I would argue that this probably one of the biggest things since :rolleyes:

I would say that in duke scene this matters more since generally there is a much lower entry barrier and a bigger audience when you can just pop an usermap from the menu vs. loading few extra assets in. Don't ask why but that seems to be the case.
Not saying that using custom textures are automatically SATAN 666 but I guess it's the lack of good packaging possibilities (vs. WAD) that kind of does it.

This does suddenly allow a LOT more to be done with the stock texture set, especially trimming with various textures as duke doesn't have too many of those. Let's be honest, many mappers have been quite desperate on milking out the current set quite dry over the years, me included :D

Rotation is a simple thing but it's been on a wishlist for years personally, next step would be flipping sprites.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5984

Is it 90 degrees only?
0

User is offline   Mark 

#5985

I started testing the latest revision of Eduke32 in my previous projects. The first up is GraveyardTC. I have found a number of issues and I'm documenting them as I find them.

This post has been edited by Mark: 18 November 2018 - 08:22 PM

0

User is offline   Mark 

#5986

This info was forwarded to the devs but I'll post it here so they don't receive duplicate bug reports. The 3 issues I found so far are:

1. If player starts on a sector with a "killing texture" they should start weaponless. Thats not working. Player starts with a gun.
2. The backround screen shown during the texture loading process is the wrong tile.
3. Polymer needs to be manually chosen each time you load the game. That setting doesn't stick.

So its looking like only a few minor things which is darn good considering how many dozens and dozens of updates were applied to the latest revisions.

This post has been edited by Mark: 18 November 2018 - 08:15 PM

0

User is offline   DavoX 

  • Honored Donor

#5987

Please guys test performance on heavy mods , should run better on GL and software, depends of course on how the mod is done and handled.
1

User is offline   Mark 

#5988

In Polymer, so far it seems old and new are close to the same fps. In some cases a bit faster and in some a bit slower. Single digits. I'll be testing more projects today.
1

User is offline   Gambini 

#5989

About the rotated texture thing:

Awesome! i just wish it did come BEFORE i made dozens of copies for tiles only to rotate them!
0

User is offline   DavoX 

  • Honored Donor

#5990

View PostGambini, on 19 November 2018 - 07:06 AM, said:

About the rotated texture thing:

Awesome! i just wish it did come BEFORE i made dozens of copies for tiles only to rotate them!



Can always go and delete them to make the maps smaller and faster to load :rolleyes:
1

User is offline   Mark 

#5991

I found another small bug with revision 7241. This time in HHR. There is an animation and sound that play together when you click on Eduke32.exe to start the game. If you check the box to run Polymer, the sound lags slightly behind the ivf video. In Polymost they stay in sync. It is easily repeatable. When you watch it, the hammer is supposed to sound the same time as "rethinked" hits the logo.

This post has been edited by Mark: 19 November 2018 - 08:05 AM

0

User is offline   Micky C 

  • Honored Donor

#5992

Is there some mapster script to be able to insert a particular sprite at the centre of all highlighted sectors? Ideally the sprite would have all the properties of that in the clipboard, but otherwise a particular tile number would do. There's a really, really cool effect I want to pull off, but it requires adding effector sprites to around 900 sectors...

This post has been edited by Micky C: 07 December 2018 - 08:32 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#5993

View PostMicky C, on 07 December 2018 - 08:31 PM, said:

Is there some mapster script to be able to insert a particular sprite at the centre of all highlighted sectors? Ideally the sprite would have all the properties of that in the clipboard, but otherwise a particular tile number would do. There's a really, really cool effect I want to pull off, but it requires adding effector sprites to around 900 sectors...


It's possible. You will need a function that loops through the selected sectors, spawns an effector using insertsprite for each one, calculates the "center" of each selected sector and then sets coords on the new sprite and gives it whatever other properties you need it to have. I've done something like that in CON before, but not mapster script.

As you know, sectors come in many shapes, and some of them have void space in the middle. Some of them are very irregular, too, and you can define "center" in different ways.

EDIT: Depending on what you are trying to do, you may not require the overhead of having an actual sprite in each sector.

This post has been edited by Trooper Dan: 07 December 2018 - 09:11 PM

0

User is offline   Micky C 

  • Honored Donor

#5994

I didn't think about potential irregularity. For the particular area I'm thinking of, the vast majority of the sectors are 4-sided and concave. It should be relatively straightforward to fix the remaining sectors. Essentially I'm trying to move a lot of sectors upwards, so it needs the activator (and possibly a speed sprite) in each sector.
0

Share this topic:


  • 213 Pages +
  • « First
  • 198
  • 199
  • 200
  • 201
  • 202
  • 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