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

User is offline   Sobek 

  • There's coffee in that nebula!

#770

Kinda like this?;

Posted Image

Plagman posted it some time back on the 3dr thread for Polymer.

It sure got my pants wet.
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#771

View PostSobek, on Jul 19 2009, 11:28 PM, said:

Kinda like this?;

Posted Image

Plagman posted it some time back on the 3dr thread for Polymer.

It sure got my pants wet.


haha yep that's what i had in mind i guess i must of just missed it or forgot about it
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User is offline   Roma Loom 

  • Loomsday Device

#772

[quote name='Sobek' post='24303' date='Jul 20 2009, 04:52 AM'
If I recall correctly, it's supposed to be transparent... I believe it was TX that originally posted a screenshot of it somewhere.[/quote]
The PNG you've attached doesn't have an alpha channel. Also the normalmap itself is way too dull. Set the greater scale in NVidia Normal Map Filter.

This post has been edited by Roma Loom: 20 July 2009 - 12:01 AM

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User is offline   Sobek 

  • There's coffee in that nebula!

#773

View PostRoma Loom, on Jul 20 2009, 06:26 PM, said:

The PNG you've attached doesn't have an alpha channel. Also the normalmap itself is way too dull. Set the greater scale in NVidia Normal Map Filter.


Odd, it has an alpha channel present when I go to generate the normal map, and it lets me choose to add height to the normal map via the alpha channel... I don't see why the alpha would just vanish once it's created. But it doesn't really change the fact that none of the other textures that have normal maps (those already in the Polymer HRP) don't show any normal mapping at all. Something is definitely 'broken' for me.

*edit* Nothing I do lets Photoshop maintain the alpha channel in the PNG file... DDS? Sure, the alpha channel stays. But if I try and use PNG it just vanishes after saving, if I try and add it in later, it complains that the image format doesn't support what I'm trying to do (RGB + Alpha channels). I'm no good at normal maps so if you have any suggestions my mind is wide open.

The normal map I posted does look somewhat flat and useless, but that's just because it's downsized. At the original size, there's some very strong definition present. If I scale it much higher, it starts to look like a real mess...

This post has been edited by Sobek: 20 July 2009 - 01:20 AM

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User is offline   Roma Loom 

  • Loomsday Device

#774

Oh wait... I haven't noticed you are trying to apply normal map upon a model - is it already implemented in latest polymer builds? My version still doesn't have this feature, it works only for the level textures.

Also for working with PNG alpha channel directly google the SuperPNG plugin. The only thing where it fails - some of 8bit PNGs in HRP...
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User is offline   zchri9 

  • Honored Donor

#775

Roma Loom,

Wondering, are you working on anything for Duke3D at the moment?
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User is offline   Plagman 

  • Former VP of Media Operations

#776

As Roma Loom pointed out normal maps don't work on models yet, it's not a specific issue on your end.
And yeah, Photoshop is a real bitch when it comes to PNGs with alpha channels. Good luck with that.

Edit: oh, and RoR isn't implemented in Polymer yet. That screenshot I posted shows that it works, but it's not accessible to the end-user yet. These two things are pretty much next on my list.

This post has been edited by Plagman: 20 July 2009 - 03:18 AM

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User is offline   Roma Loom 

  • Loomsday Device

#777

View Postzchri9, on Jul 20 2009, 01:52 PM, said:

Roma Loom,

Wondering, are you working on anything for Duke3D at the moment?


http://romaloom.ho.c...1102_normal.png
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#778

Well water surely be transparent whit this PL buids, but for the toxic and acid pools? I don't think I have ever seen a limpid acid or toxic liquid maybe you could add smoke or more lighting...
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User is offline   Sobek 

  • There's coffee in that nebula!

#779

View PostPlagman, on Jul 20 2009, 09:47 PM, said:

As Roma Loom pointed out normal maps don't work on models yet, it's not a specific issue on your end.
And yeah, Photoshop is a real bitch when it comes to PNGs with alpha channels. Good luck with that.

Edit: oh, and RoR isn't implemented in Polymer yet. That screenshot I posted shows that it works, but it's not accessible to the end-user yet. These two things are pretty much next on my list.


Sounds very tasty, I await those things anxiously :blink:

Is normal mapping disabled completely at the moment, or not? I only ask because, while it's clear now that I can't use it on models, I still don't have ANY normal maps working on ingame textures, more specifically those that are included with the Polymer HRP. Is there any reason these wouldn't work?
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User is offline   Roma Loom 

  • Loomsday Device

#780

normal/parallax mapping works for me, my eduke32 version is dated by June 18.
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User is offline   Chip 

#781

*Not polymer related*

Yesterday I tried making one of my actors change palette via a random chance. Sounds easy right? - just use ifnd or randvar?
Well here's the problem, I've used these within "eventloadactor" so it happens before the actor is alerted (as that'll look stupid seeing my actor change colour before your eyes) but then I noticed something which ruins everything - the randvar / ifrnd / basically the random number generater isn't very random at all. :blink:

The EXACT same actor will always be the different coloured one. In my test map, in the 3rd room, the actor near the back wall will ALWAYS be the coloured one!
No matter how many times I restarted the map or even restart the game the random number generator makes that actor the coloured one.
I don't know much about random number generators but from this I could assume that its a series of numbers that are fixed into the source code and the game just moves along these numbers every tic or once a number has been called and it starts at the first number upon map fully load.

Unfortunately this makes things predictable and have noticed this in the past but shrugged it off as super coninsidence but now it sticks out and its ruining my "random encounter" of this colour change.
Is there anyway around this by using some other form of "random numbering" or / and are there plans to make this generator more random? Perhaps not have it restart upon each map and let it continue where it left off? Have it start active right from the first intro movie since its not humanly possible to run through the movies and start a game at the exact tic of a second each time, or have it start a number ahead based on the seconds and milli seconds of the computer's clock or something.

Again, I don't know anything about random number generators so I don't know if anything can be done or if anyone actually wants to do anything about it.
It would be really helpful and fun to not have things set so fixed for something meant to be random.

This post has been edited by Chip: 22 July 2009 - 06:45 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#782

Duke use a pseudo-random value. Lost likely a counter (for example: 23, 64, 2, 7) which will always be more or less random since the player's choices will influence it... unless you set it before the player moves.

I don't know what you could do. Maybe you can use that feature that gets your personal computer day/time? =P
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User is offline   Jimmy 

  • Outta jail, back in rehab

#783

Yeah, it actually isn't random. In layman's terms, and from what I've understood, the game just has this sequence of "random numbers" that run from the start of the game to the end. When you use a "random" command in Eduke, it really just waits for the "random" number to appear, and if it doesn't it does something else. Again, I haven't looked at the source to see how it works, but that's how I understand it.
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User is offline   Jblade 

#784

I asked before but - what causes this error in multi:
network: ERROR: Two players have the same random ID!
network: ERROR: Please restart the game to generate new IDs.
  ...closing socket...

and is there a way to stop it from happening?
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#785

View PostChip, on Jul 22 2009, 10:39 AM, said:

*Not polymer related*

Yesterday I tried making one of my actors change palette via a random chance. Sounds easy right? - just use ifnd or randvar?
Well here's the problem, I've used these within "eventloadactor" so it happens before the actor is alerted (as that'll look stupid seeing my actor change colour before your eyes) but then I noticed something which ruins everything - the randvar / ifrnd / basically the random number generater isn't very random at all. :blink:

The EXACT same actor will always be the different coloured one. In my test map, in the 3rd room, the actor near the back wall will ALWAYS be the coloured one!
No matter how many times I restarted the map or even restart the game the random number generator makes that actor the coloured one.
I don't know much about random number generators but from this I could assume that its a series of numbers that are fixed into the source code and the game just moves along these numbers every tic or once a number has been called and it starts at the first number upon map fully load.

Unfortunately this makes things predictable and have noticed this in the past but shrugged it off as super coninsidence but now it sticks out and its ruining my "random encounter" of this colour change.
Is there anyway around this by using some other form of "random numbering" or / and are there plans to make this generator more random? Perhaps not have it restart upon each map and let it continue where it left off? Have it start active right from the first intro movie since its not humanly possible to run through the movies and start a game at the exact tic of a second each time, or have it start a number ahead based on the seconds and milli seconds of the computer's clock or something.

Again, I don't know anything about random number generators so I don't know if anything can be done or if anyone actually wants to do anything about it.
It would be really helpful and fun to not have things set so fixed for something meant to be random.



I don't know if this will help you like it did me, but I sorta noticed this behavior some times ago because I have certain things in my mod that are also semi-randomized. If I recall, the following bit of code was given to be by Hunter_rus back on 3DR about 1-2 years ago.

I put this at the end of EVENT_ENTERLEVEL
 ifmultiplayer break
 // De-Pseudo
 gamevar TMP 0 131072
 readgamevar numruns
 addvar numruns 1 
 andvar numruns 65535 
 setvarvar TMP numruns 
 xorvar TMP 43690 
 whilevarn TMP 0 
 { 
  ifrnd 1 { }
  subvar TMP 1 
 } 
 savegamevar numruns


It will require those vars like TMP, numruns, etc. The most important thing is the "ifrnd 1 { }" part. It saves the "numruns" var and I assume it makes the number generator cycle a few times at startup of a map depending on the amount of times you've played a map or game. So try it out for a while and see if it helps. o.o

Also, if you use the DNCOORDS cheat, you'll see a value with the coordinates called "SEED" and you'll notice it's always changing. I'm sure that's the psuedo-random number generator in action.

This post has been edited by Lord Misfit: 22 July 2009 - 12:38 PM

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User is offline   Chip 

#786

Quote

It saves the "numruns" var and I assume it makes the number generator cycle a few times at startup of a map depending on the amount of times you've played a map or game. So try it out for a while and see if it helps. o.o


That's basically what I thought up today at work - randvar a number and save it out of the game (using that save to external file command which i read about some time ago) and use that to randvar pointless times equal to number number written (so it jumps up the RNG a few times) after which re-write that saved number for next time.

I was hoping there was a better and more practical solution but thanks guys :blink:

This post has been edited by Chip: 23 July 2009 - 07:11 AM

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User is offline   Gambini 

#787

Polymer Bug Report

There is one nice detail that mappers use to do, making a narrow sector with maskwalls and dropping down the ceiling with parallax can be usefull for good looking fences or gates, even 3d looking doors if you also parallax the floor. Well, this isnt working in polymer, and instead a these maskwalls seem to go all along the sector until the top and or down. Alejandro Glavic´s maps, Roch series, some maps of mine and many others have make use of this trick (in Fusion TC redux the railways use it), so i think it´s worth to be fixed.

Also, Dukeplus´s disable model feature isnt working.
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User is offline   Skulldog 

#788

Can the new mapster32 work with all the Build Games? Or is it just for Eduke32 Maps.
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User is offline   Sangman 

#789

It might work with other games as well as long as they have a GRP with ART files in them (with appropriate names, Tiles###.art) and if you rename the GRP to Duke3D.grp

Shadow Warrior has a GRP file that has ART files, try renaming that one and using it with Mapster :blink:
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User is offline   supergoofy 

#790

for shadow warrior get:
http://www.proasm.co.../SwpBuild12.zip

SwpBuild is a Build editor for JFSW using SWP
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User is offline   Skulldog 

#791

It Works with Shadow Warrior. Does not work with Blood the colors are all wrong.
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User is offline   Master Fibbles 

  • I have the power!

#792

Blood probably has a different palette.
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User is offline   Skulldog 

#793

Even with the palette.dat from blood, the colors are all wrong. I'll just use the mapedit program that came with it.
I really like Mapster32, it makes things so easy on duke3d maps. Shadow Warrior looks like it will work, but it looks like it will need a names.h file of its own. So I will use the swpbuild for now. Thanks!
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User is offline   Jimmy 

  • Outta jail, back in rehab

#794

I think Mapster also works with Redneck Rampage.
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User is offline   Sobek 

  • There's coffee in that nebula!

#795

I was just wondering if in Mapster, the point lights might get a radius sphere like the sound effect range has? Obviously it can't factor in height / depth, but with a little intuition and ingame comparison, it wouldn't be hard to guess how high and low it's going to reach.

It'd just be nice to be able to see what each of your lights is (very roughly) covering at a glance, which could probably help pinpoint potential issues with overlapping lights.

This post has been edited by Sobek: 24 July 2009 - 05:46 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#796

View PostCaptain Awesome, on Jul 25 2009, 01:30 PM, said:

I think Mapster also works with Redneck Rampage.


Also works for Tek War if you change the palette's of course.
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User is offline   Stabs 

#797

so i make a swing door, go in to check it out, rotates the wrong way, overlaps into a red sector, and WOW no massive graphical glitch on the ground and only small glitches in the ceiling and the door would disapeer at certain angles but not the usual glicth you get with these things.

if your trying to make this possible that is friggen amazing, that is just too cool plagman and terminx you rock and very hard at that *thumbs up*

oh that RoR stuff no longer glitches in mapster too, just awsome :blink:

This post has been edited by DanM: 28 July 2009 - 01:40 AM

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User is offline   XThX2 

#798

* Request *

A command or variable to turn off the hardcoded behaviour of specific weapons, mainly pipebombs and tripbombs. Is this possible? (I tried to code my own weapon as a replacement of tripbombs, but there are too many annoying bugs which I have no idea how to fix)
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User is offline   Usurper 

  • Hates Twitter

#799

View PostXThX2, on Jul 28 2009, 06:19 AM, said:

* Request *

A command or variable to turn off the hardcoded behaviour of specific weapons, mainly pipebombs and tripbombs. Is this possible? (I tried to code my own weapon as a replacement of tripbombs, but there are too many annoying bugs which I have no idea how to fix)


If you set the tripbomb or pipebomb weapons workslike values to, say, the rpg, doesn't that effectively kill their hardcoded quirks?
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