EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#242 Posted 16 May 2009 - 03:21 PM
EDIT:
It would be great to have some public repository of normal maps and specular masks for HRP textures (for people who are working on upgrading original maps for polymer), because now I don't know if the texture is made by someone already or is it not.
This post has been edited by Hellbound: 16 May 2009 - 03:35 PM
#243 Posted 16 May 2009 - 05:38 PM
#244 Posted 16 May 2009 - 06:09 PM
What is light?
Texture don't hurt mee!
Here are some screenies of what is done, awaiting criticism and opinions.
I hope I'm not spamming these forums with those.
Note: I don't know all the features to use yet. I dunno how to make reflective surfaces and parallax feature isn't my bitch, I'm rather it's bitch and we don't like each other.
This post has been edited by Hellbound: 16 May 2009 - 06:11 PM
#245 Posted 16 May 2009 - 07:26 PM
Hellbound, on May 17 2009, 10:09 AM, said:
Note: I don't know all the features to use yet. I dunno how to make reflective surfaces and parallax feature isn't my bitch, I'm rather it's bitch and we don't like each other.
NO - GIVE ME MORE.... MORE I SAY DAMNIT!!!!
MORE!!!
This post has been edited by Piano Man: 16 May 2009 - 07:27 PM
#246 Posted 17 May 2009 - 12:22 AM
#247 Posted 17 May 2009 - 12:39 AM
I think that making them from scratch by hand is the best idea.
#248 Posted 17 May 2009 - 02:08 AM
#249 Posted 17 May 2009 - 02:48 AM
engineer, on May 17 2009, 12:08 PM, said:
Some tips.
start at 0 on both.
Then up scale until the depth look right. then tweak bias until it does not move. Bias should be somewhere between 0 and the scale. 0 means that anything that is black in the height map will not move ( everything will seem to stick out). bias the same as scale means anything white in the height map will not move(everything seems to "go in"). bias at half the scale means that anything that's grey (50%white) will not move while white spots stick out and black spots go in.
You will never be able to get no floating as something will always point in or out and if that happens to be at the edge of a wall it will float. What you need to do is find the best compromise. It could be the height most of the texture has or the height that is most commonly at the edge of things. In some cases parts of a texture is more obvious if it floats then some other.
This post has been edited by Parkar: 17 May 2009 - 02:49 AM
#250 Posted 17 May 2009 - 02:59 AM
#251 Posted 17 May 2009 - 04:11 AM
Parkar, on May 17 2009, 05:48 AM, said:
start at 0 on both.
Then up scale until the depth look right. then tweak bias until it does not move. Bias should be somewhere between 0 and the scale. 0 means that anything that is black in the height map will not move ( everything will seem to stick out). bias the same as scale means anything white in the height map will not move(everything seems to "go in"). bias at half the scale means that anything that's grey (50%white) will not move while white spots stick out and black spots go in.
You will never be able to get no floating as something will always point in or out and if that happens to be at the edge of a wall it will float. What you need to do is find the best compromise. It could be the height most of the texture has or the height that is most commonly at the edge of things. In some cases parts of a texture is more obvious if it floats then some other.
so I can assign a heightmap using the same method I would use to apply the normal/specular map?
#252 Posted 17 May 2009 - 04:44 AM
engineer, on May 17 2009, 02:11 PM, said:
The height map is the alpha channel of the normal map.
This post has been edited by Parkar: 17 May 2009 - 04:44 AM
#253 Posted 17 May 2009 - 06:52 AM
Whenever I try to select something in 3D mode, the cursor automatically selects the object/texture corresponding that of which is in the 45° position to my right. Also I've been trying to get spotlight SE generated shadows to show up for some time but without success. Attached below is my cfg and E32 log file respectively. I had to shorten the log because it made the post too long, it was basically:
No cached tex for tile ### pal ###. Error: glGetTexLevelParameteriv returned GL_FALSE!
x1000.
Here goes:
// this file automatically generated by EDuke32 // these settings take precedence over your main cfg file // do not modify if you lack common sense bind "1" "gamefunc_Weapon_1" bind "2" "gamefunc_Weapon_2" bind "3" "gamefunc_Weapon_3" bind "4" "gamefunc_Weapon_4" bind "5" "gamefunc_Weapon_5" bind "6" "gamefunc_Weapon_6" bind "7" "gamefunc_Weapon_7" bind "8" "gamefunc_Weapon_8" bind "9" "gamefunc_Weapon_9" bind "0" "gamefunc_Weapon_10" bind "-" "gamefunc_Shrink_Screen" bind "=" "gamefunc_Enlarge_Screen" bind "BakSpc" "gamefunc_TurnAround" bind "Q" "gamefunc_Quick_Kick" bind "W" "gamefunc_Show_Opponents_Weapon; gamefunc_Move_Forward" bind "E" "gamefunc_Open" bind "T" "gamefunc_SendMessage" bind "U" "gamefunc_Mouse_Aiming" bind "I" "gamefunc_Toggle_Crosshair" bind "Enter" "gamefunc_Inventory; gamefunc_Turn_Left" bind "A" "gamefunc_Strafe_Left" bind "S" "gamefunc_Move_Backward" bind "D" "gamefunc_Strafe_Right" bind "F" "gamefunc_Map_Follow_Mode" bind "G" "gamefunc_Steroids" bind "H" "gamefunc_Holo_Duke" bind "J" "gamefunc_Jetpack" bind "K" "gamefunc_See_Coop_View; gamefunc_Inventory_Right" bind "L" "gamefunc_Inventory_Left" bind "SemiColon" "gamefunc_Previous_Weapon" bind "'" "gamefunc_Next_Weapon" bind "LShift" "gamefunc_Run" bind "X" "gamefunc_Map" bind "C" "gamefunc_Crouch" bind "N" "gamefunc_NightVision" bind "M" "gamefunc_MedKit" bind "Space" "gamefunc_Jump" bind "CapLck" "gamefunc_AutoRun" bind "ScrLck" "gamefunc_Holster_Weapon" bind "Kpad-" "gamefunc_Shrink_Screen" bind "Kpad5" "gamefunc_Center_View" bind "Kpad+" "gamefunc_Enlarge_Screen" bind "KpdEnt" "gamefunc_Inventory" bind "Down" "gamefunc_Turn_Right" osdeditpal "12" osdpromptpal "0" osdtextpal "12" osdeditshade "0" osdtextshade "2" osdpromptshade "0" osdrows "20" osdtextmode "0" logcutoff "120000" r_novoxmips "0" r_voxels "1" r_animsmoothing "1" r_modelocclusionchecking "1" r_detailmapping "1" r_downsize "0" r_fullbrights "1" r_glowmapping "1" r_parallaxskyclamping "1" r_parallaxskypanning "0" r_polygonmode "0" r_redbluemode "0" r_shadescale "1.050000" r_swapinterval "0" r_texcachecompression "1" r_texcache "1" r_texcompr "1" r_textureanisotropy "1" r_texturemaxsize "0" r_texturemiplevel "0" r_texturemode "2" r_vbocount "64" r_vbos "0" r_vertexarrays "1" r_anamorphic "0" r_projectionhack "1" r_pr_lighting "1" r_pr_normalmapping "1" r_pr_specularmapping "1" r_pr_shadows "1" r_pr_shadowcount "5" r_pr_shadowdetail "4" r_pr_maxlightpasses "5" r_pr_maxlightpriority "6" r_pr_fov "426" r_pr_billboardingmode "1" r_pr_verbosity "1" r_pr_wireframe "0" r_pr_vbos "2" r_pr_gpusmoothing "1" r_pr_overrideparallax "0" r_pr_parallaxscale "0.100000" r_pr_parallaxbias "0.000000" r_pr_overridespecular "0" r_pr_specularpower "15.000000" r_pr_specularfactor "1.000000" r_models "1" r_hightile "0"
EDuke32 2.0.0devel 20090428 addsearchpath(): Added C:/_MODS/Polymer - HRP/ OS: Windows Vista (6.0.6001) Service Pack 1 Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... addsearchpath(): Added C:/_MODS/Polymer - HRP/DukePlus/ Using group file 'duke3d.grp' as main group file. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'. Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (553002 bytes) Using DEF file: dukeplus.def. Wrote eduke32.cfg Wrote eduke32_binds.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (39364 bytes) Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes) Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes) DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER': DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else' DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes) Resizing code buffer to 32768*4 bytes Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes) Resizing code buffer to 65536*4 bytes Resizing code buffer to 131072*4 bytes DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT': DukePlus/dpcons/DUKEPLUS.CON:25542: warning: found `ifsound' outside of a local event. DukePlus/dpcons/DUKEPLUS.CON:25550: warning: found `ifsound' outside of a local event. Found 4 warning(s), 0 error(s). Resizing code buffer to 102016*4 bytes Script compiled in 156ms Compiled code size: 102008*4 bytes, version 1.4+ Pointer bitmap size: 12752 bytes 2779/11264 labels, 655/2048 variables 287/16384 quotes, 46 quote redefinitions 33/88 event definitions, 388 defined actors Initialized 32.0M cache Definitions file 'dukeplus.def' loaded. RTS file DUKE.RTS was not found Initializing OSD... Using keyboard layout 00000409 Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: Microsoft Wireless Optical Desktop® 1.00 * OTHER: Microsoft Wireless Optical Desktop® 1.00 * OTHER: Microsoft Wireless Optical Desktop® 1.00 * OTHER: Microsoft Wireless Optical Desktop® 1.00 * OTHER: Microsoft Wireless Optical Desktop® 1.00 * OTHER: Microsoft Wireless Optical Desktop® 1.00 * OTHER: Apple Keyboard * OTHER: Apple IR Receiver Executing "DukePlus/dp_binds.cfg" Setting video mode 1024x600 (32-bit fullscreen) OpenGL Information: Version: 2.1.8395 Release Vendor: ATI Technologies Inc. Renderer: ATI Mobility Radeon HD 4850 Cache contains 64264 bytes of garbage data Initializing music... Loading OpenAL32.DLL Failed loading OpenAL driver. Download OpenAL 1.1 or greater from [url="http://www.openal.org/downloads.html"]http://www.openal.org/ downloads.html[/url] Initializing sound... Initializing MultiVoc... - 32 voices, 2560 byte mixing buffers Initializing DirectSound... - Primary buffer format: 2 ch, 44100Hz, 16 bits - Creating secondary buffer No cached tex for tile 2878 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2890 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2904 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2858 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2899 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2886 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2887 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2897 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2890 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2893 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2894 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2903 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2904 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2905 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 2909 pal 10. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 128 pal 0. Caching 10a3d8fe95c06f1cab5a9edc5d4dffb1-9c1d-00, offset 0x4d4f80a No cached tex for tile 241 pal 0. Caching 96b5770f4445211a33e1dd1a35c003b6-9093-00, offset 0x4d5d1f8 No cached tex for tile 550 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 550 pal 1. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 550 pal 6. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 550 pal 253. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 707 pal 0. Caching 5a5396200b1095096af2c56b08d94c42-4351-00, offset 0x4d65ab9 No cached tex for tile 717 pal 0. Caching 2f2f2b0ef44730c8e364c2743d77e384-14b22-00, offset 0x4d682cc No cached tex for tile 718 pal 0. Caching fa4f04040ea2787a488d4cb578fe4611-19a49-00, offset 0x4d79d62 No cached tex for tile 743 pal 0. Caching e1e358fa2e71ea2ddfe63d6bb534228a-b4989-00, offset 0x4d8a90f No cached tex for tile 2846 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 745 pal 0. Caching fff620719c13e64897cd24e3caccf3c1-7b93-00, offset 0x4dce5b4 No cached tex for tile 746 pal 0. Caching 9dbeee60222a4d1117b1dac6bf526247-19c46-00, offset 0x4dd2a50 No cached tex for tile 749 pal 0. Caching 03e591e5f518130280c001cec1404847-13208-00, offset 0x4de379f No cached tex for tile 750 pal 0. Caching 201e7db29fa75b078bd769a1dde9e4c1-eaf2-00, offset 0x4df5860 No cached tex for tile 757 pal 0. Caching 253d42317788972605b0b289200f617c-2a18f-00, offset 0x4dfed0f No cached tex for tile 764 pal 0. Caching 20eb4ba1f4a9d764ead21861423c4bc5-35ba7-00, offset 0x4e225cc No cached tex for tile 2838 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 780 pal 0. Caching c4b809cd14d06bcaf8db270f5edb416b-f6c1-00, offset 0x4e46ab8 No cached tex for tile 815 pal 0. Caching 263dbc4280fd87c2c1cd08058e4a7a9e-3401e-00, offset 0x4e50b28 No cached tex for tile 952 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 952 pal 1. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 952 pal 6. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 952 pal 253. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1187 pal 0. Caching 468e2c9a54a403e2637b8700e7dc4a03-298db-00, offset 0x4e7242a No cached tex for tile 1226 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1226 pal 1. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1226 pal 6. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1226 pal 7. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1226 pal 8. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1226 pal 253. Error: glGetTexLevelParameteriv returned GL_FALSE! No cached tex for tile 1360 pal 0. Error: glGetTexLevelParameteriv returned GL_FALSE! UDP networking uninitialized successfully. Uninitializing MultiVoc... Uninitializing DirectSound... Uninitializing DirectInput... Wrote DukePlus/dp.cfg Wrote DukePlus/dp_binds.cfg Uninitializing DirectDraw...
Not the shortest there is...
This post has been edited by Rusty Nails: 17 May 2009 - 06:53 AM
#254 Posted 17 May 2009 - 07:38 AM
That's why I created this wiki page:
http://wiki.eduke32....r_compatibility
If you're having problems with polymer, please input your information there so I can try and figure out what the big picture is.
Thanks.
#255 Posted 17 May 2009 - 07:57 AM
Plagman, on May 17 2009, 07:38 AM, said:
Nope, none there either!
I'll use the wiki page.
(where do I dig out the GPU info?)
This post has been edited by Rusty Nails: 17 May 2009 - 07:57 AM
#256 Posted 17 May 2009 - 08:14 AM
Quote
#257 Posted 17 May 2009 - 08:17 AM
Plagman, on May 18 2009, 03:38 AM, said:
http://wiki.eduke32....r_compatibility
If you're having problems with polymer, please input your information there so I can try and figure out what the big picture is.
Thanks.
Ive put my info there as I don't have any mirror problems but im an ATI user as you know so I thought it would be good to have comparisons with the others that do.
This post has been edited by The Commander: 17 May 2009 - 08:19 AM
#258 Posted 17 May 2009 - 09:23 AM
#259 Posted 17 May 2009 - 10:03 AM
#260 Posted 17 May 2009 - 10:11 AM
#261 Posted 17 May 2009 - 10:13 AM
Quote
With that said, I'm actually tempted to ask for a copy of this to try my ATI card out to see what "things" happen with that.
Have their been any reports where 2 people with the same card are getting different problems to each other?
#262 Posted 17 May 2009 - 10:31 AM
James, on May 17 2009, 11:03 AM, said:
I'm thinking back on the projectiles that this has happened with, and IIRC they were all bouncing ones. Hmmm....TX recently changed the way that bouncing projectiles die, so maybe that caused it.
EDIT: Damn I just realized we are posting about this in the wrong thread.
This post has been edited by DeeperThought: 17 May 2009 - 10:49 AM
#263 Posted 17 May 2009 - 10:36 AM
Some more screens of how the lights affect different sectors in different ways (these are all point lights. No spotlights).
Here's an instance where the light from an Atomic Health isn't showing up at all (probably the same problem with the other canceled lights issues in the hallway screens above). I did notice too, however, that when I could see the lights from an Atomic Health in certain areas the blue light would flicker constantly. This doesn't always happen, though.
This post has been edited by MusicallyInspired: 17 May 2009 - 10:37 AM
#264 Posted 17 May 2009 - 10:53 AM
#265 Posted 17 May 2009 - 10:57 AM
This post has been edited by MusicallyInspired: 17 May 2009 - 10:59 AM
#266 Posted 17 May 2009 - 11:00 AM
#267 Posted 17 May 2009 - 11:29 AM
#268 Posted 17 May 2009 - 12:03 PM
I downloaded the newest duke hrp ver 4. No dynamic lighting.
Sorry for newb question. This thread is too long for me to read from the begining. Thanks!