EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#272 Posted 17 May 2009 - 12:27 PM
Just having polymer won't give you everything you see in the screenshots.
#273 Posted 17 May 2009 - 02:53 PM
#275 Posted 17 May 2009 - 07:45 PM
Or better yet, a "flashlight" that only works when the Pistol is active?
#276 Posted 17 May 2009 - 08:16 PM
This post has been edited by engineer: 17 May 2009 - 08:45 PM
#278 Posted 17 May 2009 - 11:45 PM
#280 Posted 18 May 2009 - 12:25 AM
Besides- the parallaxing isn't working in that shot. I'll put something new up when I get it working well enough to make some eye candy.
This post has been edited by engineer: 18 May 2009 - 12:26 AM
#281 Posted 18 May 2009 - 05:32 AM
#282 Posted 18 May 2009 - 06:03 AM
#283 Posted 18 May 2009 - 07:33 AM
MusicallyInspired, on May 18 2009, 05:32 AM, said:
That looks like it is underground... often underground stone becomes damp and looks just like that... I'm making excuses, but I like it.
#284 Posted 18 May 2009 - 07:38 AM
Here's a screenshot and a closeup I managed to get of one of the bulletholes...took forever because of 0 FPS! You can see the black box around it and the checkered/garbled nature of the sprite (and also my horrendous FPS count on the top right).
EDIT: Also here's a couple screenshots showing how you can see a bullethole or other sprite through a wall if close enough.
This post has been edited by MusicallyInspired: 18 May 2009 - 07:59 AM
#285 Posted 18 May 2009 - 12:42 PM
Roma Loom: I tested your set of door textures in-game. It looks like this:
Note that I had to resave the glow map from gimp because kplib didn't like something about its header. Are you using a crazy russian image editor or something?
The specular map looks fine, I looked closely and the edge of the letters doesn't shine like you said it did.
The textures look great, by the way. If all of the HRP art is replaced by top-notch stuff like that, it'll be pretty cool!
#286 Posted 18 May 2009 - 01:55 PM
MusicallyInspired, on May 18 2009, 08:32 AM, said:
That would be the overpowered Specular map.
#287 Posted 18 May 2009 - 01:56 PM
I've been playing around in Polymer and like what I see. I've got an ATI card (Two 4870's). I don't have any graphical issues, but most maps fail to load at all. Where can I get a hold of the current E1L1 polymer maphack? I want to see if it works on my setup.
On a side note - On the 3DR forums there was a shot posted of the Death Row sub showing both the above and under water areas in Polymer. Was that done by the use of sector effectors/tags or was it done through CON, and how easily could that be adapted to non water sectors for true ROR? At the moment I'm mostly interested in just having the ability for the player to see ROR sectors, I'm not too worried about having the ability to move between ROR sectors yet.
Keep up the good work. I'm anxiously awaiting an official release.
This post has been edited by ReaperTK: 18 May 2009 - 01:56 PM
#288 Posted 18 May 2009 - 02:27 PM
ReaperTK, on May 18 2009, 11:56 PM, said:
I've been playing around in Polymer and like what I see. I've got an ATI card (Two 4870's). I don't have any graphical issues, but most maps fail to load at all. Where can I get a hold of the current E1L1 polymer maphack? I want to see if it works on my setup.
On a side note - On the 3DR forums there was a shot posted of the Death Row sub showing both the above and under water areas in Polymer. Was that done by the use of sector effectors/tags or was it done through CON, and how easily could that be adapted to non water sectors for true ROR? At the moment I'm mostly interested in just having the ability for the player to see ROR sectors, I'm not too worried about having the ability to move between ROR sectors yet.
Keep up the good work. I'm anxiously awaiting an official release.
For the ROR an earlier implemented system was used. However while i did hear ROR works better now. It still isn't as reliable as it should be, if you want to use it on a big scale.
#289 Posted 18 May 2009 - 03:43 PM
lycanox, on May 18 2009, 06:27 PM, said:
I do know that at one time there was a horribly buggy implementation that required SEs in all sectors that could see into the ROR sector and it was such a PITA that it wasn't worth it, but I thought I read in the old Polymer thread that ROR in polymer was trivial by design or something.
#290 Posted 18 May 2009 - 08:07 PM
I got them to work once. ONCE out of over 30 tries, but even after overriding and tweaking the scale and bias settings I can't reproduce the effect I was able to pull off sometime last night.
#292 Posted 18 May 2009 - 11:45 PM
#293 Posted 19 May 2009 - 02:06 AM
#294 Posted 19 May 2009 - 04:52 AM
The deflines for #4304:
texture 4304 { pal 0 { file "highres/textures/4304.png" specpower 25 specfactor 2 } glow { file "highres/textures/4304_glow.png" } detail { file "highres/detail/metal.png" xscale 0.15 yscale 0.15 } normal { file "highres/textures/4304_normal.png" parallaxbias 0 parallaxscale 0.05 } specular { file "highres/textures/4304_gloss.png" } }
The link for texture #4304 package
The results I'm getting concerning specular (black spots and yellow outline on the letters):
The result I want is the pic Plagman posted above.
This post has been edited by Roma Loom: 19 May 2009 - 04:54 AM
#295 Posted 19 May 2009 - 05:29 AM
Roma Loom, on May 19 2009, 02:52 PM, said:
The deflines for #4304:
texture 4304 { pal 0 { file "highres/textures/4304.png" specpower 25 specfactor 2 } glow { file "highres/textures/4304_glow.png" } detail { file "highres/detail/metal.png" xscale 0.15 yscale 0.15 } normal { file "highres/textures/4304_normal.png" parallaxbias 0 parallaxscale 0.05 } specular { file "highres/textures/4304_gloss.png" } }
The link for texture #4304 package
The results I'm getting concerning specular (black spots and yellow outline on the letters):
The result I want is the pic Plagman posted above.
your specpower seems way to big. This should give you a really big specular with a rather sharp edge that just looks very unnatural, like a big round spot. Try putting it at something like 0.5. I have yet to use anything over 3 I think and thats on stuff like carpet etc that shouldn't have much of a highlight at all.
#296 Posted 19 May 2009 - 05:41 AM
#297 Posted 19 May 2009 - 05:41 AM
#298 Posted 19 May 2009 - 07:04 AM
Plagman, on May 19 2009, 03:41 PM, said:
Wouldn't it be an infinitely small specular with alpha (specpower) 0?
In any case only make changes to the alpha if you want varying size of the specular, the RGB controls the strength per colour channel.