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

User is offline   VinsaneOne 

#1171

View PostThe Commander, on Jan 23 2010, 02:10 AM, said:

It's an EDuke32 feature, I don't remember the controls for it though. If there are any there is. ;)



View PostHelixhorned, on Jan 23 2010, 03:11 PM, said:

Yep, TAB will do it.

Thanks guys!
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User is offline   Plagman 

  • Former VP of Media Operations

#1172

View PostTea Monster, on Jan 13 2010, 04:56 AM, said:

I've been nagging to find out when they are going to apply the new features to models. No news yet.


Normal mapping should now work on models.
http://dukeworld.duk.../20100123-1594/

I don't have a normal map that matches an existing skinned model to test it, but it looks somewhat correct judging from the weird combinations I tried, eg:

Posted Image
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User is offline   Stabs 

#1173

marvelous

explosive scrotum's

seriously, good work tho ;)
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User is offline   Micky C 

  • Honored Donor

#1174

Amazing stuff. I don't care how many bugs polymer has, with that and if lights and when lighting can be applied to HUD models, the game is going to look almost completely modern ;)
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User is offline   The Commander 

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

#1175

lol, thats what I tried my first normal map on, looks about the same.
Just using crazybump though.
0

#1176

Allow me to yell "Wooooooohooooooo!" at the top of my voice, that's f**king awesome! I think I know what I'll doing today, playing with that.
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User is offline   Spiker 

#1177

I'm waiting to see some characters with normal maps! Awesome.
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User is offline   Roma Loom 

  • Loomsday Device

#1178

I hope Tea Monster has something to show us related to Alien Queen, and hope Zilppuri will release his trooper soon ;)
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User is offline   gt1750 

#1179

That's great news! Can't wait to see normalmapped enemies and babes ;)
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User is offline   Mark 

#1180

I'll bet Tea Monster kissed his family goodbye and is in his computer room with the door locked, the phone off the hook and a pot of black coffee on the desk. ;)
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User is offline   Sobek 

  • There's coffee in that nebula!

#1181

I quickly tested it, and it works perfectly. Thanks Plagman ;)
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User is offline   zilp 

#1182

View PostPlagman, on Jan 24 2010, 09:08 AM, said:

Normal mapping should now work on models.
http://dukeworld.duk.../20100123-1594/


Silly question.. how do I define a normal map file in .def?
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User is offline   Roma Loom 

  • Loomsday Device

#1183

View Postzilp, on Jan 24 2010, 05:05 PM, said:

Silly question.. how do I define a normal map file in .def?


should be like texture definition:

texture 258 {
pal 0 { file "highres/textures/0258.png" }
normal { file "highres/textures/0258_n.png" parallaxbias 0.0 parallaxscale 0.1 }
specular { file "highres/textures/0258_s.png" }
glow { file "highres/textures/0258_g.png" }
}

Hope you'll figure it up quickly.
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User is offline   Parkar 

  • Honored Donor

#1184

View PostPlagman, on Jan 24 2010, 08:08 AM, said:

Normal mapping should now work on models.
http://dukeworld.duk.../20100123-1594/

I don't have a normal map that matches an existing skinned model to test it, but it looks somewhat correct judging from the weird combinations I tried, eg:


Awesome, I think I need to take a break from my UDK game and finish the Pig Cop I got started on.

This post has been edited by Parkar: 24 January 2010 - 08:52 AM

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User is offline   zilp 

#1185

Hmm.. I've been having some problems with the model coming out too shiny. It seems that the model is never shaded to black, but instead just brightened on places where light hits it.

But I will look into it.

So does the alpha channel in normalmap control the shinyness of the model?
And does anyone know if the color channels in the normal map map 1:1 to those used in Blender generated normal maps?

UPDATE:

Here is a screenshot:

Attached Image: duke0025.jpg

You can see there is really high specularity (I have no spec map set yet), and that there is no actual shading on the model.
It even seems like the model is still taking the light from the floor and then the dynamic lights are just added on top of that..

Am I doing something wrong?

I can upload the model here, although it is otherwise buggy too (I haven't remade the animations to match the new mesh).

This post has been edited by zilp: 24 January 2010 - 10:43 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1186

Normal maps generated by Blender may have flipped X or Y axis or even both, or may not. You should experiment with that. Either through Blender's normal map baking setup or inverting thje Green or the Red channel of your normalmap in photoshop or gimp. The alpha channel of normalmap represents the depth (parallax mapping effect) - the darker the lower.
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User is offline   Plagman 

  • Former VP of Media Operations

#1187

You're right that the model is going to get flat shaded depending on its BUILD shade. This is essentially the ambient component when rendering with Polymer. If you want to start from complete darkness, do a test room and shade it very dark.
Also, note that you don't need a specular map to specify the specular material of your model. Just setting "specpower" and "specfactor" in the diffuse map definition will allow you to make your model less shiny. The specular map is just for tweaking that per-pixel.
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User is offline   Plagman 

  • Former VP of Media Operations

#1188

Oh, and I forgot to mention that this is not going to work correctly if you're using mirrored UV. Not sure if the new liztroop is using it, but since I know the old one is I thought I'd mention that. Any vertex that's shared by two triangles that don't have the same UV handedness will cause artifacts. I'm not sure whether it should be the artist responsibility to duplicate these vertices to create a seam in the mesh along the UV mirror or if the model postprocessor should automagically patch it up when loading it in EDuke32.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1189

I was just testing out that latest Synthesis build with model normal map support on my work PC, and while eDuke32 works just fine, Mapster crashes if I try to switch to 3d mode while running with either the Polymer or Polymost renderer. Software (8bit) appears to work fine...

The log shows everything loading like normal, it just bails out at 'Initializing Polymer Subsystem...' with nothing after that. In the case of Polymost, the log just stops after 'Cache Contains xxxxxx bytes of Garbage Data'.

I've tried deleting my configs and letting them be recreated just in case (I normally do this anyway) but so far no luck.

This post has been edited by Sobek: 24 January 2010 - 10:41 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1190

I don't really know what could be causing that. Try deleting your texture cache, it's possible it is only enabled in mapster32 and the build you were using previously used the old format. If that fails, try going back through the synthesis history until you find a build that works for you.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1191

Ahh yes, deleting the texture cache did the trick. Not sure why I didn't try that sooner (given what the log says about garbage cache data).. Doi!

Thanks.
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User is offline   zilp 

#1192

View PostPlagman, on Jan 25 2010, 01:27 AM, said:

You're right that the model is going to get flat shaded depending on its BUILD shade. This is essentially the ambient component when rendering with Polymer. If you want to start from complete darkness, do a test room and shade it very dark.
Also, note that you don't need a specular map to specify the specular material of your model. Just setting "specpower" and "specfactor" in the diffuse map definition will allow you to make your model less shiny. The specular map is just for tweaking that per-pixel.


Quote

Oh, and I forgot to mention that this is not going to work correctly if you're using mirrored UV. Not sure if the new liztroop is using it, but since I know the old one is I thought I'd mention that. Any vertex that's shared by two triangles that don't have the same UV handedness will cause artifacts. I'm not sure whether it should be the artist responsibility to duplicate these vertices to create a seam in the mesh along the UV mirror or if the model postprocessor should automagically patch it up when loading it in EDuke32.


Would it be somehow possible to control that amount of ambient lighting on the model?
Ofcourse I could make the model a bit more dark, but still I would not achieve as much contrast as I want..

I did remake the UV maps (and most of the model) for this one, so this does not have shared UV:s. I tested it in Blenders "game engine" viewport rendering and they worked.
I think I'm having those seams because the X-axis is mirrored in Blenders normal map system. I'll try to get that Gimp Normalmap-plugin working to fix it.
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User is offline   Tea Monster 

  • Polymancer

#1193

You can also use X-Normal for baking. It works a treat. If you are having problems with mirrored uv maps and baking, just copy your cage and your high-res meshes to a different layer, chop them down the middle and then bake those.

This post has been edited by Tea Monster: 25 January 2010 - 12:38 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1194

Hey, I am having some trouble with mod directory def loading. It seems that the game will load the duke3d.def from eduke32.exe directory, not the mod directory.

Is it possible to add an alternative def name that would be loaded instead of duke32.def (like having a eduke.con does)? That would avoid any issue with it ;)
0

User is offline   Parkar 

  • Honored Donor

#1195

View Postzilp, on Jan 25 2010, 08:59 AM, said:

Would it be somehow possible to control that amount of ambient lighting on the model?
Ofcourse I could make the model a bit more dark, but still I would not achieve as much contrast as I want..

I did remake the UV maps (and most of the model) for this one, so this does not have shared UV:s. I tested it in Blenders "game engine" viewport rendering and they worked.
I think I'm having those seams because the X-axis is mirrored in Blenders normal map system. I'll try to get that Gimp Normalmap-plugin working to fix it.


It shouldn't be controled on a per object basis the problem here is that we don't have a way of controlling the ambient light in the maphack yet. I have been making my own eduke32 build with the sector schading hardcoded to a pretty dark value when working with the light hacks.

As far as the normals direction goees I think it is the way 3dsmax has them, r = x, g = -y, z = b so my guess is you might have to invert the green channel. As Tea Monster says xNormal is great for generating the normals.
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User is offline   zilp 

#1196

I did use xNormal, but I did some tweaking in Blender and re-baked the maps, which obviously was a mistake since I found out for some odd reason Blender uses different setup from everyone else.

I tried to fix them up, but I am still not very sure, since the normal maps aren't that visible in the game yet, atleast for me.

Also I'm not sure how to setup normal maps and skins for several surfaces in the model?

I'm posting the model here, but it most certainly is not finished. The textures or the normal maps don't work at all.
Hopefully someone with more experience on Eduke32/Polymer stuff could take a look and help me out?
I put the textures as jpeg now.

EDIT:
Just add up, that I did switch one of the channels that blender generated for normal map, so it should work in the zip.
But it is really hard to see if this is really the case, especially since I could not get multiple textures work.
My first test was with only one texture for the entire model, but I think it became a little too blurry.

It seemed that 1024x2048 single texture was scaled down when loaded in game?

It would be nice if someone could hack in some sort of model preview tool, like an option to the games menu or console ;)

Attached File(s)



This post has been edited by zilp: 26 January 2010 - 03:03 AM

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User is offline   Sangman 

#1197

View PostMicky C, on Jan 24 2010, 08:30 AM, said:

I don't care how many bugs polymer has, with that and if lights and when lighting can be applied to HUD models, the game is going to look almost completely modern :P


What good does that do if the game crashes for people every so often? (the recently fixed soundbug reduced a lot of crashes but I still get them, sometimes quite often, but not as much) TBH I'd rather have stability over looks ;)
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#1198

Exactly, the game would be almost completely modern :P
Or is it just me that gets crashes in modern games ;)
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User is offline   RPD Guy 

#1199

View PostRoma Loom, on Jan 24 2010, 09:08 AM, said:

should be like texture definition:

texture 258 {
pal 0 { file "highres/textures/0258.png" }
normal { file "highres/textures/0258_n.png" parallaxbias 0.0 parallaxscale 0.1 }
specular { file "highres/textures/0258_s.png" }
glow { file "highres/textures/0258_g.png" }
}

Hope you'll figure it up quickly.


is this wath I aways talking about!
i need a tool to make the ''specular''
(:
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User is offline   RPD Guy 

#1200

PS: why not the lights affects the HUD weapon?
0

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