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

User is offline   Spiker 

#1201

View PostDk2, on Jan 28 2010, 10:04 PM, said:

PS: why not the lights affects the HUD weapon?



Patience.
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#1202

I have a (maybe) stupid question.. what does Polymer do? Polymost kinda converts most of the visible things to polygons, right? So what does polymer do? Does Polymer convert everything into polygons?
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User is offline   kenia 

#1203

I have not read the code so I dont know the exact rendering pipeline, but in the end when you render something on your gpu with opengl everything is "converted" to triangles... somehow its a stupid question. So basically what polymer is doing is just calculating shadows (and using vertex shaders). so I guess it builds on top of polymost and just extents it (basically) with this feature.
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User is offline   TerminX 

  • el fundador

  #1204

No, Polymer doesn't share anything in common with Polymost. It is a completely new renderer that works entirely different from Polymost in about every way possible.
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User is offline   kenia 

#1205

I never looked at the code ;)
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User is offline   RPD Guy 

#1206

i have a question!
what i do to run duke plus with the polymer?
I tried to merge the folder ''duke plus'' with ''polymer_hrp'' folder, however I had no result
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User is offline   The Commander 

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

#1207

View PostDk2, on Jan 31 2010, 09:34 AM, said:

i have a question!
what i do to run duke plus with the polymer?
I tried to merge the folder ''duke plus'' with ''polymer_hrp'' folder, however I had no result

Put "polymer_hrp.zip" in the Autoload folder and just run "dukeplus.bat" with the Polymer box ticked.

If that doesn't work then you have installed either Duke Plus wrong or the Polymer HRP wrong.

This post has been edited by The Commander: 30 January 2010 - 12:41 PM

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User is offline   RPD Guy 

#1208

tanks! this works!
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User is offline   Tea Monster 

  • Polymancer

#1209

View PostSangman, on Jan 26 2010, 08:32 AM, said:

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 ;)


This is exactly why Plagman didn't release any alphas of Polymer for ages. He has said that there is still loads left to do, let him get it done.

Writing your own next-gen rendering engine is NOT easy. Trying to marry it to an old DOS game is near-on freaking impossible. Just wait.

This post has been edited by Tea Monster: 02 February 2010 - 12:37 AM

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User is offline   zilp 

#1210

I finally got the new trooper model to work somewhat ingame (Thanks to Tea Monster!).

But how should I declare the normal maps to the model with multiple surfaces?

skin { pal 0 surface 0 file "highres/sprites/monsters/1680_trooper_skin_color.jpg" }
normal{ file "highres/sprites/monsters/1680_trooper_skin_normal.jpg" parallaxbias 0.1 parallaxscale 0.5 surf 0 }
skin { pal 0 surface 1 file "highres/sprites/monsters/1680_trooper_gear_0.jpg" }
normal{ file "highres/sprites/monsters/1680_trooper_gear_normal.jpg" parallaxbias 0.1 parallaxscale 0.5 surf 1}

I tried the "surf" since it was used in glowmaps.. but what is the correct syntax?

Attached Image: trooper.jpg

Here is the model ingame now, and as you can see, the normal maps are not really visible... probably because they are not applied?
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User is offline   Plagman 

  • Former VP of Media Operations

#1211

Yeah, 'surf' or 'surface' should just work.

Can you post the fixed MD3 and DEFs so that I can make sure that normal maps work?
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User is offline   zilp 

#1212

View PostPlagman, on Feb 2 2010, 10:40 PM, said:

Yeah, 'surf' or 'surface' should just work.

Can you post the fixed MD3 and DEFs so that I can make sure that normal maps work?


Here you go!

Attached File  trooper.zip (1.56MB)
Number of downloads: 811
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User is offline   Plagman 

  • Former VP of Media Operations

#1213

http://plagman.free....rmaltrooper.jpg

I "works" if you add spaces between 'normal' and '{' as well as 'surf 1' and the trailing '}'.
It's definitely buggy on some triangles, though. I'll try looking into it in some more detail, but I think it's bad interaction between the smoothing code and how the skin is unwrapped.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1214

Man this looks nice. I wanna play polymer again!
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User is offline   Spiker 

#1215

Comparison.

Attached thumbnail(s)

  • Attached Image: duke0004.jpg

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User is online   Danukem 

  • Duke Plus Developer

#1216

View PostSpiker, on Feb 3 2010, 02:09 AM, said:

Comparison.


I wish you had picked a shot of the new one that didn't have a green light on it from the shrinker.
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User is offline   Sebastian 

#1217

Here's some shots.

Posted Image Posted Image Posted Image Posted Image Posted Image

It's too bad Duke is such a fastpaced game, it would be much more enjoyable to play this as a somewhat slow modern shooter. You miss too much of the details with its Unreal Tournament-style gameplay.
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User is offline   Mblackwell 

  • Evil Overlord

#1218

Definitely needs work, but damn it sure is getting there.
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User is offline   Spiker 

#1219

I'm absolutely impressed. Eduke32 is now probaly the best engine if you consider how awesome games/mods you can create with it in so EASY way (If you comapre it to other engines). It definately needs more promotion, which should not only be related to Duke but also the engine itself.

This post has been edited by Spiker: 03 February 2010 - 10:25 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1220

I don't like the tint of the green armor somehow but can't tell why.
And the eyes need to be reworked desperately - these guys are blind!
Anyway, good work.
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User is offline   Mblackwell 

  • Evil Overlord

#1221

View PostSpiker, on Feb 3 2010, 12:24 PM, said:

I'm absolutely impressed. Eduke32 is now probaly the best engine if you consider how awesome games/mods you can create with it in so EASY way (If you comapre it to other engines). It definately needs more promotion, which should not only be related to Duke but also the engine itself.


Honestly I think Duke Nukem Eternity will be a decent showcase of polymer and creating new styles in the game, and I hope DanM releases early Betas.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1222

Don't want that. Because I'd play the first beta and later on I wouldn't replay a 'known' map.
Screenshots only, please ;-)
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User is offline   Stabs 

#1223

I think i will have to Beta to see how it performs on a variety of systems, it will be very closed though ;)

as for that alien, i think the green suit needs to darkened and he needs to be a bit grittier, hes a tad to clean atm
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User is offline   TerminX 

  • el fundador

  #1224

 Spiker, on Feb 3 2010, 10:24 AM, said:

I'm absolutely impressed. Eduke32 is now probaly the best engine if you consider how awesome games/mods you can create with it in so EASY way (If you comapre it to other engines). It definately needs more promotion, which should not only be related to Duke but also the engine itself.

Not only are the mods easy to make, but the engine scales all the way from lowly ARM based handhelds to whatever expensive new PC hardware you can throw at it. I'm not really sure how to promote things more... I want to get more developers on board and make more huge progress. ;)
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User is offline   The Commander 

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

#1225

 Spiker, on Feb 4 2010, 07:24 AM, said:

It definately needs more promotion, which should not only be related to Duke but also the engine itself.

 TX, on Feb 4 2010, 09:25 AM, said:

I'm not really sure how to promote things more...

http://www.moddb.com/engines/eduke32 - Feel free to add videos, pictures etc (Try to make sure they don't look like crap, heh)

It's beaten the Source engine a couple of times in the rankings, they reset each day and go on view count.

EDIT: I think LordMisfit placing his news of his mod on it makes it look a little out of place? Though I'm not to sure.

This post has been edited by The Commander: 03 February 2010 - 07:34 PM

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User is online   Danukem 

  • Duke Plus Developer

#1226

 The Commander, on Feb 3 2010, 07:30 PM, said:

EDIT: I think LordMisfit placing his news of his mod on it makes it look a little out of place?


Not just out of place but potentially confusing, since people might mistake that as information about eduke32 instead of his mod. It's fine to have links to various mods on that page, but the links should be in a section clearly designated as "EDuke32 based mods". A small screenshot and a one sentence description for each mod is more than sufficient: other information about the mods should be kept on their respective pages. No offense to Lord Misfit, but what I'm suggesting would actually give his mod MORE publicity; a screenshot and a one line description in the main body of the page would be a lot more attractive than a huge amount of text in the news section that no one will read.

This post has been edited by DeeperThought: 03 February 2010 - 07:57 PM

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User is offline   The Commander 

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

#1227

I think I know a quick fix (with out deleting his item)
Just might take a couple of hours to get verified. ;)
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User is offline   Stabs 

#1228

i really should try find some way to get eternity onto that eduke32 page
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User is offline   The Commander 

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

#1229

 DanM, on Feb 4 2010, 05:00 PM, said:

i really should try find some way to get eternity onto that eduke32 page

It works easier if your mod is actually under the title of an indee game, that way it can be placed under the GAME tab, as it thinks it's a game for the EDuke32 engine, It seems that MODDB didn't relies that engines could have mods as well. heh

I suppose if you wanted to, you could go to all the trouble of remaking a new one, but under the title of indee game, but I will try talking to my MODDB contact and seeing if there is a way to force your listing on the GAME tab.

This post has been edited by The Commander: 03 February 2010 - 08:04 PM

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User is offline   Stabs 

#1230

well thats fucked up, according to my profile page

Location

Wii : Mods : Duke Nukem Eternity : Edit


WtF Wii?? clicking edit does NOTHING
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