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Can't get things pitch black in polymer  "Shading discrepencies and issues"

User is offline   Evil Ash 

#1

So I've dug through threads here and found some info, but no real answer.
I'm trying to make a part of my map/mod in complete darkness and require the use of a flashlight.
Mapping in the dark was hard enough, but I found a workaround utilizintg the "select sector" and RCTRL+Num+/- to adjust an entire selection of sectors shading.
So I can map at 0, and then kick it all to 120.

The issue I've come across is that it appears polymer does not recognize any shading above 25 or so.
28 and 128 show up exactly the same in polymer (at least in close proximity).

I've tried as others suggested with shading issues to:

1. Delete my .cfg and try again.
2. Adjust the shading methods using r_usenewshading
3. Adjust r_shadescale

Nothing seems to resolve this.
A workaround to get the result I want is to load the map in polymost and then switch to polymer during the play.
It keeps the proper shading and does not add the "ambient lighting" I get when loading the map with polymer.
However if I load the map in polymer, switch to polymost (works) and THEN back to polymer, the ambient lighting returns.

So to break it down:

1. How can I get something to be completely dark in polymer?

2. Is there a way to globally (game) darken shading? So add 30 to every surface automatically or etc.

Examples (Mapster32 vs. eDuke32):

Posted ImagePosted Image

Log from my last playtest below:
Spoiler


EDIT: I discovered that older version of polymer used to render shades higher than 25 or so as way too dark/pitch black. I saw some threads complaining about it, and it was fixed it newer versions. Is the fix the cause of the above?
I haven't had a chance to try it on another system but I'll give that a go too.

This post has been edited by Evil Ash: 05 June 2015 - 02:07 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2

I can get walls pitch black in a vanilla setup of EDuke32. Could you try to reproduce your problem without mods first?
0

User is offline   Evil Ash 

#3

Aaauuuuggggghhh I could have sworn I ran it without DukePlus.
Anyways just to be sure I did a vanilla setup of EDuke32. The shading is correct.
I do a fresh install of DukePlus - shading breaks.

Nothing customized or mods or etc beyond straight DukePlus.

So something in the DP cons is causing this...
0

User is offline   Spiker 

#4

If you really want "guaranteed" pitch black sectors despite the shade value set their Pal to 4 Posted Image
0

User is offline   Evil Ash 

#5

If anybody else wants to achieve this as well in DukePlus, you need to eliminate the light emitted by the player.
Open PLAYERPLUS.CON and comment out the line "state spawnpointlight"

Thanks to Trooper Dan for this.
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