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PolymerNG - Xbox One and Windows 10

User is offline   Tea Monster 

  • Polymancer

#961



Some notes:

0:11 - noisey textures on the cinema doors.

0:23 - z-fighting issues on the graffiti texture on the dumpster.

0:44 - weird bright line on the base of the crate.

0:51 - sawtooth pixelation on the shadows against the wall.

1: 15 - Venetian blind effect on the calendar sprite (Z-fighting?).

1:50 - Light leakage from something. Maybe one of the adjoining sectors?

2:01 - Light leakage from around the doors.

2:26/2:30 - The door texture on the right seems to have it's normal map reversed.

3:15 - More z-fighting with the cinema poster.

3:39 - Wrong texture - this should be the large health case. It could be that it just wasn't packaged in the release, but just noting it.

3:55 - Missing texture (sidedness issue?) - The grate on the entrance to the ventilator shaft should be visible from here.

This post has been edited by Tea Monster: 03 July 2016 - 01:41 AM

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User is offline   TON 

#962

 icecoldduke, on 01 July 2016 - 09:39 PM, said:

Posted Image


The sprites on the hud are duplicate, 26-32 sprites all the time on the hud and updating

It doesn't seem efficient :P

This post has been edited by TON: 03 July 2016 - 01:48 AM

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User is offline   TON 

#963

 icecoldduke, on 02 July 2016 - 01:26 PM, said:

So I looked at the wall textures in PIX to check for texture compression artifacts, and it seems ok. I noticed the normal maps and spec maps for tile 723 are noiser then I expected(based on the results in Polymer). Here is a screenshot without albedo, lighting only, PolymerNG.

Posted Image

You haven't the def file, you can try this in the console:

 Plagman, on 28 September 2009 - 12:21 PM, said:

The parallax scale currently depends on the texture scale, which is a bug and needs to be fixed. That means the parallax will look good on some occurences of the textures but glitch with others. Try messing with r_pr_overrideparallax and r_pr_parallaxscale (0.1 is a good starting value) to see how it would look with the proper value defined.


 Plagman, on 03 March 2012 - 05:08 PM, said:

If your normal map doesn't have a height map in the alpha channel, just set parallaxscale to 0. It's the depth of the effect, meaning 0 disables parallax mapping for this texture. Parallaxbias is just an offset applied to the texture coordinates, to be used in case the parallax mapping effect made the texture float in a particular direction.

To find the right values for a given texture, set r_pr_overrideparallax to 1 to enable manual tweaking of the values, then find the right value for r_pr_parallaxscale. You'll basically want to find the highest value that doesn't cause artifacts. Once you have that, set r_pr_parallaxbias if necessary (if the texture didn't move around, leave it at 0) and then just copy the right values to your DEF file.


This post has been edited by TON: 03 July 2016 - 03:01 AM

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User is offline   Steveeeie 

#964

Judging by tea monsters video, there defo seems to be a lack of texture filtering, but I would also add that some of the textures are too noisy anyway.
0

User is offline   Steveeeie 

#965

will be good to get some PBR in as the the materials don't have much definition right now, everything looks metallic.

PBR would require a whole bunch of extra set up in the maps though, would need to put a screen capture sphere in some of the sectors
0

#966

Great bug report :P.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

0:11 - noisey textures on the cinema doors.

This is known, I made the normal map for that door. I'll replace it with the old one in the next release.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

0:23 - z-fighting issues on the graffiti texture on the dumpster.

Wall sprite issue, I disabled the depth offset for this release. It will be fixed in the next release

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

0:44 - weird bright line on the base of the crate.

0:51 - sawtooth pixelation on the shadows against the wall.

This is caused by the bias in the shadow map buffer aka "Peter Panning", and the sawtooth pixelation is caused by the low res shadow buffer. Also will be fixed in the next release.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

1: 15 - Venetian blind effect on the calendar sprite (Z-fighting?).

Wall sprite issue as described above.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

1:50 - Light leakage from something. Maybe one of the adjoining sectors?
2:01 - Light leakage from around the doors.
2:26/2:30 - The door texture on the right seems to have it's normal map reversed.

Unknown issue that I will investigate.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

3:15 - More z-fighting with the cinema poster.

Again need to bias the wall sprites, will be fixed in the next release.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

3:39 - Wrong texture - this should be the large health case. It could be that it just wasn't packaged in the release, but just noting it.

You are correct, it just wasn't packaged in the build, I probably won't fix this for the next release though.

View PostTea Monster, on 03 July 2016 - 01:40 AM, said:

3:55 - Missing texture (sidedness issue?) - The grate on the entrance to the ventilator shaft should be visible from here.

Already fixed.

Great bug report! :).
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#967

View PostTON, on 03 July 2016 - 03:00 AM, said:

You haven't the def file, you can try this in the console:

If you want me to try that in regular Polymer to see the results I'll do that but all Polymer Cvars are broken in PolymerNG.

View PostSteveeeie, on 03 July 2016 - 04:38 AM, said:

will be good to get some PBR in as the the materials don't have much definition right now, everything looks metallic.

PBR would require a whole bunch of extra set up in the maps though, would need to put a screen capture sphere in some of the sectors

The graphics side of things is no where close to being complete; I really want to emphasize that. This was designed to test performance only, and I not only got that but some great bug reports as well :P. PBR is definitely on the horizon, I just want to lock down some of the basics before I proceed further; I don't want to have a bunch of code debt hanging over my shoulders. I was not expecting such great bug reports; this is a great surprise :). I will get these bugs fixed before the next release, but even the next release won't be the PBR level graphics you guys are expecting. When I released this build, I wasn't even planning on doing a next release for awhile, but based on the feedback you guys have given and then 20+ e-mails I've gotten of "I want to try a build", I have no problems releasing another build; but again if you guys are expecting PBR level graphics right now you will be disappointed :D.

This post has been edited by icecoldduke: 03 July 2016 - 08:09 AM

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User is offline   Steveeeie 

#968

View Posticecoldduke, on 03 July 2016 - 08:06 AM, said:

If you want me to try that in regular Polymer to see the results I'll do that but all Polymer Cvars are broken in PolymerNG.


The graphics side of things is no where close to being complete; I really want to emphasize that. This was designed to test performance only, and I not only got that but some great bug reports as well :P. PBR is definitely on the horizon, I just want to lock down some of the basics before I proceed further; I don't want to have a bunch of code debt hanging over my shoulders. I was not expecting such great bug reports; this is a great surprise :). I will get these bugs fixed before the next release, but even the next release won't be the PBR level graphics you guys are expecting. When I released this build, I wasn't even planning on doing a next release for awhile, but based on the feedback you guys have given and then 20+ e-mails I've gotten of "I want to try a build", I have no problems releasing another build; but again if you guys are expecting PBR level graphics right now you will be disappointed :D.


LOL I'm just pipe dreaming and definitely not expecting it now that's for sure.
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#969

View PostSteveeeie, on 03 July 2016 - 08:10 AM, said:

LOL I'm just pipe dreaming and definitely not expecting it now that's for sure.

I figured I just wanted to make it clear :P. You also mentioned before you were getting annoyed that I was adding features(alpha shadows) rather then fixing bugs. So to add alpha shadows wasn't much work at all.

Posted Image

What my workflow is on this project is I fix a few bugs and I might add a few easy to implement features here and there. This isn't what I would do on a normal project, but this project is acting as a form of therapy for me at the moment :). So I hope you will indulge this going forward.
1

#970

Is there a way in regular Polymer to make lights move?
0

User is offline   TerminX 

  • el fundador

  #971

Any light not added through a .mhk file can move at any time.
0

#972

Do you know were in code that logic is handled?
0

User is offline   TerminX 

  • el fundador

  #973

Anywhere in any CON file that feels like moving a light or anywhere the game moves a sector, really.
0

#974

View PostTerminX, on 03 July 2016 - 11:24 AM, said:

Anywhere in any CON file that feels like moving a light or anywhere the game moves a sector, really.

Can you point me to whatever con command moves the lights :P.

This post has been edited by icecoldduke: 03 July 2016 - 12:23 PM

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User is offline   Mblackwell 

  • Evil Overlord

#975

There isn't one.

Lights are just SE's, which are just actors/sprites, so any and all commands that can move those can and do move lights.
0

User is offline   Mark 

#976

IIRC in one of your videos you had the moving Polymer lights in the arcade room. That must be an added con to your version because mine doesn't have that. Maybe look for the add-on file.

This post has been edited by Mark.: 03 July 2016 - 01:04 PM

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#977

View PostMblackwell, on 03 July 2016 - 12:59 PM, said:

There isn't one.

Lights are just SE's, which are just actors/sprites, so any and all commands that can move those can and do move lights.

Makes sense.

View PostMark., on 03 July 2016 - 01:03 PM, said:

IIRC in one of your videos you had the moving Polymer lights in the arcade room. That must be an added con to your version because mine doesn't have that. Maybe look for the add-on file.

I actually modified code for that.
0

#978

Also for the guys who tried the first release how was the load times compared to Polymer?
0

User is offline   Paul B 

#979

View Posticecoldduke, on 03 July 2016 - 02:32 PM, said:

Also for the guys who tried the first release how was the load times compared to Polymer?

What load times? There weren't any load times. =)
0

User is offline   Tea Monster 

  • Polymancer

#980

I was actually shocked by how fast it loaded. Bam -there it was.
0

#981

View PostPaul B, on 03 July 2016 - 08:41 PM, said:

What load times? There weren't any load times. =)


View PostTea Monster, on 03 July 2016 - 09:34 PM, said:

I was actually shocked by how fast it loaded. Bam -there it was.


Good :P.

This post has been edited by icecoldduke: 04 July 2016 - 01:42 AM

0

#982

It seems like when I don't post things on this thread, people get paranoid. There are some mod teams working on porting there work over to PolymerNG and I will be assisting in that effort. I will not say which teams or which projects; it is up to the individual teams to announce there work. In the meantime I have been working on bug fixes, one of which is I neglected the Shadow Warrior side of things. So I figured I would post a couple pictures of Shadow Warrior with the current lighting system. Lights are ST1 sprites. The bump and spec maps are made by me, so expect that level of quality :P. It would be nice if someone in the community would go in and make bump and spec maps for the Shadow Warrior HRP.

Posted Image

Posted Image

This post has been edited by icecoldduke: 09 July 2016 - 05:01 PM

8

User is offline   Mark 

#983

Hey, maybe this will light a fire under Hendricks. Somehow 18 of the textures and models I made for the HRP somehow didn't get included with the rest of them I submitted. I have bugged him more than a few times in the last couple of years to get those back in. :P

I know its being picky, but the HRP textures in SW were made with the shading built in because of no Polymer at the time. Ideally the diff texture should be remade. But I suppose to give you something to work with and show off its probably fine just to use whats there and add the normal and spec map textures for some.

This post has been edited by Mark.: 09 July 2016 - 05:28 PM

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#984

View PostMark., on 09 July 2016 - 05:22 PM, said:

I know its being picky, but the HRP textures in SW were made with the shading built in because of no Polymer at the time. Ideally the diff texture should be remade. But I suppose to give you something to work with and show off its probably fine just to use whats there and add the normal and spec map textures for some.

If we can get proper normal and spec maps and fixed albedo textures for just the first level that would be fantastic. Ideally we would have a one level demo with both SW and Duke3D to ensure everything works right.
0

User is offline   Micky C 

  • Honored Donor

#985

View Posticecoldduke, on 09 July 2016 - 05:00 PM, said:

it is up to the individual teams to announce there work.

Posted Image

This post has been edited by Mblackwell: 09 July 2016 - 06:21 PM
Reason for edit: Please remove URL tags so we can expand the bastard images!

9

User is offline   MusicallyInspired 

  • The Sarien Encounter

#986

That shot.....is very attractive.
0

User is offline   HiPolyBash 

#987

View Posticecoldduke, on 09 July 2016 - 05:00 PM, said:

There are some mod teams working on porting there work over to PolymerNG and I will be assisting in that effort. I will not say which teams or which projects; it is up to the individual teams to announce there work.


A revised DNF Mod using PolymerNG would be the greatest thing ever. Loving the progress so far with PolymerNG. Looks gorgeous. :P
3

#988

Is there a function in build were I can test if a point can see any part of a sector?

This post has been edited by icecoldduke: 12 July 2016 - 02:58 PM

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User is offline   Mblackwell 

  • Evil Overlord

#989

scansector builds the bunch list/array (starting from the given sector id), but that's all I know offhand.

Not the most useful response I'm sure :P. Sorry!
0

#990

So some updates I got in Glow on a per object basis, FXAA, lights can now be dynamically created and despawned. I like the Shadow Warrior code thus far; I don't have to deal with CON :P.

So in these shots explosions create lights, and those lights have a callback that fades out the light and eventually deletes the light.

Posted Image

Posted Image

Posted Image

Posted Image

This post has been edited by icecoldduke: 13 July 2016 - 01:03 AM

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