PolymerNG - Xbox One and Windows 10
#992 Posted 13 July 2016 - 03:41 PM
This post has been edited by icecoldduke: 13 July 2016 - 03:56 PM
#993 Posted 13 July 2016 - 04:35 PM
If you can pull off SOS in SW, does that mean getting TROR working is a much bigger possibility?
#994 Posted 13 July 2016 - 05:02 PM
Micky C, on 13 July 2016 - 04:35 PM, said:
If you can pull off SOS in SW, does that mean getting TROR working is a much bigger possibility?
Is TROR that YAX_ENABLE code I see all over the place? If so that worked at one point, but I don't know if it worked when I switched over to Polymost for Occlusion Queries. If Polymost can figure out what sectors are visible when TROR is enabled then everything should be fine. SOS was completely broken in PolymerNG; the logic for the renderer didn't support multiple drawboard calls during a frame. I have fixed all that except for this z-fighting bullshit . I'll investigate TROR when I move back to BloomCM since I believe that was my test case for TROR a few months ago.
This post has been edited by icecoldduke: 13 July 2016 - 05:03 PM
#995 Posted 13 July 2016 - 06:52 PM
Hendriks/TX any ideas on the encroaching geo issue I'm getting? The brick you see thats clipping through the asian wall texture is from the sector under the water.
This post has been edited by icecoldduke: 13 July 2016 - 06:57 PM
#996 Posted 13 July 2016 - 08:15 PM
Inside of
BOOL FindFloorView ( short match, LONGp x, LONGp y, LONG z, SHORTp sectnum )
I commented out
sector[sp->sectnum].ceilingz = newz;
and inside of
BOOL FindCeilingView ( short match, LONGp x, LONGp y, LONG z, SHORTp sectnum )
I commented out
sector[sp->sectnum].floorz = newz;
I suppose the correct solution is to check for classic mode and enable the above code; it looks like this logic is a perspective correction hack of some kind. I believe this logic would fail in Polymer and definitely fails in PolymerNG. I'm not sure about Polymost. FAF(Floor Above Floor?) works now.
This post has been edited by icecoldduke: 13 July 2016 - 08:17 PM
#998 Posted 13 July 2016 - 08:48 PM
Mblackwell, on 13 July 2016 - 08:35 PM, said:
That's basically a draw order issue I'll have that fixed here shortly actually.
This post has been edited by icecoldduke: 13 July 2016 - 08:54 PM
#999 Posted 13 July 2016 - 08:54 PM
This post has been edited by icecoldduke: 13 July 2016 - 08:54 PM
#1000 Posted 13 July 2016 - 10:47 PM
This post has been edited by icecoldduke: 13 July 2016 - 10:51 PM
#1001 Posted 14 July 2016 - 02:01 AM
icecoldduke, on 13 July 2016 - 10:47 PM, said:
Looking so good.
This post has been edited by Steveeeie: 14 July 2016 - 02:01 AM
#1002 Posted 14 July 2016 - 03:23 AM
#1004 Posted 14 July 2016 - 04:34 PM
#1005 Posted 14 July 2016 - 06:25 PM
MusicallyInspired, on 14 July 2016 - 04:34 PM, said:
So right now in Shadow Warrior I get (min 75-80) (max 150fps) on my 970. I can get more speed improvements, I think my light culling isn't working right.
This post has been edited by icecoldduke: 15 July 2016 - 01:40 AM
#1006 Posted 15 July 2016 - 03:32 AM
This post has been edited by icecoldduke: 15 July 2016 - 03:42 AM
#1008 Posted 15 July 2016 - 03:51 AM
#1009 Posted 15 July 2016 - 03:58 AM
Micky C, on 15 July 2016 - 03:51 AM, said:
I'm not sure if I understand the question. I planned on having the voxel -> geo conversion during the offline mesh generation pass; basically have voxels built into the game_meshes.payloads file and have them go down the same mesh pipeline as everything else. Are you talking about a particle system that uses voxels?
#1010 Posted 15 July 2016 - 04:00 AM
Nice to know you've thought of a way to get them into the renderer though. Lack of voxel support was one of polymer's main drawbacks along with the inability to use multiple skies in the same area and the showview con command.
This post has been edited by Micky C: 15 July 2016 - 04:02 AM
#1011 Posted 15 July 2016 - 04:07 AM
Micky C, on 15 July 2016 - 04:00 AM, said:
Voxel data will be treated as any other mesh in PolymerNG, I'm not going to try and do anything fancy with Voxel data. Voxel data causing long load times are irrelevant since the voxel data would have already been converted to "graphics card ready data" by the offline mesh processing tool. Voxel data is going to be treated as any other model in the engine, unless as I implement it I find something nasty with the data but I can't imagine anything that would stop this idea from going forward.
This post has been edited by icecoldduke: 15 July 2016 - 04:12 AM
#1012 Posted 15 July 2016 - 04:14 AM
IMO, Ideally we would have a vox2md3 tool to run then go md3 to your payload system.
#1013 Posted 15 July 2016 - 04:16 AM
Drek, on 15 July 2016 - 04:14 AM, said:
IMO, Ideally we would have a vox2md3 tool to run then go md3 to your payload system.
But that would mean I would have to write out a md3 file first. I might just special case voxels inside of https://github.com/j...ldTool/Main.cpp and use Vox2poly for the conversion.
EDIT:
Maybe I might do voxtofbx or something; that would only make sense if you guys want to edit this data.
This post has been edited by icecoldduke: 15 July 2016 - 04:19 AM
#1014 Posted 15 July 2016 - 03:11 PM
texture 4096 { glow { file "highres/monsters/ninja/ninja_glow_0.png" } }
From there you just make a glow map like this:
Then you get:
#1015 Posted 15 July 2016 - 03:52 PM
#1016 Posted 15 July 2016 - 03:54 PM
deuxsonic, on 15 July 2016 - 03:52 PM, said:
I always thought they were demons or zombies. If you look at the ninja asset, their teeth don't look human. There are plenty of other assets that aren't humanoid.
This post has been edited by icecoldduke: 15 July 2016 - 03:59 PM
#1017 Posted 15 July 2016 - 04:06 PM
EDIT:
nvm found it
This post has been edited by icecoldduke: 15 July 2016 - 04:06 PM
#1018 Posted 15 July 2016 - 04:07 PM
deuxsonic, on 15 July 2016 - 03:52 PM, said:
The real question should be does the original sprite use fullbright pixels?
This post has been edited by Drek: 15 July 2016 - 04:08 PM
#1020 Posted 15 July 2016 - 04:43 PM
Mark., on 15 July 2016 - 04:33 PM, said:
Cause I don't have voxel support yet .