Polymer lives again
#151 Posted 21 June 2016 - 06:31 PM
so far, its WIP
This post has been edited by Mark.: 21 June 2016 - 06:45 PM
#152 Posted 21 June 2016 - 07:10 PM
To check normals I shine a light on the model using default material settings using eg. the shrinker, and if there isn't a nice highlight looking back at me that's how I know normals are fucked. I think what you're really saying is that all the exporters you're using don't work properly as far as normals and you should use the MD3 compiler's rebuild normals tools every time. Just do that. Make sure to export after, it's easy to forget with that tool.
There's not a fire hydrant model in the test map archive you sent me, there's a fire extinguisher, arcade machine, etc, and there's a Duke3D hydrant sprite in the map itself, but it doesn't have any assets. Should I be using the model from the regular Polymer HRP to look at this issue? Are there any other behaviors that aren't in line with what you're expecting with the new build that I should look at, either on that test map or the full project?
#153 Posted 21 June 2016 - 07:43 PM
#154 Posted 21 June 2016 - 07:45 PM
But if your model is really lighting up properly when there's no normal map it means the normals inherent to the mesh itself are fine, and it might be the normal map causing the issue instead. Either way point it out and I can go take a quick look.
#155 Posted 21 June 2016 - 07:58 PM
IIRC Blender 2.49's exporter was updated by Drek. Not sure about anything after that. I don't use Blender so I'm not current with all that
This post has been edited by Mark.: 21 June 2016 - 08:04 PM
#156 Posted 21 June 2016 - 08:10 PM
#157 Posted 21 June 2016 - 08:12 PM
I have to get out here for the night. talk tomorrow.
This post has been edited by Mark.: 21 June 2016 - 08:16 PM
#158 Posted 21 June 2016 - 10:18 PM
#159 Posted 21 June 2016 - 10:27 PM
#160 Posted 22 June 2016 - 04:04 AM
#161 Posted 22 June 2016 - 01:14 PM
It's damn nice to see that working now. Thank you for fixing that!
This post has been edited by Tea Monster: 22 June 2016 - 01:22 PM
#162 Posted 22 June 2016 - 02:06 PM
#163 Posted 23 June 2016 - 05:06 AM
This post has been edited by NightFright: 23 June 2016 - 05:07 AM
#165 Posted 08 July 2016 - 12:04 AM
Tea Monster, on 07 July 2016 - 11:57 PM, said:
Do they know which bug you are talking about? I've certainly had a lot of trouble with transparent sprites completely blocking the view of other sprites that should be visible behind them, if that's the one you mean.
#166 Posted 08 July 2016 - 12:10 AM
I've sent Hendricks an example earlier.
Secondly, forcing a parallax of 0.0 on the cabinet model didn't fix the green glitch.
This post has been edited by Tea Monster: 08 July 2016 - 12:12 AM
#167 Posted 08 July 2016 - 12:34 AM
The other common case where I notice an issue is when I try to have a piece of flaming debris (or something similar) spawn both smoke and fire as it travels. Despite the transparency of the smoke, you will generally only see one or the other (usually the smoke because the sprites are larger, which is ironic because the smoke is transparent and the fire is not).
#168 Posted 08 July 2016 - 03:20 AM
#169 Posted 08 July 2016 - 05:05 PM
#170 Posted 08 July 2016 - 05:51 PM
NightFright, on 23 June 2016 - 05:06 AM, said:
Actually, I've found that saving and reloading has a tendency to cause the problem to spread on the map or start it outright. I played through Duke It Out in D.C. recently and in addition to the sky appearing red instead of blue on Dread October and the Chaingun bug where it doesn't switch weapons if you get it down to 1 or 2 ammo and then run out, I run into this situation where sometimes I'm hesitant to want to save because I know that when I load it, the surfaces disappearing may spread. Yes, it does do it with swing doors sometimes, but actually the majority of the time it occurs elsewhere, where ceilings and floors (and sometimes both) and walls and other surfaces draw the sky rather than their proper texture. Since the sky is what gets drawn when this occurs, I'm curious what would be drawn on a map that had no ceilings or floors set to be sky, or if it would stop the problem from being able to occur altogether.
This post has been edited by deuxsonic: 08 July 2016 - 05:59 PM
#171 Posted 08 July 2016 - 10:53 PM
I imagine it'd just show black if there's no sky set.
#172 Posted 09 July 2016 - 05:41 AM
Micky C, on 08 July 2016 - 10:53 PM, said:
I imagine it'd just show black if there's no sky set.
I'd agree except it happens on official maps. I don't know if those are necessarily properly-designed.
#174 Posted 09 July 2016 - 10:19 AM
deuxsonic, on 09 July 2016 - 05:41 AM, said:
There are some small errors present in the maps that came with the game.
#175 Posted 09 July 2016 - 02:38 PM
#176 Posted 09 July 2016 - 02:57 PM
deuxsonic, on 09 July 2016 - 02:38 PM, said:
I think mapster has a function for removing bad sprites, but there is nothing that would fix sector issues AFAIK.
#177 Posted 09 July 2016 - 04:00 PM
#178 Posted 09 July 2016 - 05:18 PM
M210 mentioned something about a tessellator setting...
#179 Posted 10 July 2016 - 07:18 AM
Tea Monster, on 09 July 2016 - 08:15 AM, said:
I know exactly what you mean. I have some plant models I ripped from Turok (for someone else) that would never draw properly in Polymer.
The issue I find is when a surface has some alpha on the texture and line of sight happens to pass through that surface twice.
I can dig up example md3s if requested.

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