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#1 |
How to use Polymost
I just want to know, how do I use polymost in Duke3D? The only resolution I can choose are "classis", "16bit" and "32bit".
I´m using a nvidia GTX295 with the latest drivers. |
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#2 |
Re: How to use Polymost
16bit and 32bit are polymost.
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#3 |
Re: How to use Polymost
I meant 8bit polymost.
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#4 |
Re: How to use Polymost
doesn't exist
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#6 |
Re: How to use Polymost
8-bit polymost? Is that like 320x240 res with 256 colours using models and high-res textures? That's awesome! I've gotta try this.
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#7 |
Re: How to use Polymost
No, it was just a test of the algorithms used in Polymost. 8-bit color, no high res textures or models, no proper shading, et cetera. It was removed from the EDuke32 menus because the new algorithms our version of the engine uses to sort the scene for drawing and various other changes break it. No sense in keeping a broken old software rendered test version of Polymost around!
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#8 |
Re: How to use Polymost
Is there a reliable way to make it back? not the same software mode, i mean the current polymost but using just 8bit colors. No models or hires of course, but with the Z-buffering* like with 32bits.
*i dont know actually if it´s what i mean, but what im talking about would be a mode that allows to have z axis perspective and correct spritework vision. |
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#9 |
Re: How to use Polymost
I tried 8-bit polymost sometime and it was buggy as hell, just suitable only for testing... I see no reason for keeping this mode anymore.
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#10 |
Re: How to use Polymost
Ah, I see. An 8-bit mode with proper z axis perspective and models would look pretty cool, though.
__________________
Roland SC-55 Music Packs Website - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
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#11 | |
Re: How to use Polymost
Quote:
Maybe you already noticed it, but in polymost the visibility is quite different, much more sensitive to long distances (only with a value of 251-256 you´re having similar results as with the default 8bits one) and for more shaded a thing is, more its visibility goes down, when this, in 8bits, never happened. The results usually are that maps designed using 8bits look brighter when they´re played in polymost and viceversa.
Last edited by gambini; 03-13-2009 at 11:40 PM.
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#12 |
Re: How to use Polymost
plagam once told me a while ago that you can still access 8-bit polymost by typing in setrendermode 2 in the console. It doesn't work anymore though. I remember it working with the older snapshots though. It was as buggy as heck.
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Last edited by Radar1013; 03-14-2009 at 12:59 PM.
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#13 |
Re: How to use Polymost
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#14 |
Re: How to use Polymost
actually there is still a difference i think. Even when turning off the texture filtering and playing without the HRP, 32-bit mode still makes the textures look smeared and ugly. You can notice smears of purple on the shotgun and on other gray objects and it looks very wierd.
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#15 |
Re: How to use Polymost
Well... It's the closest you're gonna get today unless you use an ancient port.
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#16 | |
Re: How to use Polymost
Quote:
Jonathon |
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#17 |
Re: How to use Polymost
I've seen this, it's like the transparent color leaking.
I stopped it by turning texture filter to None or Nearest (depends on port) and Anisotropic as far down as possible. I normally use these settings anyway, as they make images look sharper than they would with these turned on.
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#18 | |
Re: How to use Polymost
Quote:
If you've ever played the Red maps, in Red 3 in the factory just before you go outside there is a room to your left with a window, go into there and look through the window at the fans on the other side of the room... |
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#19 |
Re: How to use Polymost
I was meaing like the smearing on the red HUD numers compared from 8-bit to 32-bit and other wierd smearings. I'll try and port a screen tommarow.
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OFFICIAL HRP Nitpicker! |
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#20 |
Re: How to use Polymost
Oh, oops.
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#21 | |
Re: How to use Polymost
Those things could be minmal errors, but im talking about the game looking:
Quote:
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