Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 03-13-2009, 02:13 PM   #1
hercooles
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.
hercooles is offline  
Old 03-13-2009, 02:24 PM   #2
Jblade

Jblade's Avatar
Re: How to use Polymost
16bit and 32bit are polymost.
Jblade is offline  
Old 03-13-2009, 03:02 PM   #3
hercooles
Re: How to use Polymost
I meant 8bit polymost.
hercooles is offline  
Old 03-13-2009, 03:36 PM   #4
Mr. Pink

Mr. Pink's Avatar
Re: How to use Polymost
doesn't exist
Mr. Pink is offline  
Old 03-13-2009, 04:27 PM   #5
Plagman

Plagman's Avatar
Re: How to use Polymost
It did at some point, but you can't access it from EDuke32 anymore. You can always use JfDuke3D if you really need to use it.
__________________
EDuke32 - "The corrupt doctrine of terror has begun."
Plagman is offline  
Old 03-13-2009, 07:01 PM   #6
MusicallyInspired

MusicallyInspired's Avatar
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.
__________________
Roland SC-55 Music Packs Website
- MediaFire mirror for Duke3D expansions
More SC-55 music packs coming soon...
MusicallyInspired is offline  
Old 03-13-2009, 07:06 PM   #7
TerminX

TerminX's Avatar
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!
TerminX is offline  
Old 03-13-2009, 07:13 PM   #8
gambini

gambini's Avatar
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.
gambini is offline  
Old 03-13-2009, 08:21 PM   #9
CraigFatman

CraigFatman's Avatar
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.
__________________
LEBuild 1.0.3
Revolution of Duke mapping is coming on...
CraigFatman is offline  
Old 03-13-2009, 09:49 PM   #10
MusicallyInspired

MusicallyInspired's Avatar
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...
MusicallyInspired is offline  
Old 03-13-2009, 11:38 PM   #11
gambini

gambini's Avatar
Re: How to use Polymost
Quote:
Originally Posted by CraigFatman View Post
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.
The reason is to keep the original game looking but with a z axis perspective and correct spritework vision. There are a lot of players that dislike polymost because it doesn´t look like 8bit (original art).
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.
gambini is offline  
Old 03-14-2009, 12:54 PM   #12
Radar1013

Radar1013's Avatar
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.
__________________
OFFICIAL HRP Nitpicker!
Last edited by Radar1013; 03-14-2009 at 12:59 PM.
Radar1013 is offline  
Old 03-15-2009, 01:42 PM   #13
Dopefish7590

Dopefish7590's Avatar
Re: How to use Polymost
Quote:
Originally Posted by MusicallyInspired View Post
Ah, I see. An 8-bit mode with proper z axis perspective and models would look pretty cool, though.
You can still see what it looked like by playing in 32-bit without the HRP. The enemies looked like they were made of paper.
Dopefish7590 is offline  
Old 03-15-2009, 01:59 PM   #14
Radar1013

Radar1013's Avatar
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.
__________________
OFFICIAL HRP Nitpicker!
Radar1013 is offline  
Old 03-15-2009, 02:53 PM   #15
Dopefish7590

Dopefish7590's Avatar
Re: How to use Polymost
Well... It's the closest you're gonna get today unless you use an ancient port.
Dopefish7590 is offline  
Old 03-15-2009, 05:35 PM   #16
JonoF

JonoF's Avatar
Re: How to use Polymost
Quote:
Originally Posted by Radar1013 View Post
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.
I'd like to see a screenshot of that actually. I personally play JFDuke3D or EDuke32 in 32bit Polymost mode but with nearest filtering mode enabled, and I have never seen purple smearing.

Jonathon
JonoF is offline  
Old 03-15-2009, 05:49 PM   #17
hightreason

hightreason's Avatar
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.
__________________
High Treason
(My Website) (Second Site) (My YouTube)
Punk's not dead - and nor is Duke!
Ever get the feeling you are being ignored?
hightreason is offline  
Old 03-15-2009, 07:32 PM   #18
Dopefish7590

Dopefish7590's Avatar
Re: How to use Polymost
Quote:
Originally Posted by JonoF View Post
I'd like to see a screenshot of that actually. I personally play JFDuke3D or EDuke32 in 32bit Polymost mode but with nearest filtering mode enabled, and I have never seen purple smearing.

Jonathon
It happens sometimes when looking at a transparent section of a sprite through another transparent section...

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...
Dopefish7590 is offline  
Old 03-15-2009, 07:40 PM   #19
Radar1013

Radar1013's Avatar
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.
__________________
OFFICIAL HRP Nitpicker!
Radar1013 is offline  
Old 03-15-2009, 08:02 PM   #20
Dopefish7590

Dopefish7590's Avatar
Re: How to use Polymost
Oh, oops.
Dopefish7590 is offline  
Old 03-16-2009, 05:03 PM   #21
gambini

gambini's Avatar
Re: How to use Polymost
Those things could be minmal errors, but im talking about the game looking:

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.
I use near_mm_near, anisotropic filter tap 16 and NOT the HRP, and levels look brighter, shades dont look smooth (because the visibility). That´s what im talking about.
gambini is offline  
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:26 PM.

Page generated in 0.11978602 seconds (100.00% PHP - 0% MySQL) with 16 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.