![]() |
#1 |
3 Questions I Must Ask
Ok, please dont kill me for asking and I know these are probably a long shot at this point in time, but I need food for thought.
1. With this new jfDuke project, will there be a new lighting system? Im not expecting UT or Doom 3 but are there any plans at all to change the lighting? 2. Are there any plans for a particle system, including fog effects? 3. Reserved - After writing the above, I forgot my last question Thanks people! |
|
![]() |
![]() |
#2 |
Re: 3 Questions I Must Ask
![]() |
|
![]() |
![]() |
#3 |
Re: 3 Questions I Must Ask
Pardon?
|
|
![]() |
![]() |
#4 |
Re: 3 Questions I Must Ask
I can't answer 1, and certainly not 3, but for 2, there are two answers. Firstly, fog is already done (see EDuke32 and Mapster32). Secondly, particles tend to be things for modders to pull off.
__________________
Alt for djevelen! |
|
![]() |
![]() |
#5 |
Re: 3 Questions I Must Ask
lol can somebody answer my 3rd question?
|
|
![]() |
![]() |
#6 |
Re: 3 Questions I Must Ask
Excuse the above post, I just remembered my 3rd question. Here goes....
3. I remember back from the days of dukeworld.com somebody made a TC with transparent water effects. Are there any plans to make better & transparent water in new Duke? |
|
![]() |
![]() |
#7 |
Re: 3 Questions I Must Ask
If it was transparent water in a tc that long ago, it was probably done with see through water sprites.
|
|
![]() |
![]() |
#8 |
Re: 3 Questions I Must Ask
it wasnt much of a "hack" really, it was in some respects possibly harder to do but not more complex than say SW's transparent water.
it was a map thing, not a code thing. I believe TerminX is saying that those, at this time, arent going to be answered or have been answered at some time.
__________________
http://thaunandshad.com |
|
![]() |
![]() |
#9 |
Re: 3 Questions I Must Ask
Yeah thats right, I remember now shadow warrior had transparent water.
Can that technique be used in the new Duke? |
|
![]() |
![]() |
#10 |
Re: 3 Questions I Must Ask
dont know, a thread somewhere here is titled "porting over SW stuff" or something to that extent, look there if you want to know that answer to that question.
__________________
http://thaunandshad.com |
|
![]() |
![]() |
#11 |
Re: 3 Questions I Must Ask
these big smilies terminx likes to post always make me laugh
__________________
Humanas actiones non ridere, non lugere, neque detestari; sed intellegere curavi. |
|
![]() |
![]() |
#12 |
Re: 3 Questions I Must Ask
I belive that the plan is to make sw and dn3d use the same engine so that sos will be fully posible in duke as it was in sw.
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
|
![]() |
![]() |
#13 |
Re: 3 Questions I Must Ask
Duke and sw already run on the same version of the engine in jfduke and jfsw.
|
|
![]() |
![]() |
#14 |
Re: 3 Questions I Must Ask
but JFD does not have the same effects system (lack of title). SW uses a single sprite (Sector Effector?) that has many different tags, each one can completely change what the sprite does. that single sprite acts as all the effect sprites in Duke.
in order to add SOS in Duke you would need to add tags or sprites that coincide with what the tags and sprite in SW does.
__________________
http://thaunandshad.com |
|
![]() |
![]() |
#15 |
Re: 3 Questions I Must Ask
1. i don't think it's planned, and i think it's not a good idea with changing lighting. duke without the sector shading simply isn't the same
2. if you want particles you have to code them on your own 3. there was a eduke(dos one) version with transparent water and see-through rooms over rooms, but i think it had a hacked exe to support this effect. also an old version of eduke had example code of transparent water working on sprites |
|
![]() |
![]() |
#16 | |
Re: 3 Questions I Must Ask
Quote:
|
||
![]() |
![]() |
#17 |
Re: 3 Questions I Must Ask
I agree. In my opinion, i dont think the sector shading would have to be removed. Something like make all maps 50% darker then add dynamic lighting - all the shading would still be there plus the maps would lighten up again with the dynamic stuff. JDoom looks cool with its lighting system.
When Duke first came out it knocked Doom flat on its ass, so we gotta do the same thing with jfDuke vs JDoom. |
|
![]() |
![]() |
#18 |
Re: 3 Questions I Must Ask
Long live the king!
|
|
![]() |
![]() |
#19 |
Re: 3 Questions I Must Ask
Question 4.
What about Lens Flare? This would make existing lights look very cool. |
|
![]() |
![]() |
#20 |
Re: 3 Questions I Must Ask
they tried this effect in the first version of eduke (back in the old dos days). It was ok, and added a decent effect to Red 4 (I think it was), but was not anything that special. It was sort of bad. Even in the con code it said something like "this effect needs to be improved".
|
|
![]() |
![]() |
#21 | ||||
Re: 3 Questions I Must Ask
Quote:
Quote:
Quote:
Quote:
__________________
I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
|||||
![]() |
![]() |
#22 |
Re: 3 Questions I Must Ask
And where are the existing lights?
__________________
I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
|
![]() |
![]() |
#23 |
Re: 3 Questions I Must Ask
Hrm.. I dont think it would be THAT noticible if you put dynamic lighting in. The lighting will probably overwrite sector lighting anyways... so imo it shouldn't cause too much of an issue on most newer cards.
EDIT: heh I left this up so long I forgot to answer the existing question.. The existing lights are where the sector shading is.. Either the tiles that are lights, windows coming in from a bright sky.. etc.. They are there just need the means of causing them to radiate :\
__________________
If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
|
![]() |
![]() |
#24 | |
Re: 3 Questions I Must Ask
Quote:
__________________
I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
||
![]() |
![]() |
#25 |
Re: 3 Questions I Must Ask
This doesn't work though, because a texture can be anything. You'd have to be able to manually define a texture as a "light" but then how do you decide exactly the size and the direction of the light? It would be different for every map, and what if a texture is used in a different fashion, etc etc etc. Then there's trying to decide what's constituting a "radiating" light, and how it's doing it. Too many issues. It would just be best to add in some sortof light system, and leave the sector light system, one on top of the other, and leave it up to the mappers and con coders and such to add in lights and adjust their settings.
__________________
I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
|
![]() |
![]() |
#26 | ||
Re: 3 Questions I Must Ask
Quote:
As for how the light would radiate.. just like a standard light I'd guess. If you have a light above your head. It'll shine below i t and out and grow darker the further away from the original lightsource you go.. If its a side light you could have it just shine away from the wall. Sprites my be a little more complicated than just finding a wall, finding where an open space is and shining towards that empty space. You could define the "brightness" of the light w/ a high tag and if you didnt already define what textures were to be used as lights you could do so w/ a specific lowtag for the wall and for the texture.. As for implementing this that might be a different story, but I dont see any reasoning on how this would take anything more than time and effort.
__________________
If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
|||
![]() |
![]() |
#27 |
Re: 3 Questions I Must Ask
I still think its a good idea. Adding dynamic lighting in the right places would make softer shadows / softer lines on the existing sector shading.
And we DEFFO gotta have lens flare. ............AND LADDERS |
|
![]() |
![]() |
#28 |
Re: 3 Questions I Must Ask
Would it be at all possible to take some of the features from, say, SW (such as "true" transparent water, floors above floors, etc.) and splice them into the Duke code? New Sector Effectors would have to be added, but still, the prospect is kind of exciting. Sprites can't do EVERYTHING.
__________________
If wishes were fishes, we'd smell like ladies' underwear. "If you join the good fight, you get 72 domain names when you die." -- Wamplet |
|
![]() |
![]() |
#29 | |
Re: 3 Questions I Must Ask
Quote:
__________________
I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
||
![]() |
![]() |
#30 |
Re: 3 Questions I Must Ask
CDuke had sector over sector support.. It was very choppy, but it was there. Improve on that and you have it.. Done in the same fashion as SW did it.. SW's SoS can only go so far though :-\.. Although it is much further than dukes
__________________
If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
|
![]() |
![]() |
#31 | ||
Re: 3 Questions I Must Ask
Quote:
That pisses me off.
__________________
If wishes were fishes, we'd smell like ladies' underwear. "If you join the good fight, you get 72 domain names when you die." -- Wamplet |
|||
![]() |
![]() |
#32 | |||
Re: 3 Questions I Must Ask
Quote:
|
||||
![]() |
![]() |
#33 | ||||
Re: 3 Questions I Must Ask
Quote:
__________________
I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
|||||
![]() |
Bookmarks |
|
|