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#41 |
Re: New EDuke32 DirectX 10 renderer!
Man all those shots are SSsoooooo Ffffffaakkkkeeee.
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#42 |
Re: New EDuke32 DirectX 10 renderer!
Even if staged, cool stuff. Almost... UNREAL!
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#43 |
Re: New EDuke32 DirectX 10 renderer!
They were posted by respected members of the forum and guys who are noted artists and coders. I believe it.
i can haz beta?
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#44 |
Re: New EDuke32 DirectX 10 renderer!
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#45 |
Re: New EDuke32 DirectX 10 renderer!
I'd rather want final! *LOL*
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#46 |
Re: New EDuke32 DirectX 10 renderer!
If it really is real, i hope it supports high poly models.
I geuss we really won't know wether this is real or not for a DEFINITE FACT until April Fools day is over.
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Last edited by Radar1013; 04-01-2009 at 02:07 PM.
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#47 |
Re: New EDuke32 DirectX 10 renderer!
Sooo, can we see some footage? And why are the HUD weapons not affected by the lighting effects?
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#48 |
Re: New EDuke32 DirectX 10 renderer!
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#49 |
Re: New EDuke32 DirectX 10 renderer!
I would asume this is why Plagman has not said anything till now because he did not want to be answering *please give me wah wah* post's every 5 mins.
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#50 |
Re: New EDuke32 DirectX 10 renderer!
Plagman doesn't have to say anything anymore because he knew it would be enough to post a few screenies and guys would soon start freaking out.
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#51 |
Re: New EDuke32 DirectX 10 renderer!
Now seeing these aren't renders at all (unless you went through all that trouble), I can say that whatever renderer this is running on now - I love it.
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#52 |
Re: New EDuke32 DirectX 10 renderer!
The HUD models are still rendered by Polymost for now. I didn't bother rewriting that last part yet because the existing HRP HUD models are very tied to the Polymost way of rendering HUD models (i.e. their perspective and offsets are all skewed so that they look acceptable in game). I didn't want to reproduce that behavior (unlike the rest of the renderer which is pretty much 100% backwards-compatible with the existing DEF functionality), so I just left them alone. In the end, these HUD models will be part of the game world and affected by surrounding lighting.
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#53 |
Re: New EDuke32 DirectX 10 renderer!
This is rediculous! Did we just leapfrog Doom III or what?
Does this count as the best April Fools ever - even though it's not a 'fool'? ![]() Are you allowed to bundle Christmas with April Fools? Who cares!!?? Congratulations Plagman! It's official, I"m freaking out. And thank you for delivering a very good present on a day when I really needed it. Now I have to ask... Whats the new poly limits and what maps do you use (as in "normal", "height", "bump" etc...). If need be I can produce said maps for the models I've made.
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#54 | |
Re: New EDuke32 DirectX 10 renderer!
Quote:
![]() Because I have ALOT of textures ect that will most likely need re-doing for my mod.
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#55 |
Re: New EDuke32 DirectX 10 renderer!
Why is the mirror tiled? And why is the street shiny? And why's that crate made of stone?
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#56 |
Re: New EDuke32 DirectX 10 renderer!
Because it's f***ed up!
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#57 | |
Re: New EDuke32 DirectX 10 renderer!
Quote:
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#58 |
Re: New EDuke32 DirectX 10 renderer!
Polylimits haven't changed as far as I know. Of course the whole thing is quiet a bit more demanding then polymost once you start adding lights.
As far as maps suported these are the ones used so far: Diffuse Normalmap + Height(stored in alpha channel) Specular where the color modulates the specular and alpha controls the power. In other words you ca do both carpet and shiny plastic. Glow maps Normal maps for models is not implemented yet. The engine suports pointlights(without shadows) and spotlights(with shadows). Plagman can give you more technical details I am sure. Anyway here is a shot I tok while testing out a new normal/height map(ground). The rock wall looks pretty cool in motion btw.
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Last edited by Parkar; 04-01-2009 at 03:20 PM.
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#59 |
DOSBox Advisor
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Re: New EDuke32 DirectX 10 renderer!
ah, it has been revealed!
looks good Plagman! |
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#60 |
Re: New EDuke32 DirectX 10 renderer!
Looks hot guys, cant wait to play it.
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#61 |
Re: New EDuke32 DirectX 10 renderer!
Can't wait to use that stuff in some mods!
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#62 |
Re: New EDuke32 DirectX 10 renderer!
It's real? Wow! Okay now I'm keeping an eye out for this. That last shot that was posted looks awesomely awesome. How would it look without using the HRP? Probably not as good?
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#63 |
Re: New EDuke32 DirectX 10 renderer!
It wouldn't work at all.
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#64 |
Re: New EDuke32 DirectX 10 renderer!
It would look kind of like that:
![]() Of course, someone could go through the bother of creating normal maps for the classic tiles, but it doesn't seem worth it somehow. Simple dynamic lights and shadows could probably fit pretty well with the classic art, though.
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EDuke32 - "The corrupt doctrine of terror has begun." |
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#65 |
Re: New EDuke32 DirectX 10 renderer!
Looks a *little* like the Saturn version, although I havent really seen to much of that to say.
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#66 |
Re: New EDuke32 DirectX 10 renderer!
Very good! :-)
I was thinking about doing a similar thing with EDuke32 (basically i wanted to add SSAO to remove a bit the "flatness" of the environment), but i was always carried away by other things and learning a new codebase takes time i usually prefer to spend on my own projects ![]() |
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#67 |
Re: New EDuke32 DirectX 10 renderer!
Can't you make an option to enable the HRP normal maps for the classic tiles -- after all, they're based on them so most of them would have all the bumps and whatnot in the exact same spots.
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#68 |
Re: New EDuke32 DirectX 10 renderer!
if this is real, it's very awesome, but forgive me for not beleiving it until i can actually play on it
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#69 |
Re: New EDuke32 DirectX 10 renderer!
Is this real? I mean in reality it wouldnt be impossible, but I'll believe it when I can play it on my box
![]() Dumb question why does the log show "Compiling GPU program with bits 981..." what could that feasibly do?
Last edited by IceColdDuke; 04-01-2009 at 05:07 PM.
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#70 |
Re: New EDuke32 DirectX 10 renderer!
It would have to be spot on or it would look really really off. Would be kinda neat with a lowres dynamic light pack but probably way to much work and getting normalmaps that fit on a lot of the stuff would be really hard.
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#71 | |
Re: New EDuke32 DirectX 10 renderer!
Quote:
Care to enlighten the class ![]() |
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#72 |
Re: New EDuke32 DirectX 10 renderer!
Not sure where you got that from. All I am saying is the HRP normal maps would not work well on the lowres art ~99% of the time. It would however be cool with a pack of normalmaps for the lowres art but probably way to much work to be worth it.
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#73 |
Re: New EDuke32 DirectX 10 renderer!
I dont know I just got back from jury duty and im tired :|. Your right it wouldnt, but whats the GPU line for?
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#74 |
Re: New EDuke32 DirectX 10 renderer!
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#75 |
Guest
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Re: New EDuke32 DirectX 10 renderer!
OK!!!!
I GOTTA ASK... IS THIS REAL... CONSIDERING It is now halfway through the 2nd of April for me in Australia... If this is real then FRICKING SWEET (and does it support AA?)!!!! If not then I'm not surprised... but hopefully April Fools is over and we can finally get some answers. |
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#76 | |
Re: New EDuke32 DirectX 10 renderer!
Quote:
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#77 |
Re: New EDuke32 DirectX 10 renderer!
Here is a video of the my personal build of the game recorded by my brother(Esslan).
A few notes: Yes, it's very dark. I have the sector ligthing scaled down to 20% so I can get a better look at normalmaps. Yes, the pipeobomb works like a flare. Again just so I can place lights here and there real quick. Models are not lit by the staticaly placed lights. Plagman knows why and it will get fixed. It works in mirrors though. It's not using the same setup in the bathroom as in the screenshot posted in the first post as that was a staged thing plagman did just to show things of. Ive got the main lights in there though and probably gives a pretty fair preview of how the rest would look with proper textures and lighting. All the lighting produced by sprites are a hardcoded hack so thats why they sometimes turns off when you look away. http://www.veoh.com/browse/videos/ca...132965gT6NmADm Youtube link http://www.youtube.com/watch?v=I4Jtp_YJ8R0 unfortunatly both turned out to be quiet bad quality but at least it gives you an idea of how it looks in motion.
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Last edited by Parkar; 04-01-2009 at 06:34 PM.
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#78 |
Re: New EDuke32 DirectX 10 renderer!
I've actually had experience with reverse-psychology April fool's jokes before. Always the best ones. Kudos, guys, on a remarkable feat. Can't wait to play it!
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#79 | |
Re: New EDuke32 DirectX 10 renderer!
Quote:
![]() Man, i really wanted to see how the shrinker looked in that video! Man, this is awesome! Good job guys! ![]()
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Last edited by Radar1013; 04-01-2009 at 06:57 PM.
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#80 |
Re: New EDuke32 DirectX 10 renderer!
I want to believe this is all coming... but the skeptic in me is nagging me about how this is all just VERY well orchestrated and it IS april fools... and it IS too good to be true...
Kudos on either case ![]()
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