Author Topic: Lighting test for WiH  (Read 49511 times)

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Offline Fury

  • The Curmudgeon
  • 213
This includes five different post processing sets with varying saturation, contrast and film grain values that are enabled by default for all missions. I would also like to ask people to try out lighting settings in launcher that are referenced in readme.txt.

Thanks. :)

Download link

readme.txt
Code: [Select]
=== What's included ===
This test includes five data folders. The only difference is in post processing effects that are enabled by default in all of them.
In mild saturation is 0.75, contrast 1.05 and film grain 0.2.
In strong saturation is 0.5, contrast is 1.1 and film grain is 0.25.
In verystrong saturatiin is 0.25, contrast is 1.1 and film grain is 0.25.

And as a bonus, two additional post processing sets:
In gray saturation is 0.1, contrast is 1.1 and film grain is 0.25.
In bw saturation is 0.0, contrast is 1.1 and film grain is 0.25.

=== Lighting settings ===
Recommended lighting settings to be used in launcher's custom flags are:
-no_emissive_light -ambient_factor 120 -ogl_spec 32 -spec_exp 16 -spec_point 1.5 -spec_static 1.25 -spec_tube 1.5 -bloom_intensity 90
You can also try without -no_emissive_light flag. Even if you like your current lighting settings a lot, please do give these a chance.

=== What you need ===
- Antipodes 7 that was updated on 24th November. http://www.hard-light.net/forums/index.php?topic=72205.0
- Mediavps 3.6.12 and patch. http://www.hard-light.net/forums/index.php?topic=70736.0
- Latest War in Heave and Age of Aquarius. While not required, I tested these settings only in War in Heaven missions. http://www.hard-light.net/forums/index.php?board=169.0
- Enable post processing in launcher. It can be found in Features tab, under experimental list. If you're using nightly build 6783 or newer, the post processing flag can be again found under graphics list.

=== How to use ===
First extract contents of this archive to your freespace 2 folder.
To try out each one of those post processing effects, you need first rename one of the to "data".
For example, rename "data_subtle" to "data". When you want to try another, simply rename "data" back to "data_subtle" and then another folder to "data".
And finally, select lighting_test_wih as your mod folder in launcher's mod tab and play.

Thank KeldorKatarn, The E and Zacam for these new shaders which will find their way to mediavps eventually. And thank taylor for rewriting post processing code.
« Last Edit: December 01, 2010, 01:37:51 pm by Fury »

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
ogod, MUST try this

Fury, maybe post the screenshot from the postprocessed intro to show how awesome everything can look?

 

Offline Deadly in a Shadow

  • 29
  • Buntu!
Lol I tested the grayish Intro, the white beams are totally awesome. It's like you watch an oldshool sci-fi film. Respect.

I think I post some impressions of the grey WiH. And the other "styles"












« Last Edit: November 28, 2010, 09:04:51 am by The E »
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
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Offline Angelus

  • 210
  • The Angriest Angel
lvlshot FTW!

Gonna test those settings later this evening.  :yes:

 

Offline Fury

  • The Curmudgeon
  • 213
Fury, maybe post the screenshot from the postprocessed intro to show how awesome everything can look?
Hard request because this is mostly about lighting which is hard to capture in screenshots. Those post processing sets are secondary really. But here's three screenshots of the Artemis cutscene without post processing with my lighting settings.


 

Offline Satellight

  • 27
  • Star Dreamer
The BW settings make the game appear in a very nice and beautiful way... And it hide the lack of AA  :D

I played the first mission with no_emissive_light deactivated (or it's too dark IMO)

Very nice work, thanks  :yes:
Never far away from HLP and from a computer with an installed FreeSpace.

  

Offline -Sara-

  • 29
Film Noir. :D

edit: Strange, done everything as told yet the game still seems to use normal lighting, colours etc. Clueless here, maybe it's my ATI?
« Last Edit: November 28, 2010, 09:41:08 am by -Sara- »
Currently playing: real life.

"Paying bills, working, this game called real life is so much fun!" - Said nobody ever.

 

Offline Fury

  • The Curmudgeon
  • 213

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Awesome.

What about some screens with the settings that made this:
Quote from: Fury
I thought this one was godly, but I can't play Blue Planet to try it for myself.

 

Offline Buckshee Rounds

  • 29
  • Lord Defecator
Cheers Fury, the subtle effect is my most favourite for all round gameplay. Screencaps don't do it justice. I found it really enhanced beam weapon light making it really bloomey. I used your light settings and then mine. I have to say I liked the ones I had before, with lower ambience but higher spec:




A video of the effects is the best example imo.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Of all those posted here, I prefer those from Fury by far. Those post-processing thingies don't look very enjoyable to me.
People are stupid, therefore anything popular is at best suspicious.

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bigchunk1: ...

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Offline Fury

  • The Curmudgeon
  • 213
What about some screens with the settings that made this:]
I thought this one was godly, but I can't play Blue Planet to try it for myself.

Unfortunately current Artemis Station cutscene mission has very different lighting than it used to be when that screenshot was taken. This practically means that it is impossible to recreate with current mission.

However, I checked out the very version of the mission the screenshot was taken with (thank god for SVN!) and "verystrong" is closest to those PP settings seen in the screenshot. Unfortunately I don't have the slightest clue what my custom flags for lighting were at the time.

But, I took two screenshots of the old mission with lighting settings detailed in the first post and same PP settings I used back when I took the old Artemis screenshot.


As you can see, current version of the mission is much darker. This happened because Sun position had to be changed when Europa skybox was added to the mission, otherwise Sun would have been within the skybox.

 

Offline -Sara-

  • 29
Tried to turn the AA of my vidcard off manually as post-processing and AA usually do not go hand-in-hand but that seemed to do nothing. Catalyst now has the habbit of allowing no lower than 2x AA unless you manually fiddle with the file where the settings are stored.

Anyways...

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -post_process
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod lighting_test_wih,blueplanet2,blueplanet,mediavps_3612
  -window
Building file index...
Found root pack 'D:\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'D:\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'D:\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x2a530d55
Found root pack 'D:\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'D:\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'D:\FreeSpace2\blueplanet\bp-adv-core.vp' with a checksum of 0x2851edb0
Found root pack 'D:\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'D:\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'D:\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'D:\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'D:\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'D:\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FreeSpace2\lighting_test_wih\' ... 15 files
Searching root 'D:\FreeSpace2\blueplanet2\' ... 3143 files
Searching root pack 'D:\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'D:\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'D:\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'D:\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'D:\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'D:\FreeSpace2\blueplanet\' ... 4 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-adv-core.vp' ... 2 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'D:\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'D:\FreeSpace2\mediavps_3612\' ... 1 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\FreeSpace2\' ... 160 files
Searching root pack 'D:\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'g:\' ... 0 files
Found 33 roots and 23368 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Speakers (SoundMAX Integrated Digital HD Audio)' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 5900 Series
  OpenGL Version    : 4.0.10317 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:35: error(#71) Syntax error incorrect preprocessor directive
WARNING: 0:35: warning(#64) Unexpected tokens following the preprocessor directive - expected a newline(#if )
ERROR: error(#273) 1 compilation errors.  No code generated

    ERROR! Unable to create fragment shader!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-mfl.tbm' ...
WARNING: "Muzzle flash "BP_Cmuzzle_tiny" already exists!  Using existing entry instead." at muzzleflash.cpp:164
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 462
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sun Nov 28 18:00:02 2010
Currently playing: real life.

"Paying bills, working, this game called real life is so much fun!" - Said nobody ever.

 

Offline Fury

  • The Curmudgeon
  • 213
Sara, your problem is this:
Code: [Select]
Fragment shader failed to compile with the following errors:
ERROR: 0:35: error(#71) Syntax error incorrect preprocessor directive
WARNING: 0:35: warning(#64) Unexpected tokens following the preprocessor directive - expected a newline(#if )
ERROR: error(#273) 1 compilation errors.  No code generated

    ERROR! Unable to create fragment shader!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

I dunno how to fix that, but you may want to check this topic:
http://www.hard-light.net/forums/index.php?topic=72251.0

I'll yell The E to check this particular error.

 

Offline Fury

  • The Curmudgeon
  • 213
Sara, please delete bp-adv-core.vp. It's obsolete and shouldn't be there.

The E says you need to use Antipodes 7 or recent nightly build. Shaders won't work on 3.6.12 final which is what you're using. You didn't follow instructions in the readme, bad Sara! :p

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
The problem is this:
Code: [Select]
FreeSpace version: 3.6.12
You need to use a post-Antipodes 6 nightly or Antipodes 7 build.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline -Sara-

  • 29
That did it. :) Did not know of an Antipodes build. Thanks!
Currently playing: real life.

"Paying bills, working, this game called real life is so much fun!" - Said nobody ever.

 

Offline Fury

  • The Curmudgeon
  • 213
Umm, readme.txt. It was included within the archive and the first post. They're meant to be read. :p

 

Offline -Sara-

  • 29
Some showcasing of the light effects. :) Makes the game look far better!

Post-processed lighting demo - Helios.
« Last Edit: November 28, 2010, 07:11:08 pm by -Sara- »
Currently playing: real life.

"Paying bills, working, this game called real life is so much fun!" - Said nobody ever.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Some showcasing of the light effects. :) Makes the game look far better!

Post-processed lighting demo - Helios.

good GOD what the

is that FreeSpace? that can't be FreeSpace

they should've sent a poet
« Last Edit: November 28, 2010, 07:21:21 pm by General Battuta »