Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Bri_Dog on July 18, 2003, 07:36:23 pm
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When will your costum .EXEs be released? With R2? Or sooner?
And will it use any new features from the FS_Open.exe?
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w/ R2 - maybe
sooner - maybe
FSO features - no but i can hack something together if woo tells me what he changed.
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Coolness :yes:
Thanks.
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Originally posted by PhReAk
FSO features - no but i can hack something together if woo tells me what he changed.
It'll be with R2, since we want to use some of the new ships. Here's what I changed if I remember right:
Increases ships.tbl size to 700kb
Increased max hud icons to 80
Insreases max number of ships from 130 to 200 (could use it upped to 250 I suppose)
I don't have the code on this PC so can't make any more changes to it, or even check what exactly I did.
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'Twould be nice to include glowmapping and no-CD checking as well... :blah: Then we could have an all-around useful replacement for the retail FS2 EXE.
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Originally posted by GalacticEmperor
'Twould be nice to include glowmapping and no-CD checking as well... :blah: Then we could have an all-around useful replacement for the retail FS2 EXE.
Glow maps would rule in Inferno :nod:
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glow maps kill lower end pcs when running Inferno :p
Sol gate is too much for them :D
Would still be nice though :)
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well if someone wants to do glow maps then you can put them in the inferno archives :)
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Not much point if they become useless with the next release.
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Isn't all you need to do is just add "-glow" to a .pcx file?
Like Tex1.pcx -glow ?
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like tex1-glow.pcx
glowmaps use additive mapping:
black = transparent
so if a pixel was 128,128,128 and the corresponding pixel on the glowmap was 64,0,0 then the new color would be 192,128,128
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Originally posted by PhReAk
like tex1-glow.pcx
glowmaps use additive mapping:
black = transparent
so if a pixel was 128,128,128 and the corresponding pixel on the glowmap was 64,0,0 then the new color would be 192,128,128
And that's done by the game correct? It sees if the tecture has the glow tag and then alters the pixels?
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yea its done by the game. glowmaps arent lit so they will always appear bright. otherwise you could just do something using PS or PSP
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I Dled the glowmaps, and played... certainly interesting, but some are too bright. I only wish I could get similar effects in TS6. :-/