Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: Bri_Dog on July 18, 2003, 07:36:23 pm

Title: Question about your .exe
Post by: Bri_Dog on July 18, 2003, 07:36:23 pm
When will your costum .EXEs be released? With R2? Or sooner?

And will it use any new features from the FS_Open.exe?
Title: Re: Question about your .exe
Post by: phreak on July 18, 2003, 10:28:19 pm
w/ R2 - maybe
sooner - maybe
FSO features -  no but i can hack something together if woo tells me what he changed.
Title: Question about your .exe
Post by: Bri_Dog on July 18, 2003, 10:51:42 pm
Coolness :yes:

Thanks.
Title: Re: Re: Question about your .exe
Post by: Woomeister on July 19, 2003, 06:29:54 am
Quote
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.
Title: Question about your .exe
Post by: Galemp on July 19, 2003, 02:10:37 pm
'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.
Title: Question about your .exe
Post by: Bri_Dog on July 19, 2003, 04:25:38 pm
Quote
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:
Title: Question about your .exe
Post by: Woomeister on July 19, 2003, 04:57:54 pm
glow maps kill lower end pcs when running Inferno :p
Sol gate is too much for them :D

Would still be nice though :)
Title: Question about your .exe
Post by: phreak on July 19, 2003, 05:00:03 pm
well if someone wants to do glow maps then you can put them in the inferno archives :)
Title: Question about your .exe
Post by: Woomeister on July 19, 2003, 05:49:33 pm
Not much point if they become useless with the next release.
Title: Question about your .exe
Post by: Bri_Dog on July 19, 2003, 11:50:26 pm
Isn't all you need to do is just add "-glow" to a .pcx file?
 
Like Tex1.pcx -glow   ?
Title: Question about your .exe
Post by: phreak on July 19, 2003, 11:58:17 pm
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
Title: Question about your .exe
Post by: Bri_Dog on July 20, 2003, 02:32:01 pm
Quote
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?
Title: Question about your .exe
Post by: phreak on July 20, 2003, 03:27:18 pm
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
Title: Question about your .exe
Post by: Taristin on July 20, 2003, 05:28:23 pm
I Dled the glowmaps, and played... certainly interesting, but some are too bright. I only wish I could get similar effects in TS6. :-/