Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 611
Ah I see, you need the hotfix for german version:
http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/MV_3610_german_hotfix.rarwith the 369 exe it works.
Ok... that is surprising... It should have the same problem.
Are you the guy to confirm this kind of stuff?
I am not a coder and can not even write a single shader, but I do know a bit about gfx cards and how shaders work. And I am pretty sure that you cannot use a have a model that is light by a sun per shader, while all the other lights on it are rendered in a fixed-function pipeline.
That's exactly what I proposed, that only the sun is used that way.
Well, it already is... but only with shaders. (SM3.0 shaders)
As Taylor said the problem is the shader length and i think the shader shouldn't grow that much if only the sun is used? And in the techroom the amount of lights shouldn't be a problem.
What you are talking about is exactly what is in the shaders. With the SM3.0 shaders there is only one light source used as per-pixel light.
So there is not shorter solution for SM2.0 cards unless you even kill that last per-pixel light, which would essentially also kill normal mapping.
By the way is this real phong lighting now?
I think so. Phong or blinn.
How? Your strange grayscale normalmaps don't work in Blender. What kind of normal map is that anyway? Which tools do I need?
I need "blue" normal maps for Blender I guess. Freespace 2 uses the compressed "grey" normal maps. The format is called DXT5NM.
To create normal maps you can either use Blender, or use a 2d software in combination with Crazybump.
You can also import models (*.obj) in Crazybump and take a look at them with normal maps (again, the blue ones here). Parallax Mapping however requires a SM 3.0 card. So you can't test your height maps for our models.
Will normalmaps work in software mode?
I don't know if the software mode is even supported anymore. You probably mean the fixed-function pipeline (somewhat the equivalent of D3D7, with T&L rendering).
No normal mapping only works with shaders.
It would require the use of uncompressed maps. High-End cards wouldn't have a problem with that, but they can use the better SM 3.0 rendering anyway. So only already outdated card would have to use the uncompressed maps, which cannot manage them -> no sense.
@Cobra Ra?... I never made maps for the Ra. The Knossos maps are included.
@ARSPR Thanks again. I guess I'll have to take a look at the nameplats again;)