Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on June 10, 2004, 12:35:03 am

Title: yet another decal build
Post by: Bobboau on June 10, 2004, 12:35:03 am
faster framerates shall be the answer
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_6-10-04.zip
shooting the hell out of a capship will no longer result in framerates of 2.1
Title: yet another decal build
Post by: Flipside on June 10, 2004, 12:31:56 pm
Ooooooooh! Downloading now! :)
Title: yet another decal build
Post by: TopAce on June 10, 2004, 12:36:50 pm
Is it generally faster in-game or only at explosions?
Title: yet another decal build
Post by: Flipside on June 10, 2004, 12:39:03 pm
Not explosions, the damage decls effect the Bobboau is working on....

This one doesn't seem to slow down, but I get a funny 'intersecting poly' effect with the decals themselves, which flicker because of it, and it CTD without error after about 2 mins :(

Edit : Hold 2 mins on that, had something turned on that I shouldn't have had :(
Title: yet another decal build
Post by: TopAce on June 10, 2004, 12:41:46 pm
Oh, enlighten me:
Do I need to download something else in order to make this build work for what it was made for?
Title: yet another decal build
Post by: Flipside on June 10, 2004, 12:44:12 pm
I think you need to get hold of the decal images themselves, they were with earlier builds iirc. Other than that, what it does is leave marks on hulls when shots impact with them, making a ship look more beaten up as it gets more damaged.

Still getting the flickering alas, though the CTD doesn't seem to have repeated itself :)
Title: yet another decal build
Post by: TopAce on June 10, 2004, 12:48:29 pm
Does the most recent MediaVP contain them?
Title: yet another decal build
Post by: Flaser on June 10, 2004, 01:10:57 pm
No it doesn't. The MediaVP only has stuff for 3.6.

This and everything in the works right npw are post 3.6.
Title: yet another decal build
Post by: TopAce on June 10, 2004, 01:22:40 pm
So I don't have them. I disable particles by default because they disturb me in my aiming.
Title: yet another decal build
Post by: Taristin on June 11, 2004, 11:52:07 am
Um... right.

Look for a thread Lightspeed made with the new decal images. But since they are Targa's you will probably have a slowdown.
Title: yet another decal build
Post by: [$$$] Money on June 11, 2004, 10:51:53 pm
Ugh, this build keeps crashing for me, things will go smoothly for a while until something gets damaged. Then it will freeze for a few seconds before CTD. :mad:

Bigger impacts still flicker, the small ones caused by fighter guns are okay.

Is there a flag I'm supposed to turn on?

Mods:
3.6 Media VP
LS's Fighter Shinemaps and Textures
LS's Aeolus and Rakshasha texture upgrades
LS's impact effects

Flags:
-spec -glow -pcx32 -jpgtga -query_speech -bobshield -decals  -fov 0.45 -allslev  -query_speech

PC specs:
AMD 1800+
512MB RAM
GeForce Ti 4200, driver ver 60.85
SB Live 5.1
Title: yet another decal build
Post by: Flipside on June 20, 2004, 12:19:21 am
Bobb, one of those random thoughs....

Would it be possible to use this same code to place a more permanent, larger damage decal on the hull when a subsystem is destroyed?
Title: yet another decal build
Post by: TopAce on June 20, 2004, 05:03:20 am
CTD = Crash to Desktop?
Title: yet another decal build
Post by: Black Wolf on June 20, 2004, 05:12:31 am
Generally, yes.
Title: yet another decal build
Post by: WMCoolmon on June 20, 2004, 05:16:23 am
Either that or "Crap! Try Debugging".
Title: yet another decal build
Post by: TopAce on June 20, 2004, 05:19:36 am
:lol:
Title: yet another decal build
Post by: Flipside on June 23, 2004, 04:10:54 am
LOL

I don't know if Bobbaou saw my earlier post, or whether it's such a stupid idea he didn't bother answering, but I'll ask again, cos it would actually be quite cool to have ;)

Basically, would it feasible to have, using the decal code, larger damage decals that are placed on the hull where subsystems/turrets were, once those subsystems/turrets are destroyed? So when a missile launcher blows up, it leaves damage marks on the hull where it was? These would probably need to be more or less permanent, but there shouldn't be more than 10-15 per ship?
Title: yet another decal build
Post by: karajorma on June 23, 2004, 06:27:11 am
Quote
Originally posted by Flipside
Basically, would it feasible to have, using the decal code, larger damage decals that are placed on the hull where subsystems/turrets were, once those subsystems/turrets are destroyed? So when a missile launcher blows up, it leaves damage marks on the hull where it was? These would probably need to be more or less permanent, but there shouldn't be more than 10-15 per ship?


Sick of making damage models? :D
Title: yet another decal build
Post by: TopAce on June 23, 2004, 06:50:07 am
Quote
Originally posted by Flipside
...
Basically, would it feasible to have, using the decal code, larger damage decals that are placed on the hull where subsystems/turrets were, once those subsystems/turrets are destroyed? So when a missile launcher blows up, it leaves damage marks on the hull where it was? These would probably need to be more or less permanent, but there shouldn't be more than 10-15 per ship?


Would make FS2's damage model more realistic, but it would cause a serious slowdown on slower machines.
Title: yet another decal build
Post by: Flipside on June 23, 2004, 08:47:34 am
Quote
Originally posted by karajorma


Sick of making damage models? :D


LOL Yep ;)

Seriously though, damage models are ok for larger subsystems, but I think most turrets just vanish when you destroy them, since Geomodding is not an option, I thought this might help to add to the effect of damage ;)

TopAce, I wouldn't really have thought there would be that many destroyed subsystems in game at one time?
Title: yet another decal build
Post by: TopAce on June 23, 2004, 09:58:29 am
I meant turrets, too
Title: yet another decal build
Post by: Flipside on June 23, 2004, 10:11:23 am
Hmmmmmmm... Well, I still don't think it would be more than about 100 at absolute maximum for the entire level, I could be wrong though.
Title: yet another decal build
Post by: TopAce on June 23, 2004, 10:15:21 am
That's sure there won't be more than 100 destroyed turrets on screen simultanously. Why 100?
Title: yet another decal build
Post by: Bobboau on June 23, 2004, 10:24:15 am
that could be done with a trivial amount of work, and would cause no more slowdown than the decal system in general.
Title: yet another decal build
Post by: Flipside on June 23, 2004, 10:30:58 am
:cool: That would be awesome if it could be! :)
Title: yet another decal build
Post by: TopAce on June 23, 2004, 11:32:08 am
Go ahead. I guess you will need an artist to do it as well.
Title: yet another decal build
Post by: Deepblue on June 23, 2004, 09:16:19 pm
I got one problem with the build, impact explosions dont show up, is there anyway to fix this?