Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Nehemiah on April 21, 2009, 08:21:22 am
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Why are the graphics in the inferno mod so much smoother and more highly detailed than in the regular game and other mods for it that I've played?
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Uh, wat. The last time I played, Inferno was already somewhat outdated. The graphics were... well, graphics, but nothing groundbreaking.
Do you have the MediaVPs installed? They would boost the visual pleasure of the game quite a bit.
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the models just have textures and nothing else, isn't that it?
Inferno with better graphics than FSO? :wtf:
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Yeah, kind of. Normally, when I run FS2 with FSO and the media VPs, the game still lags on high detail. With Inferno, it doesn't. I'm just wondering why that is.
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Your computer isn't good enough, because FSO with MediaVPs is much more demanding?
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Because Inferno has outdated material.
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The models used in Inferno (at that time) haven't come 'round to be HTL'ed?
Mind you, it would be terrible if the juggernauts like a SH Gargant for example got HTL'ed . . . ;)
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Not really, detail boxing, optimization, and separate models for when you're doing a trench-run style mission (i.e only a small, detailed model.
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Aren't detail box'ed areas still loaded in memory, just not drawn like LODs?
It doesn't save that much if you have a whole lot of them everywhere. At least, I recall reading that somewhere.
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Aren't detail box'ed areas still loaded in memory, just not drawn like LODs?
Yeah. Though the idea is that they don't use render time when they are not necessary.
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Inferno runs smoothly because it was made in the year 2000. To remake all the ships such that they use all the features of SCP would take forever. That's why the patch only makes it SCP-compatible but does little else.
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More like 2003.
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in the year 2000
(http://www.perfectpanamas.com/gallery/conan01.jpg)
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That guy can sing pretty high, huh.
In the year two-thousaaaaaand :nervous:
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LaBamba is legend.
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More like 2003.
2001
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Well it was released in 2003. According to the website.
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Yeah, released. I guess that the models were made, you know, before the release. :P
Also...where do the first two screenshots on the R1 Info page come from? I don't recall there being an "Escort Independance" mission with a Boreas present. Nor do I recall the Nemesis ever going against the Shivans.
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Yeah, released. I guess that the models were made, you know, before the release. :P
*Snail's head explodes
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Also...where do the first two screenshots on the R1 Info page come from? I don't recall there being an "Escort Independance" mission with a Boreas present. Nor do I recall the Nemesis ever going against the Shivans.
Retail Ch2 pics from wip missions
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Retail Ch2 pics from wip missions
That's from the campaign that is obsolete currently correct? :confused:
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Correct. R2 was replaced by the Inferno Super Confusing Project (INFSCP)
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I think that the topic that explains all this: "An age old question asked again!" should be re-stickied just to avoid any more INFxyz questions in future.
EDIT - Nevermind: the link to the INF article in the Wiki on the first stickied topic explains it all.
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At least the wiki gives us a very good reason why INFSCP is taking such a long time to be released, and it makes complete sense given the number of ships in INFR1.
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People should check the stickied thread before posting anything.
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I've read the stickies, but it's quite easy to get lost in this whole Inferno thing. :)
Anyway, i won't open a new thread for my question...
I've played through Sol: A History and Inferno: Alliance so far, no problems. Now i'm on Inferno R1. I've downloaded INFR1 and the scp patch both as .exe files from moddb, now i have a INFR1 folder with the INF_Main.vp and the INF_2Patch.vp. The mod itself is working, but with very old graphics. No advanced backgrounds/stars, ugly beameffects... can i play Inferno with the beams/backgrounds seen in Alliance and the most other mods?
I've tried to link it with the main effects_mediavp from scp by creating a mod.ini, but that doesen't work. Well i guess that would have been a bit too easy. By the way, i'm using the 3.6.12r_INF build, but i've also tried the 3.6.10 version.
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Quick note: In cases like these, it is preferred to open new threads instead of resurrecting old ones.
As for INFR1, well..... It was built for a very, very old version of the FSO executable, and so cannot be guaranteed to be compatible with newer executables and the current mediavps. Getting it to work with that would probably require a ****load of work.
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Thanks for the fast reply. I'll keep that in mind.
Well Inferno isn't that long anyway, a few missions without amazing backgrounds won't kill me.
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The problem is, I don't think the current team will work on the old releases to revamp them...
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The problem is, I don't think the current team will work on the old releases to revamp them...
Focus on getting INF SCP done!
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The problem is, I don't think the current team will work on the old releases to revamp them...
MOBIUS! YOU'RE ALIVE!
:D
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Both INFASA and INF SCP will be finished and released. But if you want it done sooner- help out.
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I'd help, but I'm toooooootally useless at modding(haven't actually tried it, but that's kinda the point).
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Having a try is what turns players into addicted modders. :)
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I know how to create normal and shine maps from diffuse maps, can playtest missions and work with PCS2.
Also, I'm quite good at table editing and usage of new SCP features.
While I can't make effects from scratch, I can edit existing files and create tables to make them look good.
If INFSCP needs any of this, I'd be glad to help.
Today, I had a last day at school, so I'm going to have a lot of free time (with the exception of a few weeks when I'll be going on vacation trips).
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Which programs do you use (besides PCS2)?
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I know how to FRED and I also have experience in modding tables...
I could help out if you need people :nervous: :warp:
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We mostly need modellers to handle WIP assets in dire need of ultimation. I don't know how long you have been following Inferno but we're planning to use, just to mention an example, a set of three space stations of various dimensions for multiple purposes: GTI Asteria (Axem's tiny Arcadia), GTI Arcadia (nothing to explain) and GTI Lemuria (class of Sol's space fortresses, precursor of the EAI Cepheus).
There are Shivan models to get done, too - the old Arachnas model, for example, is to be replaced.
We have some stuff made by Moonred, but his models need texturing and many other things (debris, turrets, general subobjects handling, etc. etc.). Tabling is not a problem because we can handle it very well.
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My advice: ditch your requirements for new models and build a campaign with what you have and what's publicly available. Inferno's stockpile of exclusive models is already huge. If you can't get the job done with them, your development team has a problem.
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I think we're already considering that possibility. It'd be a pity, however, to leave Moonred's models as they are without trying to get them done. I'm not an expert modeller (I'm not a modeller at all) but I believe what INFASA needs in terms of modelling can be done by a single person.
We don't have anything extraordinary to be done in terms of modelling, really.
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Texturing, conversion and PCS work. If it didn't require texturing, it'd be more than easy.
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I think we're already considering that possibility. It'd be a pity, however, to leave Moonred's models as they are without trying to get them done. I'm not an expert modeller (I'm not a modeller at all) but I believe what INFASA needs in terms of modelling can be done by a single person.
We don't have anything extraordinary to be done in terms of modelling, really.
That's a plan I can get behind.
It's just that War in Heaven generally resolved to only use freely available assets, with one exception...and it's finishing that one exception that's now holding up release! It would've been even worse if we hadn't had a placeholder to use in FRED while it was finalized.
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Pretty understandable, really. We want to try recruiting a modeller, if possible, and see what it comes out. We have promising stuff in the works which may lead at least one talented modeller to join, I realize it's a bit difficult to get new modellers without showing interesting stuff first.
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Which programs do you use (besides PCS2)?
GIMP, Irfan View and Word Pad. :)
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Show us what you can do with GIMP... ;)
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Latest BP release contains a plenty of shine and normal maps made by me (I consider Aurora on of the best examples), Vishnan and GTVA beam effects were recolored by me, I also worked on Vishnan pulse turrets and flaks. Ah, and I did glowpointing for many ships.
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Do you mind sending screenshots (if there are any) via PM...? :)