Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on May 16, 2004, 02:24:36 am
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fixed the seams that were visable between sections of the cubemap, this constitutes a vast visual improvement, better than I was expecting. also the bacground immages are being rendered about twice ass eficently now due to my fiddleing with them, though there could be some oddness as a result keep a look out for the background nebulas flying off into deep space for no good reason, or stuff all crammed together in one spot.
http://freespace.volitionwatch.com/blackwater/fs2_open_r_env_5-16-04.zip
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this stuff isn't in CVS, right?
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If it was in CVS it'd show up on the mailing list and in the builds.
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I'm not on the mailing list.....
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not in CVS, I'm gona wait a week or two, if you want to look at it I'd be happy to pack up my code base for you though. the high level environment mapping is still a bit of a hack though
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err, I was just curious, C++ For Dummies is lying open on page 83 (How to Declare a Function) right next to me.....
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I uploaded this (http://freespace.volitionwatch.com/blackwater/code_5-14-04.zip) a few days ago becase I thought my HD was about to die, be sure to check the decals section, check decal_create() and look at each line of code running through it, decal_find_next(), get_open_poly(), decal class, and decal_list_controle class are some of the highlights, I had to reinvent an entier new memory management system, just for decals!
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I downloaded that, but only because you told us about "Something bad". I am a C novice, I have never written anything in C, and I can barely read the most basic code (commandline.cpp).
But it all sounds very cool, and I will check out this build at one point.
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Okay, I've tested this build.
It fixes the seams (which is good), but makes another problem much more apparent. The reflection is now so small on small ship details (cockpits/etc) that all you get is a few flickery specks, making everything look incredibly bad or not env mapped at all.
It seems the env maps got 'squashed together' horizontally.
With this build it is hard to get a reflection at all on fighters, and if you get one it's about 1/8 of its previous size. The capships still work, but even there it's apparent the reflection has been reduced tremendously in size.
In other words, fixes one bug but makes another bug worse (a lot).
Hopefully this can be fixed, as the seams were/are really a nasty issue, too.
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there might be a way to scale it, but that'll probly get into some thorny matrix manipulations. it could be one of those things that once something looks corect after you seeing it incorect for so long it looks wrong. there is a reason why it's called space, there's a lot of it. :)
if I scale the stuff up, I can tell you that when you move the stuff is going to look like it's moveing faster than it should, and it's probly going to make reflections less acurate.
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Well, as it is now it definately looks wrong.
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Are there supposed to be full reflections (think mirror) of stuff like nebulae on things like Arcadias?
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yeah, though there prety faint on the Arcadia
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Will this one crash after 5 minutes in game too? I hope not. *DL's*
BTW, Trueform rox0rs... :)
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Originally posted by Bobboau
yeah, though there prety faint on the Arcadia
not really. when I tested the build, and looked into the yellow areas on the Arcadia, I got a FULL reflection. thought I was seeing through the station at first.