Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nico on September 18, 2002, 08:10:46 am

Title: Self Illumination
Post by: Nico on September 18, 2002, 08:10:46 am
Meh, I'll spam the forum until someone works on bringing the glide self illumination from FS1 back :p
Come on, with the ambient lightning, it would look awesome! Nobody wants to see the black shape of a Sathanas in front of a nebula, and all those red lights everywhere?
Also, I could make deep space mission, with stars too far to illuminate the scene, you'd see only nav lights or glowing bits additionally to the thrusters, that would be great.
So there, somebody works on that, or I'll be sad :blah:
Title: Self Illumination
Post by: RandomTiger on September 18, 2002, 11:21:34 am
Perhaps instead of spamming you could provide useful information. I've been hearing a lot about glide and freespace.
But today I went to a friends house and played FS1 on V3 through glide and I didnt notice any difference.

What are the differences between D3D and glide in:
Freespace 1
Freespace 2

Could you provide me with details of which missions and ships will demonstrate these differences. Could you send me screenshots that demonstate the difference?

[email protected], please make them jpg.

No point in trying to implement this until DX8 is up and working, hopefully thats not too far away though.
Title: Self Illumination
Post by: Nico on September 18, 2002, 11:55:51 am
nah, I can't send screenshots, I don't have a 3dfx anymore, but, dunno, take FS1 under glide, look at say the typhon, it had all the windows self illuminated. It was looking great.
And I have no idea for FS2, I changed my card before I got it.
Title: Self Illumination
Post by: RandomTiger on September 18, 2002, 12:05:14 pm
Was this just ingame or could you see it in the tech room aswell?
Title: Self Illumination
Post by: Bobboau on September 18, 2002, 12:20:37 pm
I've never had a voodoo card so I'm not sure about the techroom, but I've seen screen shots of it in game

if you look in the tables you'' see twards the top of an entree
$ND: and an RBG value
this get's stored in the ship_info structure as
ubyte  nondark_colors [MAX_NONDARK_COLORS][3]
at some point this gets zapped if you arn't running in glide mode, I'm afraid this probly won't get fixed unless we go into low level rendering rutenes were it actualy applys shading values to a texel as it's rendering a polygon, and I'm not sure we have access to that level or if it's deep within the DX API
Title: Self Illumination
Post by: RandomTiger on September 18, 2002, 12:25:58 pm
Couldnt we just slap on a second texture for illumination?
Easier than a vertex shader and much more efficient than playing with textures at run time.
Title: Self Illumination
Post by: Bobboau on September 18, 2002, 12:36:04 pm
that would be better IMO, but you'd have to make a lot of changes to a lot of data structures, you'd need to make a new structure in the ship_info, you'd need to make a new poly drawer for ships, you'd need to add the new structure to the file format, lots and lots and lots and lots of other stuff,
would probly be best to wait untill DX8/9 before we make a change of this magnatude