Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on November 12, 2002, 03:47:48 am

Title: new glow point code
Post by: Bobboau on November 12, 2002, 03:47:48 am
http://freespace.volitionwatch.com/blackwater/newglow.zip
I have perfected type 1 glow points
they look like this
(http://freespace.volitionwatch.com/blackwater/glowscreen.jpg)
they are cool
this is the code
Code: [Select]

//start rendering glow points -Bobboau

if ( (pm->n_glows) /*&& (Interp_flags & MR_SHOW_THRUSTERS) /*&& (Detail.engine_glows)*/ ) {

for (i = 0; i < pm->n_glows; i++ ) {
glow_bank *bank = &pm->glows[i];
int j;
if(bank->is_on){

for ( j=0; jnum_slots; j++ ) {

int flick;
if(pm->submodel[pm->detail[0]].num_arcs){
flick = static_rand(timestamp()%20)%(pm->submodel[pm->detail[0]].num_arcs + j); //the more damage, the more arcs, the more likely the lights will fail
}else{
flick = 1;
}
 
if(flick == 1){
switch(bank->type){

case 0:
float d;
vector tempv;
if((bank->norm[j].xyz.x == 0.0f) && (bank->norm[j].xyz.z == 0.0f) && (bank->norm[j].xyz.z == 0.0f)){
d=1.0f; //if given a nul vector then always show it
}else{
vm_vec_sub(&tempv,&View_position,&bank->pnt[j]);
vm_vec_normalize(&tempv);

d = vm_vec_dot(&tempv,&bank->norm[j]);
d -= 0.25;
}

if ( d > 0.0f) {
vertex p;

d *= 3.0f;
if ( d > 1.0f ) d = 1.0f;

float w = bank->radius[j];

// fade them in the nebula as well
if(The_mission.flags & MISSION_FLAG_FULLNEB){
d *= (1.0f - Interp_fog_level);
w *= 1.5; //make it bigger in a nebula
}

// disable fogging
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);

g3_rotate_vertex( &p, &bank->pnt[j] );

//need to rotate the vertex if it's parent is rotated
/*if(shipp->subsys_list.submodel_info_1.movement_axis){

matrix m;

vm_angles_2_matrix(&m, &pm->submodel[submodel_num].angs)

}*/

// if(bank->submodel_parent)
gr_set_bitmap( bank->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, d );
// mprintf(( "rendering glow with texture %d\n", bank->glow_bitmap ));
extern int Gr_scaler_zbuffering;
Gr_scaler_zbuffering = 1;
g3_draw_bitmap(&p,0,w*0.5f, TMAP_FLAG_TEXTURED );
//g3_draw_rotated_bitmap(&p,0.0f,w,w, TMAP_FLAG_TEXTURED );
Gr_scaler_zbuffering = 0;

}//d>0
break;
case 1:
vertex h1[4]; // halves of a beam section
vertex *verts[4] = { &h1[0], &h1[1], &h1[2], &h1[3] };
vector fvec, top1, bottom1, top2, bottom2, start, end;

// vm_vec_add2();
// vm_vec_sub(&fvec, &bank->norm[j], &bank->pnt[j]);
// vm_vec_normalize(&fvec);

// vm_vec_add2(&fvec, &orient->vec.fvec);

vm_vec_rotate(&start, &bank->pnt[j], orient);
vm_vec_rotate(&end, &bank->norm[j], orient);
vm_vec_sub(&fvec, &end, &start);

vm_vec_normalize(&fvec);

moldel_calc_facing_pts(&top1, &bottom1, &fvec, &bank->pnt[j], 1.0f, 1.0f, &Eye_position);
moldel_calc_facing_pts(&top2, &bottom2, &fvec, &bank->norm[j], 1.0f, 1.0f, &Eye_position);

int idx = 0;
mR_VERTICES(); // rotate and project the vertices
mP_VERTICES();
mSTUFF_VERTICES(); // stuff the beam with creamy goodness (texture coords)


// gr_set_color_fast(&Color_bright_blue);
// gr_printf((0), (20 +(j * 10)), "x %0.2f, y %0.2f, z %0.2f", fvec.xyz.x, fvec.xyz.y, fvec.xyz.z);

gr_set_cull(0);
gr_set_bitmap(bank->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);
g3_draw_poly( 4, verts, TMAP_FLAG_TILED | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT); // added TMAP_FLAG_TILED flag for beam texture tileing -Bobboau
gr_set_cull(1);
}
}//flick
}//for slot
}//bank is on
}//for bank
}//any glow banks

// gr_printf((200), (20), "x %0.2f, y %0.2f, z %0.2f", Eye_position.xyz.x, Eye_position.xyz.y, Eye_position.xyz.z);

//end rendering glow points


that exe also has working blink code, and
particle spew stuff
note the bottom of this entry, it suports animated and non-animated bitmaps, oh, almost forgot, it should also suport animated laser bitmap and glow bitmaps
Code: [Select]


$Name:                                 pspewtest1
+Title:                                XSTR("GTW-83 Lamprey", 3302)
+Description:
XSTR(
"
Tactical Weapon
Medium Energy Usage
Level 3 Shield Damage", 3303)
$end_multi_text
+Tech Title:   XSTR("GTW-83 Lamprey", 3304)
+Tech Anim:   Tech_GTW-83_Lamprey
+Tech Description:
XSTR(
".", 3305)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo6
@Laser Glow:   2_laserglow03
@Laser Color:   120, 120, 30
@Laser Color2:   120, 120, 30
@Laser Length: 2.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass:                                 0.2
$Velocity:                             450.0                          
$Fire Wait:                            0.3                            
$Damage:                               14
$Armor Factor: 0.1
$Shield Factor: 1.0
$Subsystem Factor: 0.0
$Lifetime:                             2.0
$Energy Consumed: 1.2
$Cargo Size: 0.0
$Homing:                               NO
$LaunchSnd:                            84
$ImpactSnd:                            85
$Flags:                                ( "player allowed" "esuck" "particle spew")
$Icon:                                 iconLich
$Anim:                                 Lich
$Impact Explosion: none
$Pspew:
+Count: 1
+Time: 500
+Vel: 1.2
+Radius: 6.0
+Life: 0.5
+Scale: 0.5
+Bitmap: particleexp01


I think I may have broken fighter beams, on player ships at least, but other than that I'd like some playing around
Title: new glow point code
Post by: Fury on November 12, 2002, 04:27:21 am
Looking good as always. :) :yes:

By the way, Bobboau, did you got the email I sent?
Title: new glow point code
Post by: Raven2001 on November 12, 2002, 07:36:49 am
Bobboau, can you make these changes (or is it already done...) to imrove realism?:

1- The glows "beam" should be set up with the color of the glow itself, and shoulb oriented(so that I can make a glow to enlight me a wall of the ship...)
2- Please give them self lightning like in the primary weapons!! Again. this should be oriented and an angle should be defined...
Title: new glow point code
Post by: IceFire on November 12, 2002, 08:48:57 am
Wowzers!
Title: new glow point code
Post by: Zarax on November 12, 2002, 10:48:55 am
Does they require changes in existing models?
Title: new glow point code
Post by: Bobboau on November 12, 2002, 11:09:58 am
you have to add glow points, I included a version of pcs that suports them (though it will crash after you try to save more than once, so after you'r first save close it and reopen)
Title: new glow point code
Post by: mikhael on November 12, 2002, 11:10:39 am
I haven't followed the glow point development, Bobbaou, so forgive me if these are dumb questions:

What types of glow points, beyond Type1 are there? Can glow points be set up to pulse or rotate?
Title: new glow point code
Post by: Galemp on November 12, 2002, 02:38:51 pm
Quote
Originally posted by mikhael
Can glow points be set up to pulse or rotate?


:eek2: Police sirens! Caution lights around airlocks! Floodlights! The possibilities are endless!
Title: new glow point code
Post by: Zarax on November 12, 2002, 02:41:40 pm
Does anyone made some models supporting the new glow points?
Title: new glow point code
Post by: mikhael on November 12, 2002, 02:42:59 pm
Quote
Originally posted by GalacticEmperor


:eek2: Police sirens! Caution lights around airlocks! Floodlights! The possibilities are endless!


Exactly. My tug in I-war2 has that. I've got another version where the yellow/blue flashers come on only when the ship is moving in reverse. :D
Title: new glow point code
Post by: Solatar on November 12, 2002, 02:45:09 pm
We need runway lights on the Orion. And the Shivans could look freaky if they are glowing red.
Title: new glow point code
Post by: mikhael on November 12, 2002, 02:49:32 pm
Quote
Originally posted by Hades
We need runway lights on the Orion. And the Shivans could look freaky if they are glowing red.


Of course if you wanted to get really freaky you'd create a new beam type whose "warmup" would be a scriptable event. Then you could have glowpoints over the hull of the $ShivanSuperCapHere wink on bit by bit, until the the big glowpoints on the  beam apertures themselves come on and the beam actually fires.

Just for those silly cosmetic effects.
Title: new glow point code
Post by: Zarax on November 12, 2002, 02:49:59 pm
FS2 reported this error...


Setting language to English
soundcard = EAX
** MAX_CHANNELS set to 64.  DS reported 64.
GR_CPU: Family 6, MMX=Yes
D3D Device 0: Direct 3D - Driver video primario
Using one that matched Direct3D registry value 'Direct 3D - Driver

video primario (32 bit) (1024x768)'.
Window in debugging mode... mouse clicking may cause problems!
RGB, 5:5:5
ARGB, 1:5:5:5
ARGB, 4:4:4:4
RGB, 5:6:5
RGB, 8:8:8
ARGB, 8:8:8:8
Palettized 8 bpp
Alpha texture format = ARGB,

4:4:4:4
Non-alpha texture format = ARGB, 1:5:5:5
Screen format = RGB, 8:8:8
Direct3D Initialized OK!
TEXTURE RAM:

85255411 bytes (81 MB) available, size divisor = 1
Woohoo! Driver doesn't need square textures!
Textures must be

power of 2.
Doesn't support wide surfaces. Bashing max down to 1024
Large textures enabled!
Detecting uv type...
Trial #1
Trial #2
Pixel 1 = eeeeee , 0
Pixel 2 = eeeeee , 0
Rendition uvs: 0
Detecting line offset...
Trial #1
Trial #2
Pixel 1 = 0 , 0
Pixel 2 = 0 , 0
Line offset: 0.0
Couldn't open 'cursor.pcx'
ANI cursorweb with size 24x24

(25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log -

Opened Tue, Nov 12, 2002  at 09:46PM
----
----
----


Windoze reported 16 joysticks, we found 0
Current soundtrack

set to -1 in event_music_reset_choices
weapons.tbl(1):Error: Required token = [#Primary Weapons], found [4].
Direct3D activate: 0
Direct3D activate: 0

Warning: weapons.tbl(1):
Error: Required token = [#Primary Weapons], found [4].

File:D:\Games\projects\freespace2_public\fs2_open\code\Parse\PARSELO.CPP
Line: 329

Call stack:
------------------------------------------------------------------
    required_string()    parse_weaponstbl()    weapon_init()    game_init()    WinMainSub()    WinMain()    

WinMainCRTStartup()    kernel32.dll 77e5eb69()
------------------------------------------------------------------
Title: new glow point code
Post by: Taristin on November 12, 2002, 03:39:10 pm
Quote
Originally posted by mikhael


Of course if you wanted to get really freaky you'd create a new beam type whose "warmup" would be a scriptable event. Then you could have glowpoints over the hull of the $ShivanSuperCapHere wink on bit by bit, until the the big glowpoints on the  beam apertures themselves come on and the beam actually fires.

Just for those silly cosmetic effects.


That would be incredibly cool. Like the whole neck part of the collocus glows before the BFGreen fires. *drools*
Title: new glow point code
Post by: aldo_14 on November 12, 2002, 04:06:45 pm
Looks good... must play around with this sometime.  Do the lights cast a glow atall?  You could maybe adapt the code for the 'muzzleflash' (laser fire) for that........
Title: new glow point code
Post by: Inquisitor on November 12, 2002, 06:36:57 pm
Bobbau, did you ever get CVS sorted?
Title: new glow point code
Post by: Bobboau on November 12, 2002, 07:30:37 pm
I did last night, but there is a bug in the fighter beams I want to get fixed first

"We need runway lights on the Orion"
did you even look in that zip ? ;)

"Can glow points be set up to pulse"
yes
"or rotate"
[edit]yes, but they need to be atached to a subobject[/edit]

Zarax what are the first few lines of you're weapons table?

I could make a glow point type that only comes on when a turret is fireing

and it has been discused adding dynamic lighting to the glow points but it has been determined that it would be too costly at this time,
but there may be a new light chunck that could be linked to a glow point
Title: new glow point code
Post by: Inquisitor on November 12, 2002, 08:08:15 pm
Cool :)
Title: new glow point code
Post by: Solatar on November 12, 2002, 08:16:03 pm
Your Orion looks awesome. I meant moving runway lights. But I'm not sure if this has been done YET.
Title: new glow point code
Post by: Bobboau on November 12, 2002, 10:52:28 pm
hey hey, I think I've just about gotten glow points to rotate with there model parent
Title: new glow point code
Post by: Bobboau on November 13, 2002, 12:41:17 pm
ok I've gotten the model parent code to rotate any glowpoints around there model parent's offset, you need only to place the glow in it's absoulte world position and type in the submodel number of the parent object you want it to rotate around, I think it should work for turrets as well as other objects,
it subtracts the parent offset from the global position, then rotates around the offset then adds the offset back, it does not relitivate the normals becase there nelitive already,
I still have to make them no longer render when there parent is destroied
I made the normals for type 1 glows be relitive, like it should have been the whole time
also I think I may have pluged that bug in the fighter beams,
and I think I got all my code working again, I'll do some more testing tonight and try to commit
Title: new glow point code
Post by: Zarax on November 13, 2002, 12:48:49 pm
My first lines on weapons.tbl are the standard ones.
I can mail you the whole file if you want.
Title: new glow point code
Post by: Stunaep on November 13, 2002, 12:48:59 pm
This is A-1 SUPAR. Make this work, edit all the models, and we've got ourselves a serious graphics update.
Title: new glow point code
Post by: Bobboau on November 13, 2002, 01:03:21 pm
well the error mesage is saying that in the first line it is finding
4
were it should be finding
#Primary Weapons
if you are useing any modded tables try useing the normal ones

and once I get this code done or nearly done I plan on updateing most of the models

also I'd like some more discusion on new features of the glowpoint code, things like that animated while turret fireing,
also sExps for disableing\enableing banks
Title: new glow point code
Post by: Zarax on November 13, 2002, 01:06:50 pm
another error:

Assert: hull_percentage_of_hits > 0.0f
File: D:\Games\projects\freespace2_public\fs2_open\code\Ship\Ship.cpp
Line: 1690

Call stack:
------------------------------------------------------------------
    parse_shiptbl()    ship_init()    game_init()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e5eb69()
------------------------------------------------------------------
Title: new glow point code
Post by: Bobboau on November 13, 2002, 01:10:45 pm
that means the subsystems on one or more of you're ships is totaled to more than 100
Title: new glow point code
Post by: LAM3O on November 13, 2002, 01:24:32 pm
Wow very cool looking
Title: new glow point code
Post by: daveb on November 13, 2002, 05:26:51 pm
Nice work Bobboau. Its good to see people actually learning through playing with the code.
Title: new glow point code
Post by: Anaz on November 13, 2002, 08:08:06 pm
that is 1337...now if we had real-time lighting...and those spotlights would track across a hull....or in a neb, if they had a bright circle displayed on the polygonal neb infront of them it would look oh so pretty...
Title: new glow point code
Post by: Solatar on November 13, 2002, 08:13:34 pm
Headlights in nebula
Title: new glow point code
Post by: Anaz on November 13, 2002, 08:15:50 pm
Quote
Originally posted by Hades
Headlights in nebula



hehe, how about big arse searchlights on a fenris...
Title: new glow point code
Post by: Bobboau on November 13, 2002, 08:38:53 pm
:D I got a complement from dave!! wohohohoo!!!

I am going to make it so that you can have a diferen't texture loaded for nebula missions, and as you may see I set it to have a bigger glow in nebulas (though I'll probly remove that after haveing thought about it a bit)

and as I said dynamic lighting would be a major hit, but we may make a seperate chunk for it later
Title: new glow point code
Post by: Bobboau on November 13, 2002, 10:19:32 pm
I have updated CVS with the new code, all the stuff warp models ect
Title: new glow point code
Post by: Scuddie on November 13, 2002, 11:45:40 pm
Quote
Originally posted by Bobboau
dynamic lighting would be a major hit
Is dynamic lighting already in-game?  If so, you could just make an option for dynamic lighting soon, and those of us who have powerful systems (not me:() can have it displayed.  I say make it an option for the commandline.
Title: new glow point code
Post by: Bobboau on November 14, 2002, 12:19:17 am
not for glowpoints, it would increse lighting calculations by like twenty orders of magnatude
Title: new glow point code
Post by: vyper on November 14, 2002, 03:55:27 am
Quote
Originally posted by Bobboau
not for glowpoints, it would increse lighting calculations by like twenty orders of magnatude


Indeed, I was worried to run ur current build because I thought they WERE dynamic. :nervous:

D'you think this could be advanced with the dx8 upgrade?

P.S. Rar yer files Bob, it would've halved (actually more) the size of ur exe download. :p
Title: new glow point code
Post by: Fineus on November 14, 2002, 03:58:37 am
I know I know sod all about coding but what effect would introducing Transform and Lighting into the game? Would it not do away with this stuff since the whole thing could be handeled by Direct X?
Title: new glow point code
Post by: RandomTiger on November 14, 2002, 04:53:52 am
DX8 has a maximum of lights thats dependant on the graphics card but even my GF4 is limited to 8, and to be honest even with HT&L it might not be a good an idea to use them all, I'd have to look into that.

I dont know about FS2 but games (if dynamic) tend (I believe) to hold a list all of all lights in the scene and use only key ones (like the sun) and the rest are the ones with the closest source.

So Bob could put them in the list and let FS2 deside if they render but you have to remember that our polycounts are fairly low which means less vertices to light which isnt as smooth and can lead to artifacts.

Something that close to the ship might show up of the edges of the polygons. Depends how bright you make it I guess.

EDIT: Looks like the lighting code isnt doing an closest light thing, just does as many as it has by the looks of it, up to 16 lights.
Title: new glow point code
Post by: Scuddie on November 14, 2002, 01:28:49 pm
Is Projected/Vertex lighting an option?
Title: new glow point code
Post by: daveb on November 14, 2002, 07:13:15 pm
FS2 does indeed do dynamic lighting. If you check out lighting.cpp the way it works is that the "world" contains a global list of all lights, which can shrink or grow on a per frame basis. When an object is to be rendered, the code decides which lights are the most relevant (see light_filter_push_*). This call culls out lights that cannot affect the object in question and the rotates the light into the local coordinate of the model. The rendering code itself then uses this shortened, instanced list. This methodology maps directly to how T&L wants to work.
Title: new glow point code
Post by: RandomTiger on November 15, 2002, 09:34:22 am
Sorry to OT your thead Bob but since Daveb seems to be reading I'd like to ask him one question:

What kind of speed boost can we expect from a full hardware T&L FS2 engine?

I think we are getting very close to the point where we can take that job on and any insight on it would be great.

Im assuming from what I've seen working on DX8 stuff that it should be very significant. Since projection, transformation, lighting and fog could all be handled in the card instead it should go lighting fast. It just seems to be a matter of seperating the rendering functions into groups like:

2D background (planets, sun etc)
2D projected in 3D (main wrap effect)
2D always facing viewer but drawn in correct order with 3D stuff. (particles, thruster glow, beam focus)
true 3D shapes (shapes)
2D foreground (HUD, etc)

And changing how they are rendered on that basis.
Title: new glow point code
Post by: Galemp on November 15, 2002, 12:40:54 pm
Dave rarely replies to direct questions, but he's there, and if he sees something interesting he comments.

Kind of like God. :D
Title: new glow point code
Post by: Taristin on November 15, 2002, 04:16:19 pm
Quote
Originally posted by GalacticEmperor
Dave rarely replies to direct questions, but he's there, and if he sees something interesting he comments.

Kind of like God. :D


Hm... God hasn't spoken recently... lol
Title: new glow point code
Post by: Sesquipedalian on November 15, 2002, 04:22:36 pm
Quote
Originally posted by Raa Tor'h


Hm... God hasn't spoken recently... lol
Are you sure about that? ;)
Title: new glow point code
Post by: RandomTiger on November 15, 2002, 06:25:05 pm
Was worth a try.
Title: new glow point code
Post by: vyper on November 16, 2002, 08:18:33 am
Not to overshadow the quest for dave, but perhaps Bob, you could explain why when I tried to run a mission using ur executable (to see the Orion) the engine crashed out and said it couldn't find a warp.pof (or sumthing similar)
Title: new glow point code
Post by: Bobboau on November 16, 2002, 01:39:55 pm
becase it has my warp model loading, though I thought I had handeled the case were it couldn't find the model.
Title: new glow point code
Post by: ZylonBane on November 16, 2002, 02:14:32 pm
Eep!

The glow points themselves look good, but the spotlights look more like jets of steam. And really, we shouldn't be able to see spotlight beams in space at all (ZB attempts to recall any scifi that has visible spotlight beams...... and fails).
Title: new glow point code
Post by: Solatar on November 16, 2002, 02:18:26 pm
In a nebula you should be able to turn on headlights. That would be awesome. Course you'd have to darken the nebula.
Title: new glow point code
Post by: Galemp on November 16, 2002, 03:55:28 pm
Yeah, have spotlights/headlights a nebula-only thing, like contrails. The lighting should still work outside the nebula but not have that 'cone' around it.
Title: new glow point code
Post by: Solatar on November 16, 2002, 04:08:29 pm
Maybe you could have a mission where there is no sun, and the only light you have is your headlights. YOu must fly with your instruments, and rely completely on targeting.
Title: new glow point code
Post by: Bobboau on November 16, 2002, 06:31:18 pm
you can specify a diferent texture (includeing the lack there of) for nebula and non-nebula missions, so it's up to the artist on weather they want these or not,
remember reality isn't always the coolest
Title: new glow point code
Post by: mikhael on November 16, 2002, 06:56:39 pm
There's an ep of Bab5 where some Starfurys are flying over a derelict and they're lighting it up with spots. As an effect, that would be damn cool. It could even be added as an adjunct to the scanning system (getting a visual ID on stuff, natch).
Title: new glow point code
Post by: Anaz on November 17, 2002, 11:49:52 am
on your orion bob, it tells me it can't find a texture....

here is popup:

Error: Couldn't open texture ''
referenced by model 'capital01.pof'

File:C:\fs2_open\fs2_open\code\Model\ModelRead.cpp
Line: 1700

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: new glow point code
Post by: Unknown Target on November 17, 2002, 11:58:26 am
Quote
Originally posted by Hades
We need runway lights on the Orion. And the Shivans could look freaky if they are glowing red.


Have you seen the new TRON 2.0 game?! Imagine the Shivan ships with THOSE lighting effects! Wowzer!
Title: new glow point code
Post by: mikhael on November 17, 2002, 12:54:14 pm
Quote
Originally posted by Unknown Target


Have you seen the new TRON 2.0 game?! Imagine the Shivan ships with THOSE lighting effects! Wowzer!


Have you seen the hardware requirements for the new TRON 2.0 game?!

Seriously, even with normal FS2 polycounts, a modern machine would bog because of all the nifty hardware effects they're using to get those pretty lighting effects. :(
Title: new glow point code
Post by: aldo_14 on November 17, 2002, 01:12:36 pm
Quote
Originally posted by Bobboau

remember reality isn't always the coolest


Damn straight :nod: :)
Title: Re: new glow point code
Post by: deep_eyes on January 22, 2003, 10:39:42 pm
Quote
Originally posted by Bobboau
http://freespace.volitionwatch.com/blackwater/newglow.zip
I have perfected type 1 glow points
they look like this
(http://freespace.volitionwatch.com/blackwater/glowscreen.jpg)


im curious are those flood lights in the front of the fighter? if so, is it in THIS NEWGLOW.ZIP or your other glow map release? if possible PM me cause this thread i actually just discovered in another forum.
Title: new glow point code
Post by: Bobboau on January 23, 2003, 09:16:10 pm
they are glow points that are rendered like a beam, they do _not_ cast any light, I think all the stuff is in the zip
Title: new glow point code
Post by: deep_eyes on January 23, 2003, 11:26:56 pm
i done d00d it again... with the advanced release of these uniqure BWO ambients, and lighting functions, i have utilized bobs glow function with BWO lighting to give you, 99-100% absolute darkness.

i fought some shivan fighters this way, oye oye oye oye... bob pimp the glows all over d00d.

(http://www.metalsiren.com/screen02b.jpg)

(http://www.metalsiren.com/screen03.jpg)

(http://metalsiren.com/lglows1.jpg)

(http://www.metalsiren.com/screen07.jpg)

(http://www.metalsiren.com/screen08.jpg)

(http://www.metalsiren.com/screen11.jpg)

(http://www.metalsiren.com/screen12.jpg)

(http://www.metalsiren.com/screen14.jpg)

thoughts? also im going to see tonight what i can do bout the nebula situation to give peeps an idea how it looks right now with the "Search lights".
Title: new glow point code
Post by: ZylonBane on January 24, 2003, 01:24:07 am
Those headlights look terrible, IMHO. Look like little jets of steam.

The glows, OTOH, are awesome. :yes:
Title: new glow point code
Post by: Bobboau on January 24, 2003, 06:44:44 am
well the code is there if anyone want's to use it for anything, remember you can have a diferent texture for nebula missions on the glowpoints just add -neb to the texture name for the nebula version.
Title: new glow point code
Post by: Nico on January 24, 2003, 07:37:14 am
I'll use them when there's a prog that will allow me to add them ( since PCS crashes on me ).
Title: new glow point code
Post by: Bobboau on January 24, 2003, 08:25:58 am
give me a week or two, I'm working on it ;)
Title: new glow point code
Post by: Nico on January 24, 2003, 08:50:59 am
ok :)
Title: new glow point code
Post by: Fry_Day on January 24, 2003, 01:11:19 pm
A bit unrelated, but can bobbau's decal code be modified for texture projection, to be a cheap-ass way for doing spotlights?
Title: new glow point code
Post by: Bobboau on January 24, 2003, 06:22:54 pm
sure you could if you don't mind haveing a frame rate of about 4 fps
Title: new glow point code
Post by: Nico on January 25, 2003, 05:20:44 am
btw, bob, can you explain how the headlights on the ulysses works? is that a mesh or something? or a pcx with a fixed axis for direction, and rotating on the other axis so it always faces the camera ( sorry if my explanation is loosy )?
In any case, is it/would it be possible to have that one rotate?
Title: new glow point code
Post by: Bobboau on January 25, 2003, 12:01:38 pm
it renders like a beam, it is a type one glow point, when you make a glow bank you will see an edit box called type, as default it is type 0 but change this to 1 and it will use something based on the beam rendering code to render between the start and end points defined by the point and normal.
Title: new glow point code
Post by: Nico on January 25, 2003, 01:28:13 pm
ok thx
Title: new glow point code
Post by: J3Vr6 on January 27, 2003, 09:57:36 pm
Are these the glowpoints that opengl will support?  On the other thread it was mentioned that glowpoints were implemented for OpenGL after the release.

Also, once I've d/l this, what exactly do we do with it (How do we install it)?  I see some pcx files, a couple of exe's, and a couple of pof files.
Title: new glow point code
Post by: Bobboau on January 28, 2003, 02:51:39 am
if you got the file I posted just dump it all into the main FS folder, then run the exes, be sure to get the full pack of textures (the zip you've got may have it included, if there are quite a few textures than you've probly got it)
Title: new glow point code
Post by: J3Vr6 on January 28, 2003, 11:42:13 am
These are the contents of the Newglow.zip:

capital01.pof
fighter01.pof
fs2_open_debug.exe
glowpcs.exe
sunGlow_blue.pcx
sunglow_gr.pcx
sunglow_red.pcx
sunglow_teal.pcx
sunglow_yellowA.pcx
beamlight.pcx

Does that sound about right for all the textures and everything I need?

Are all the ships modified then for glow textures (like the ones in the screenshots above?
Title: new glow point code
Post by: Bobboau on January 28, 2003, 11:57:39 am
ah, that's glow points, you'll get all the little lights but not the glowing textures
if you want the glow maps you'll need the zip from the thread about them ("grab your pills and prepair for a corenary" a good reason not to come up with clever thread names when you've been up for 20 hours), just unzip it over the files from the zip you have and overwrite anything thing from the old one with the new stuff if it asks you to.
Title: new glow point code
Post by: J3Vr6 on January 29, 2003, 12:02:02 am
Thanks, Bobboau.  I did all that had to be done and when I tried to run glowpcs.exe it said I was missing a dll, specifically Kazctrl.dll.  I searched the forum and see that it's one of Kazan's, but I can't find where I can download this.  I did find one executable he did called AllProFS2Kit that may have it, but that's from 2001.  Does anyone know (Kazan?) if I could run into problems running that kit?  I'm scared that maybe I have a newer .dll of something else in that kit and overwriting it with one from 2001.  

I searched on google (don't hurt me, ZyloneBane :shaking: ) and couldn't find it either.

And no I have no idea what I'm talking about.  I don't know much about dll's or coding, so please bare with me. :sigh:
Title: new glow point code
Post by: Bobboau on January 29, 2003, 01:26:00 am
that is the haistaly created and bug reden glowpoint enabled version of PCS, if you place that into the same folder as you're current PCS it should run... normaly?
BTW did I mention it is buggy,
don't save more than once ;)
Title: new glow point code
Post by: J3Vr6 on January 29, 2003, 08:33:35 am
Well, I think I took care of all the .dll issues for that glowpcs.exe by downloading Kazan's latest program.  But I don't seem to be doing things right.  :sigh:

Sorry if I'm bugging, but are we supposed to put the pcx, pof's or any other file somewhere else other than the main Freespace 2 directory?   The only thing I've read in the forums is that you have to have the warp.pof in the models subdirectory.  I'm at work right now, but maybe I'll try putting the fighter and cap pof's in there as well when I get home (I'll hurt myself if that's the case)

I opened up the tech room to see the ships but I only see the headlights on the Ulysses.  The other ships like the Fenris or the Orion look the same (no new lights or textures from what I can tell) from the original.  I thought they'd look like the screenshots that are in various threads here, but I either I'm doing something wrong or maybe those were all custom ships.

Oh, and I d/l the debug that's dated 1/18 that you mentioned as more stable and I was able to get into the main hall.   But when I went into the tech room everything came out to be big, dark blue blocks without any text.  The ships came out but some rendered and some didn't.  When I exited the techroom (via the esc key) it went to a black screen.

Any suggestions or am I hopeless?  I can't be the only one having all these troubles (or am I?  If I am, then that's great for you guys but sucks for me).

Thanks for all your help and thanks to all of you for making the effort in making a great game an even better one :D

I just wish I could enjoy it like all of you are :(
Title: new glow point code
Post by: Bobboau on January 29, 2003, 08:38:58 am
yes, that is all you're going to get with that exe, the glow maps(as opposed to glow points wich is what this thread is talking about) are in a totaly diferent exe
Title: new glow point code
Post by: J3Vr6 on January 29, 2003, 08:47:22 am
Woops!  Wrong thread, thanks!