Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: CptWhite on January 28, 2003, 09:04:28 am
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I'm sure the 24/32 colour support support for ingame isn't available yet. Let me explain, even when you set the game to run at 32bit colour visible banding on test nebulas I made was still clearly visible. Now I'm not talking about the 256 colour reduction (I used bright to do this btw) - I'm talking reduction beyond the 256 colour drop. (ie compare the in game visible nebula and the 256 colour pcx and the ingame picture being clearly reduced furhter. Can someone explain why this is the case and if it's an issue ever likely to be resolved. I'm sure the programmers know what I'm talking about.
Secondly and more simply has the limit of 60 nebula/planet entries in the effects.tbl been upped in release 3.4 ? I'm too lazy to test :D (and count)
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Would that be anything like this?
http://www.hard-light.net/forums/index.php/topic,12652.0.html
*bump*
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32 bit compression doesn't work for nebulas.. yet. that would require more pain than i can deal with. 24/32 bit textures are also an Opengl feature until someone who knows DX ports it there
as for the starfield bitmaps:
#define MAX_STARFIELD_BITMAPS 60
so no.. but its a 2 second fix
edit: its stars.tbl not effects.tbl
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I have a snippet of code to load 32 bit tga's in DX8 into FS2 if that is of any interest.
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Purely to satisfy my own curiosity - why did :V: put limits on the tables at all? To stop people using two hundred meg tables and crashing the game? :confused:
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excellent ! has this code been included in the current release .34 ???
and while we're on the subject, alpha channels, what are they used for in terms of textures exactly, i thought an alpha channel was just a saved selection area within the picture your working on??? i dont understand how it benefits the texture??? :confused:
ok im assuming this isnt in the released version of the code then since i just did a test and it showed the pcx equivalent (a completely different nebula just to be safe)
so will this be in the next build ? btw i was testing on a geforce 3 ti200 in 32bit 1024 DX (its possible to use OGL for some now ???)
ok lets get this straight then, 32 bit textures are only working in OGL and only for maps at the moment?
Can i request the stars.tbl limit be upped to say 150ish for the next build?
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Originally posted by diamondgeezer
Purely to satisfy my own curiosity - why did :V: put limits on the tables at all? To stop people using two hundred meg tables and crashing the game? :confused:
All the info from the tables goes into arrays of objects, and the number of items in those arrays are set when the program is written and compiled. Trying to put more items into the array then there is space available will cause errors and possibly crashes. To put it much much simpler I'll rephrase the question:
Q. Why does {some company} limit how many eggs go into a package?
A. Because there's only so much room in the package. :)
// for drawing cool stuff on the background - comes from a table
starfield_bitmap Starfield_bitmaps[MAX_STARFIELD_BITMAPS];
starfield_bitmap_instance Starfield_bitmap_instance[MAX_STARFIELD_BITMAPS];
int Num_starfield_bitmaps = 0;
// sun bitmaps and sun glow bitmaps
starfield_bitmap Sun_bitmaps[MAX_STARFIELD_BITMAPS];
starfield_bitmap_instance Suns[MAX_STARFIELD_BITMAPS];
int Num_suns = 0;
Also, the bigger those defines are set, the more memory FS2 will need to run. (Which is why, before they released it, they lowered all the limits to about the max they needed for the actual game.)