Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: phreak on July 31, 2003, 03:58:45 pm
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i have some inferno glowmaps done. yay! these should work with an specialized fs2_open that i made just for inferno ;)
(http://www.swooh.com/peon/phreak/cyoneglow1.jpg)
(http://www.swooh.com/peon/phreak/cyoneglow2.jpg)
(http://www.swooh.com/peon/phreak/ophionglow.jpg)
(http://www.swooh.com/peon/phreak/cyone1.jpg)
(http://www.swooh.com/peon/phreak/cyone2.jpg)
http://www.swooh.com/peon/phreak/fs2_open_inf.zip --exe
http://www.swooh.com/peon/phreak/inf_glowmaps.zip --glowmaps
right now it works with some shivan ships, some SOC fighters, some EA capitals, and the cyone. make sure you use GE's glowmaps for the vasudan ships
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Nice :)
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(http://www.3dap.com/hlp/hosted/inferno/gateglow.jpg)
glow mapped sol gate.
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What are the table limits for this version? (ships, hud, weapons, sound)
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250 ship types -- bumped from 130
400 ship objects
200 weapon types
80 shield icons
200 sounds
1Mb table size
i only had to change the number of ship types because it would otherwise break multiplayer
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Wow... could you do a FRED2 version with the same increased limits? I still need to wait for a decent launcher but this looks great. :)
EDIT: Never mind, I downloaded it and saw everything was included. Thanks.
Sid.
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Fred is there, first thing I tested was the current tables.
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Do the glowmaps work in DirectX again now?
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didn't work in DX8 for me.
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bob,fry, or RT has to commit something
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OpenGL mode works on mine but the textures look like they're rendered in software mode (it's very noticeable on the Perseus ADv's cockpit section) and after a while the message animations just disappear and I get a small black box instead. Illustrations:
(http://jeff.re4lity.net/images/Inferno/glscreen00.jpg)
Under OpenGL
(http://jeff.re4lity.net/images/Inferno/screen00.jpg)
Under normal D3D
(http://jeff.re4lity.net/images/Inferno/glscreen04.jpg)
Under OpenGL
Sid.
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That Sol Gate looks ten times better glow mapped. Niceness. :yes:
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PLease don't hurt me, but I really can't see the difference between glow-mapped and non-glow-mapped ships.
The Sol Gate looks really nice though, good stuff
BTW, what is that like a Persues MK2? I really like the design. You guys are doing some kickass work here:yes: :yes:
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(http://www.3dap.com/hlp/hosted/inferno/cruiseglow.jpg)
First has no glowmaps, 2nd one does.
It's the Perseus ADv, kind of a retrofit of the Perseus.
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First attempt at a fighter beam:
(http://www.3dap.com/hlp/hosted/inferno/fighterbeam1.jpg)
edit: Changed the Vindhyachals firing points so the beams can be seen better.
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Can I have that on a Daedalus? :p
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No, but you can do this instead:
(http://www.3dap.com/hlp/hosted/inferno/cloaktest.jpg)
:D
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Excellent.......
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i have no clue whats happening to the message anis.
as for the textures, i'll look into it.
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updated the pack. the alves is freaking sweet
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My only complaint is that they really don't GLOW in-game, a la' Bridge Commander. The SCP should put that in.
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that would require pixel shaders, which is hella work and unsupported on older cards. not to mention i haven't even tried to use them.:doubt:
edit: do you mean cast light on other objects, or something else? i've never played BC and i don't know what you are talking about
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Originally posted by PhReAk
updated the pack. the alves is freaking sweet
:nod: My favourite ship after the Perseus 2. :)
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holy smoking ****saws is that thing REALY cloaking :wtf: :eek2: and is it gonna be in inferno???
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w00t! This version of phreaks code works in DX8!!! *goes off to play FS2*
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http://www.swooh.com/peon/phreak/fs2_open_inf.zip --exe
Where can i get the source code ?
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Originally posted by Ashrak
holy smoking ****saws is that thing REALY cloaking :wtf: :eek2: and is it gonna be in inferno???
Er, seconded!
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Originally posted by Ashrak
holy smoking ****saws is that thing REALY cloaking :wtf: :eek2: and is it gonna be in inferno???
Don't know yet, I'm just playing with things right now.
It'll probably depend on how the final cloaking works, I used the cheats to enable it for those shots.
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Yeah, we'd need cloak/decloak sexps and a cloaking toggle key for the player's ship. I don't think the AI can be 'upgraded' to take tactical advantage of cloaking in the foreseeable future, but sexp-driven cloaking could be made use of. ;)
Sid.