Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: redmenace on August 12, 2003, 09:10:49 am
-
I posted something like this before but I fealt like it was completly ignored or just not commented on by Bobboau.
I don't know if anyone has mentioned this but specular lighting has screwed up the lightning on badly damaged ships.
with specular lighting(new Bob build)
(http://swooh.com/peon/redmenace7/Untitled-1 copy.jpg)
before(recent phreak build).
(http://swooh.com/peon/redmenace7/screen06.jpg)
I am not coming down on the effects. I like it and can't wait for someone to come out with a vp that has all the textures setup with shine copies. But this is a minor glitch.
-
That is because the build is currently applying Specular to everything, including the lightning.
I'm pretty sure Bobb has a new build out that lets you adjust the specular settings on special effects :)
Flipside :)
-
Why not add an option to change the colors of those electric discharges while we're at it?
Imagine.... Red & Gold colored discharges on the hull of a Sath before it dies... ;)
Cheers
-
Red and gold...
[glow=red]Hammer[/glow]
[glow=gold]of[/glow]
[glow=red]light[/glow]
Colors, eh?
Edit: Is it just me, or does this glow tag suck when you change colors on each word?
-
Originally posted by Flipside
That is because the build is currently applying Specular to everything, including the lightning.
I'm pretty sure Bobb has a new build out that lets you adjust the specular settings on special effects :)
Flipside :)
Ok sure, but I was just pointing it out. Like I said previously, Bobboau has mad skillz and respect him greatly for his ability to pick things up just like that. But that said, don't take this the wrong way Bobboau, but sometimes he forgets to fix the little things. But as for different colors, I am sure you can do that currently. the inferno campaign for example.
-
I'm haveing a hard time telling what is going on in those pictures, um, could you take diferent ones (I'm going to guess that some things are getting over lit, try the comand line '-spec_point 0.5' or a lower value)
-
ok i will re do the first one. the first situation is the ship, of which the picture is of, exploding. but I will run again in a insolated situation like the second.
-
I don't know why but this jump node came out gray. This was a campaign mission of defending the iceni.
(http://swooh.com/peon/redmenace7/1.jpg)
Now this is the illuminated side. With the white damage lightning.
(http://swooh.com/peon/redmenace7/2.jpg)
Now this is the unilluminated side, with white damage lightning.
(http://swooh.com/peon/redmenace7/3.jpg)
I did try to decrease the illumination with the command but it did not work. It gave me an error message. Also the Lightning occasionally would illuminate things but only occasionally. I think it should happen more often. But that is my 2 cents. Terror I recieved is this:
Error: Unrecogzined command line parameter -spec_point
File:D:\FSO\fs2_open\code\Cmdline\cmdline.cpp
Line: 510
Call stack:
------------------------------------------------------------------
kernel32.dll 77e814c7()
------------------------------------------------------------------
command line used:
C:\Games\FreeSpace2\fs2_open_s.exe -spec_point 0.5
-
are you sure you are useing the most up to date version of the exe?
-
Monday, August 11, 2003, 3:22:22 AM this is when I downloaded it and installed it I think or this could the your time stamp I am not sure. If there is a new version please post a link for me in this thead.
-
the link in the specular thread end of the first post, I just reupload to there
-
ok so the current one i am using to old or you just updated it with a new one?
-
well I ran the comand line you posted and it worked and that is not the sort of thing that will just happen, so I'm thinking you should redownload and if you're still getting that error I'll have to make sure that the file is actualy getting updated
-
ya tried the new build but with the command line option you suggested. but it is intefearing with the damage lightning and also the targeting square in the bottom of the screen. It is also turning sub space nodes gray. Also I am problems with it highlighting one texture section at a time. I can get pics if needed.
-
One thing I've noticed is that in nebula missions ships now suddenly appear and dissappear when you get closer or move away.
It's almost as if the computer isn't bothering to draw LOD 3 or higher and then suddenly starts drawing at LOD 2 cause the ship literally appears from nowhere (usually as a black shadow).
-
to speed things up only LOD 0 gets spec maps LOD 1 gets non maped spec and every one else gets drawen like old
-
Doesn't that kind of defeat the purpose? I mean, how often are you close enough to a ship to actually get LOD 0? If this were implemented, anything that was happening a bit further off, such as a fight between capital ships or approaching a station, would be totally devoid of spec maps. If you want to go for the "wow, its like a whole new game" effect, spec maps should be applied very liberally throughout. I mean, you took the time to code it, so why use it only 30% (guestimate) of the time?
-
no one has complained untill now, if you have you're object complexity (or what ever it was called) set to max you will almost never see a non specmapped ship
-
Originally posted by Rictor
Doesn't that kind of defeat the purpose? I mean, how often are you close enough to a ship to actually get LOD 0? If this were implemented, anything that was happening a bit further off, such as a fight between capital ships or approaching a station, would be totally devoid of spec maps. If you want to go for the "wow, its like a whole new game" effect, spec maps should be applied very liberally throughout. I mean, you took the time to code it, so why use it only 30% (guestimate) of the time?
Quite often...I'd say most of the time you are actually close enough to a vessel to see it your on LOD0 and LOD1. Those two are the most important. If you look at FS2 models, LOD2 and 3 are virtually flat boxes with no details whatsoever.
-
OK, well I guess that shows how much I know;) ;)
I thought that the feature would be implemented in the next build, thats why I was saying "keep it the way it is". But if its true about the distance at which lod 0 and 1 appear, than it doesn't mater much.