Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Raven2001 on August 21, 2003, 11:55:24 am
-
... things will run much faster, so I want to make a challenge to the whole comunity: to upgrade all FS2 original ships to higher poly standards, make glow and shining maps for them... well, basically upgrade them all, because they are a bit outdated for todays engines and with HT&L..
I someone would be interested, we could ask for the HLP "masters" to host us, and we could make this a reality.
I can make some remodels, but I can't do anything else, and I can't remodel all ships, but I do lend a hand if a team is formed for this purpose...
THoughts??
-
Sounds great, but isn't it quite a huge job to remodel every single ship of FS2?
-
Send me an e-mail and we'll have a discussion.
-
Well, theres enough people involved, we could each take on one ship each?
Flipside :D
-
Well, smoothing would work for Vasudan ships + some Terran ships (like the perseus).
-
Yep, subdivide and conquer ;)
Some of the textures would take some looking at as well, that will probably be harder to do than the models. I might well be willing to take on one :)
Flipside :D
-
Originally posted by Unknown Target
Well, smoothing would work for Vasudan ships + some Terran ships (like the perseus).
nah, that won't do it.
you do realize that's a huge amount of work? I know, I started that before you. it's a lot of wok, and it's a boring job as well, allow me to say.
-
Yo Raven, you know there's a 'FreeSpace upgrade project' already - right? Talk to Maeg and UT
-
Originally posted by Venom
nah, that won't do it.
you do realize that's a huge amount of work? I know, I started that before you. it's a lot of wok, and it's a boring job as well, allow me to say.
Its a huge amount of work, and the rewards are few.
I disagree though, about it being boring. I was anything but bored while working on my Herc1. I really need to sit down and work on a high poly Medusa. :D
-
Yeah, I know it is a huge amount of work, but it is worth it, and if it is to be, it will be a FULL comunity project...
I know there is the FS Upgrade project, but as far as I know, it will not be about bringing the graphical part of the game to the next level, but to make a rather "official" sequel to FS2...
Also, let me point out that I was giving an idea, not trying to start a project, but to lend my hand in case the community wants to do it...
RT, the E-mail is on its way...
-
The fighters wouldn't be much of a problem to be honest with you, each person could take on one ship, and they are not all that complex.
You will certainly hit barriers when you get to capital ships though. I think I would be right in saying there are far more people here who enjoy making fighters, which are pretty fast and uncomplicated compared to the capital ships. Especially since these capships would have to be 100% compatible with the Freespace 2 campaign.
It would be nice, and I would almost be willing to help if someone could convince me that (a) it would be worth the effort and (b) and wouldn't come trudging to a halt half finshed in about 3 months :(
Flipside :D
-
Funny, I prefer to model capital ships :D
Yes, assigning a ship only to a member seems to be good idea, but if they are not willing to help...
-
member? member of the FSSCP community?
-
No! not just the SCP community, but the whole FS HLP community... :p
-
aahhh...
stupid me
-
I think it would have to be taken to poll, I would be willing to vote to 'Yes, If enough people are interested' ;)
Flipside :D
-
If a few start more will probably follow.
-
How do I make this a poll???
-
Its to late for that, isnt it?
Have to start a new thread i think.
-
Ok, I've made a new thread with a poll... go there and vote
-
Originally posted by Raven2001
I know there is the FS Upgrade project, but as far as I know, it will not be about bringing the graphical part of the game to the next level, but to make a rather "official" sequel to FS2...
[color=66ff00]The freespace upgrade project is aptly named, it isn't the freespace sequel project, the idea is to start with the models (the OTT models actually exceed the regular FS model criteria both in polys and in mapping (If I could only get some damn screenies of them :doubt: )).
Planned upgrades to effects and other resources will come later. You gotta realise though that this project was instigated partly to show off the capabilities of the coder's work and partly to revive freespace. :nod:
[/color]
-
Always nice with good intentions :)
-
Excuse my complete ignorance, but what does HT&L stand for, and if that's not too clear, what is it?:confused:
It must have been something introduced before I returned...
-
Hardware Texture & Lightning
I think.
-
Originally posted by mikhael
Its a huge amount of work, and the rewards are few.
I disagree though, about it being boring. I was anything but bored while working on my Herc1. I really need to sit down and work on a high poly Medusa. :D
making a high poly ship and a high detail low poly ships are different tasks, really ;)
-
Hardware Transform & Lightning
-
Originally posted by LAW ENFORCER
Hardware Transform & Lightning
aa...still close thou, 2 out of 3 :) :) :)
-
hey RT if work is realy going slow on the T&L front maybe you could put up what you have so far somewere so others can give it a shot during you're down time, the HT&L upgrade will basicly bring the FS engine up to modern standards, I'm redy and waiting to try out vertex and pixel shaders.
we need to implement some sort of high(ish) level vertex buffer that can be tacked onto the poly models and each API (OGL and DX) can use it's own internal version
-
Will this work on a GeForce 2 card?
-
yes.
-
Originally posted by Bobboau
hey RT if work is realy going slow on the T&L front maybe you could put up what you have so far somewere so others can give it a shot during you're down time, the HT&L upgrade will basicly bring the FS engine up to modern standards, I'm redy and waiting to try out vertex and pixel shaders.
we need to implement some sort of high(ish) level vertex buffer that can be tacked onto the poly models and each API (OGL and DX) can use it's own internal version
I was thinking along those lines, in with some scheme for sorting according to textures and render states.
-
yess I want to reorganise some of the the code so that we can have more artist controle over rendering, if we would have had something like this someone could have setup glow mapping and specular mapping done long ago, and it could make the existing code so much cleaner.
-
Originally posted by Bobboau
yess I want to reorganise some of the the code so that we can have more artist controle over rendering, if we would have had something like this someone could have setup glow mapping and specular mapping done long ago, and it could make the existing code so much cleaner.
Rip off the code from mfctex, and change it to write into some file, say, -shader.txt, or something like that, and cause textures with the tag '-stage1' to be loaded in texture stage 1. That would let people create custom multitexture effects with a cute li'l preview window.
I'll be home in a bit over a week (finally), so I may try that myself once I return.
On a side-note: I want PS2.0. I want to use my Radeon 9800 Pro (I got it for free :D ), and PS2.0 is so much more flexible...
-
we should probly have at least basic suport for PS1.1 and 1.4, so not to TOTALY screw every one without top end Radeon.
-
LOL Well, if you get it working, I will be buying a new video card just to see it, so there's no rush, cos I'm broke at the moment ;)
Flipside :D