Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: StratComm on November 09, 2003, 01:39:51 am

Title: Glowpoint problem in HT&L
Post by: StratComm on November 09, 2003, 01:39:51 am
OK, I just noticed a bug with HT&L... it seems the glowpoints are being offset too much from the model's center.  Try out one of the [few] glowpointed ships out there and you'll see what I mean.
(http://www.duke.edu/~cek6/glowgoof1.jpg)
(http://www.duke.edu/~cek6/glowgoof2.jpg)

Those lights should be fluch with the hull, but they are not.  It works fine in non-HT&L so it's not the POF.
Title: Glowpoint problem in HT&L
Post by: Lightspeed on November 09, 2003, 04:50:34 am
yes, the targetting brackets around targetted ships will also be misaligned if you turn right / left and the ship hardly is in your FOV anymore.
Title: Glowpoint problem in HT&L
Post by: Sticks on November 09, 2003, 11:15:01 am
We're working on that right now. The projection matrix isn't getting set properly.
Title: Glowpoint problem in HT&L
Post by: StratComm on November 09, 2003, 07:51:54 pm
On closer observation, the glowpoints are wrong in the techroom but correct in game.  However, glowpoints are also visable through objects in game, so they still aren't quite right.
Title: Glowpoint problem in HT&L
Post by: phreak on November 09, 2003, 07:53:41 pm
i found a new bug where the modelview stack isn't popped fully when the frame ends.. causes some horrible visual bugs
Title: Glowpoint problem in HT&L
Post by: Bobboau on November 09, 2003, 09:34:27 pm
I was wondering how long it was going to take people to realize that I didn't fix glow points yet, if things don't get used they don't get suported, largly becase I won't have anything to test
I'll see about getting it fixed after I get everything else working
Title: Glowpoint problem in HT&L
Post by: ChronoReverse on November 09, 2003, 09:54:28 pm
That's cuz the glowmaps are so much cooler =D
Title: Glowpoint problem in HT&L
Post by: StratComm on November 09, 2003, 10:06:09 pm
Yeah but why make a 40-frame+ custom glowmap animation, and apply an additional texture to one specific ship part (HT&L no-no) just to have a blinking navigation light.  They may be underused, but they're a good feature that needs to be preserved.

And Bobboau, I only noticed it because I have the only non-fighter ship to be glowpointed yet (as far as I know).  And it's pretty obvious when the running lights blink through a station. I have, however, finally gotten HT&L working, much to my satisfaction if the crash-to-desktop issues ever get resolved.