Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on February 20, 2004, 06:49:52 am
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i found out yesterday that one could implement a skybox. so today i threw together a quick scene in truespace and made one. it works really cool like up to the point i tried to target something, then it disapears. is this just me or does anybody else have this problem.
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It's just you :)
Is the skybox larger than 30km?
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I have exactly the same problem with Subspace and I believe the two problems are supposed to be related.
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ive tried lots of sizes, it still manages to disapear. what would you say is the optimal size of the box?
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have you tryed a recent build this issue should have been fixed but only the very most recent builds (like that one I tryed to get Turnsky's shine maps working with)
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Originally posted by karajorma
I have exactly the same problem with Subspace and I believe the two problems are supposed to be related.
I have the subspace problem too, but Nuke, are you using the "mission occurs in subspace" option with custom skyboxes or are you just placing a skybox on the map?
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im running the version makked 01_20_2004_fs2_open_r.exe i got from the latest versions of everything thread about a week ago.
are you suposed to check the box, the documentation was sketchy about that. i will give it a try.
i think the whole thing has to do with the targeting box render the motion between the ship and the box seemed syncronized (although it may have been a cafine induced hallucination).
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What documentation? The Wiki?
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i think you summed it up in the with the first 2 words. the wiki instructions consisted of 2 paragrapghs. all it really said was the obvious pard, it left our the nitty gritty stuff, like what size the box should be, how to render it, and how to get tid of those annoying little lines that apear an the corners of the box. for me it was adequit, but everyone else isn't me.
bobboau, i used your 2-14-04 build and it worked a little better, but still glitches a bit when you change targets. it is most profound when switching between targets with greatly diferentiated orientation. when switching between ships with a similar oreintation it doesnt glitch at all.
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hmm well then you might want to PM (http://dynamic4.gamespy.com/~freespace/forums/private.php?s=&action=newmessage&userid=936) the Wiki Wonder Worker(aka kasperl) about that. Thanks Nuke for pointing that out.
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Yes, this has been on Mantis for some time, though Bobb has fixed it lately, still got to give that a try. It was to do with the fact that backgrounds are still software rendered IIRC.
Flipside :D
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i personally think its a dam good way to make a nice backdrop without alot of processor overhead, although the 6 3 meg 1024*1024 textures use up alot of ram, but i got 512mb. you can say it doesnt drop the fps counter though.
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just for the record, i have no clue at all about the workings of this thing. my title was a honor from Sandwich, and the only thing i do is copy&paste stuff. my knowledge is extremely limited. whoever wrote and/or implemented this should be able to help.
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Nuke, try making them as DDS files, I ought to give it a go myself, a few cards can store these compressed in memory.
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someone clarify to me how video cards handel compressed textures. i know it is done so the textures dont use up so much bandwidth on the agp bus, but i dont understand what the video card does with them. do they get decompressed then stored into video ram, or do they store themselves as compressed and then ger decompressed on the fly as their being rendered.
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i think angelfire changed their linking policy. heres a screenie.
(http://www.angelfire.com/ak3/nukewar/images/sekersbox.jpg)
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now this looks odd :eek2: :wtf:
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beta version