Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IncendiaryLemon on April 29, 2004, 10:40:48 pm
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Curious about current efforts, whats next, and longterm plans. Particularly any ideas for the Hall GUI and the audio engine?
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I want to make changes to the model format an add a material system (giveing modelers much greater controle)
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What in the audio engine needs updating?
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Originally posted by Sticks
What in the audio engine needs updating?
Posted that without checking, but it only supports stereo?
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Hmm, you may be right. I don't have a surround setup to test that, however.
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but let's not forget that I'll be putting in environmet mapping, trueform, and decals in almost instantly
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SEXPs!!!!! We want new SEXPS!
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Originally posted by IncendiaryLemon
Posted that without checking, but it only supports stereo?
and according to the launcher, it seems to support EAX too, but nothing like surround sound...would be a great mood enhancer though...
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Originally posted by Bobboau
but let's not forget that I'll be putting in environmet mapping, trueform, and decals in almost instantly
Trueform, the ATI meshsmooth thing? I can be how cool that would be, but is there a way to stop it on certain meshes? Applying that too Karma's fenris or my ezechiel would be a catastrophe...
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Originally posted by JarC
and according to the launcher, it seems to support EAX too, but nothing like surround sound...would be a great mood enhancer though...
It supports even A3D, but this does nothing either...
Is it possible to get it up from Stereo 2channel to 5.1 6channel sound ? Perhaps with real LFE effects ?
And perhaps to improve the EAX presets ? (Like choosing "infinite echo" for the subspace and "underwater" for the nebula)
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?! if you're going with real LIFE effects then there wouldn't be any sound at all...
right?
right?
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LFE = Low Frequency Effect
In most cases the direct link to the subwoofer.
It could be realized by analysing the crossover frequency.
There should be a SDK for this.
And what about removing the samplerate and bitrate limitation ?
Are Mp3s already supported ?
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Originally posted by Nico
Trueform, the ATI meshsmooth thing? I can be how cool that would be, but is there a way to stop it on certain meshes? Applying that too Karma's fenris or my ezechiel would be a catastrophe...
two things,
1)it uses the surface normals of the geometry, so things that have hard edges will retain them, only the smooth parts of the ship will be smoothed, this is all determined by the lighting surface normals. so you have all the controle over how this will be used.
2)the inital implementation will subdivide the surface liniarly, in otherwords it it'sn't going to change the shape, it is to be used to make the lighting better, it'll look like we have pixel shaders.
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Is it possible that the music sounds better in winamp, than in the game ?
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I'm going to be working on NavPoints/AutoNav ala Wing Commander
and trying to get the IRC client finish [UBER****INGTEDIOUS]
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There's a rumor that we might meet with some of hte mod authors out there, and get a wish list going. We have mod representation on the team, but, something more formal is probably appropriate :)
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Well i'm obviously the Laison (sp?) to WC Saga, and Bob and I both advise TBP
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Originally posted by Bobboau
two things,
1)it uses the surface normals of the geometry, so things that have hard edges will retain them, only the smooth parts of the ship will be smoothed, this is all determined by the lighting surface normals. so you have all the controle over how this will be used.
2)the inital implementation will subdivide the surface liniarly, in otherwords it it'sn't going to change the shape, it is to be used to make the lighting better, it'll look like we have pixel shaders.
Could you make Trueform based on the distance to the ship?
You know, like the LODs, so it would only get Trueformed when youre really close to it. This would prevent any slowdown, while still looking it's best.
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And include a mutliplier or something in the launcher so you can turn it waay up, turn time compression waay down, and use it too get extra pretty cutscenes?
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Originally posted by Lightspeed
Could you make Trueform based on the distance to the ship?
You know, like the LODs, so it would only get Trueformed when youre really close to it. This would prevent any slowdown, while still looking it's best.
I don't think that is necessary. In LOD2 the model is smaler and has less round areas, so there is less that will be "trueformed".
And I think trueform shouldn't cost much performance anyway.
(Perhaps that's different for the newer Radeons, which only emulate it trough their pixel shader...)
@Coders Are there any plans for the audio engine ?
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Truform isn't generated on the fly I don't think.
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yes it is generated on the fly, that's what makes it so cool.
yes the ships will be subdivided based on distance. LOD0 will go from no subdivision at the furthest point were it first gets rendered to a level that is entered in the comandline.
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;)
"Truform is ATI's new technology for curving the polygonal surfaces of 3D models on the fly, making for more natural looking models in 3D games. "
-from: http://www.insidemacgames.com/news/story.php?ArticleID=4887
But it's not enough to put it in the code. You need to do, ummh "something" with the models.
Am I right ?
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no, as long as the models are being rendered in 3d (wich ours are) a simple implementation is literaly two lines of code, the implementation I have is about 20 becase it figures in the distance of the ships in question, a third implementation I'm planning will be a bit more complex fixing the cracks that form when you enable positional smoothing on hard edged objects
it's basicly a form of geometry compression.
http://www.insidemacgames.com/previews/view.php?ID=35&Page=6
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Liason ;) And yeah, that was what I meant.
redmenace suggested it, I think it's a good idea, some kind of pie in the sky jam session where we brainstorm about the future.
After E3 though.
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I don't think that is necessary. In LOD2 the model is smaler and has less round areas, so there is less that will be "trueformed".
It is. On high settings (like most of the True-Form'ers will have set) the LOD will actually not change at all in a long distance :)
I.e. a fighter is still LOD 1 viewed from 3 km distance. :p
Originally posted by Bobboau
yes the ships will be subdivided based on distance. LOD0 will go from no subdivision at the furthest point were it first gets rendered to a level that is entered in the comandline.
Cool. Just make sure it grows exponential - you wont notice it anyway unless you're really close to it.
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Originally posted by Lightspeed
It is. On high settings (like most of the True-Form'ers will have set) the LOD will actually not change at all in a long distance :)
I.e. a fighter is still LOD 1 viewed from 3 km distance. :p
I don't get your point. There will be no performance hit, so why make the the models uglier as the distance increases ?
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well there is a bit of a performence hit, if everything on screen is subdivided 4 times you'r going to have 256 times as many triangles, lighting and transformation calculations will all go up, now this is all being done on the card so it does it realy fast but if everything on screen is over subdivided it will cause a slow down, with the way it's set up now everything looks smooth and there is no performence problems.
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Are we going to see bumpmapping and/or dynamic shadows at some point?
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yes, but not by me