Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Psychonaut on June 18, 2004, 12:09:10 pm
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Using Bob´s Build 06_03 (it´s the same with 06_10, but this one produces some strange artifacts, too) i can´t see the jump nodes (remember, these green lines in space) any longer. Just everything else seems ok. I hardly noticed it before, but after tryind another build and see the nodes again, i find this really disturbing. On the other hand, i don´t want to miss the env mapping, bob implemented.
My flags set: -spec -glow -pcx32 -jpgtga -cell -phreak -ship_choice_3d -2d_poof -bobshield -ambient_factor 85 -bobshield
Any idea??
BTW: modular table file support and env-mapping in one build, fast and stable :nod: a dream would come true. Hey Bob, ever thought of marrying WMCoolmon :lol:
Greetings,
Psychonaut
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well I highly doubt that -bobshield needs to be in there twice, but that probably isn't the problem. Try turning off -cell though, there aren't really graphics for it right now period, and it could potentially be killing off your nodes.
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And your framerates......
Remind me, what does -phreak do exactly?
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I just played around a bit. Don´t know the effect of the-phreak option. I think it has something to do with that cloak-thing. The game runs almost very smooth, especially after i found out, that unchecking the -mipmap option results in a drastically increase of the framerate.
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phreak makes a different scanning pattern...
The nodes being missing could be what he was talking about when he said he needed a new node pof because the old format was incompatable with FS_Open.
So... check the modding form for a thread by bob asking for a new jump node pof, and download the crappy placeholder one he gave.
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THX Raa. That was the solution. But not really, Bob´s node looks awful. I´m not a modeller, so i have to play without a node.
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It looks aweful so that people will get disgusted with it and make a new one... I would, but I'm lazy. Perhaps in a few weeks or so, when I remember. Or if I keep getting hounded by PMs or ICQ spam sessions. But since I doubt that'll happen, we'll all have to use that ugly mesh.
Or rely on another modeller. I'm not the only one, y'know! :hopping: :lol:
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Why exactly can't someone just recompile the old one?
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It's a different model type all together.. IIRC. It's only vertex's (vertexi?) not actual polies...
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the old one used flat pollys, rather than the tmappolys that _everything_ else uses, there is no way to effectively suport flatpolys with how our HT&L system was set up, so it has been reverting to the old system for the last few months, wich is costing us about 10 FPS on a 9800 pro, so a new model is needed, the old one can't be used becase the model needs to be entierly trianular, and simply triangulateing the old model would look uggly.
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Shouldn't this be reverting back to the old one, with 10 fps loss and all, if the new one isn't found?
This is just to maintain the almighty backwards compatibility, mind you.
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Originally posted by WMCoolmon
Shouldn't this be reverting back to the old one, with 10 fps loss and all, if the new one isn't found?
This is just to maintain the almighty backwards compatibility, mind you.
Yes, it should.
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it is! thats what is causeing the 10 FPS loss
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Originally posted by Psychonaut
Using Bob´s Build 06_03 (it´s the same with 06_10, but this one produces some strange artifacts, too) i can´t see the jump nodes (remember, these green lines in space) any longer. Just everything else seems ok. I hardly noticed it before, but after tryind another build and see the nodes again, i find this really disturbing. On the other hand, i don´t want to miss the env mapping, bob implemented.
...?
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Um... I must be seeing things! I fired up FS2_Open 3.6 this friday or something (after reverting to Catalyst 4.4 for teh shin1ez), went into Police Action, relished in the shininess (Thought: Would WC Prophecy ever benefit from THAT!), kicked some nasty ass. And then I suddenly noticed that the jump nodes were visible this time around. Golly! Is this "infinitely crappy" placeholder node-model included with 3.6, or did I just get lucky?
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no idea. I CAN see the jump nodes, but theyre all grey and brown and stuf... Looking kinda weirdo.
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*fires Up 3dMax*
Quick question... will they still be displayed as green wireframes of the model, or will it be the model I make?
Edit: BTW; Lighty: The Dashor's going to Aldebaaran. ;)
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The later AFAIK. - Though with some clever textures, the whole wiframe stuff could be retained.
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Psst Raa... it is spelled Aldebaran.
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:nervous: Perhaps in Terran...
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hey i got a really good idea for this, but i need an animated texture of like a blue/white, like plasmy flowy thing
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Here. Play with this... I haven't tested it yet, and it's super high poly (5k, for some reason) But it'll do as a placeholder, no?
Or not. It's totally up to you. This is only temporary until someone who has a better vision of how it should look steps up...
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Oh. It might not be the right name. :nervous: I'm not all together this morning.
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err... Raa... you won't need *that* - the model is still being rendered in wireframe mode. ;)
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Well, that's what I asked... Then it'll be 100x easier to make something up, and have it look decent.
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i got something we can use, it ownz the original too. I dont know if it'll work any better tho..
edit: this sux, i cant get it to rotate :(
it doesent have an entry in the ships.tbl...
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can someone help me with getting this thing to rotate?
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maybe you should be a bit more "specific"?
Greetings,
Psychonaut
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It won't rotate. You can't do that. Sorry.
I'll have another whack at it later. I'm a little tired of MAX at the moment... *kicks his cocpitted ships fleet, and their tiny little problems*
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Originally posted by Raa Tor'h
Well, that's what I asked... Then it'll be 100x easier to make something up, and have it look decent.
Actually, IIRC, Bob said it had to be made entirely out of Triangles... I tried that - It wasn't easy to make it look at all cool, closest I could get was a semi decent thing that looked, well, triangulated.