Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on March 01, 2005, 12:19:45 am

Title: Warp scaling
Post by: Kazan on March 01, 2005, 12:19:45 am
is anyone ever going to fix the scaling of the warp tunnel
Title: Warp scaling
Post by: Bobboau on March 01, 2005, 12:34:01 am
hmm?
Title: Warp scaling
Post by: FireCrack on March 01, 2005, 01:22:21 am
I presume he means making it larger so ships no longer clip through it when you fly far from them. Mabye?
Title: Warp scaling
Post by: StratComm on March 01, 2005, 01:33:50 am
Shouldn't the warp POF be treated as a skybox by now?  Or are there still wierd things happening there.
Title: Warp scaling
Post by: FireCrack on March 01, 2005, 01:40:49 am
I dont know. I think when i flew away in homesick i got some clipping but that could be my mind messing with me.
Title: Warp scaling
Post by: Bobboau on March 01, 2005, 01:53:24 am
wait a sec this sn't that stupid zbuffer thing again!?! I must have fixed thhhat like thee time by now
Title: Warp scaling
Post by: Kazan on March 01, 2005, 09:11:16 am
no

the warp doesn't open up wide enough - is the ship should be going completely into the white part, but the warp barely is wide enough for the ship period
Title: Warp scaling
Post by: Black Wolf on March 01, 2005, 09:45:11 am
The warp map's already pixelly on big ships, and I never noticed any massive changes between Vanilla and the SCP as far as warp out sizes go. For what it's worth, I reckon you should probably just leave it as it is.

Though, if you're fixing warpout bugs, did anyone ever solve the whole issue of glowmapped texs rendering behind the warp animation during the jumpout sequence of a ship?
Title: Warp scaling
Post by: Nuke on March 01, 2005, 09:57:47 am
somethings being rendereed, the ship flys through the warp hole but doesnt go away.
Title: Warp scaling
Post by: Trivial Psychic on March 01, 2005, 07:29:02 pm
Quote
Originally posted by Black Wolf
Though, if you're fixing warpout bugs, did anyone ever solve the whole issue of glowmapped texs rendering behind the warp animation during the jumpout sequence of a ship?

What's your video card?
Title: Warp scaling
Post by: Black Wolf on March 01, 2005, 07:39:43 pm
Radeon 9200 SE 128
Title: Warp scaling
Post by: Trivial Psychic on March 01, 2005, 07:51:39 pm
Odd.  I've got a 9600XT 128 and I don't get those problems.  I used to get them back when I had a GF2MX 32MB, and a friend of mind who had a GF4MX had similar issues.
Title: Warp scaling
Post by: Lynx on March 02, 2005, 03:33:23 pm
Yeah, glowmaps are rendered behind the warpout on a GF4MX.

And the warpout is too small for ships that don't follow the general design of ships being longer than broader or higher. If you have something wider than long it looks like the warpout is too small(check the Ulysses, though it'S not as obvious as for capships.

Oh, and it'd be cool to have a shorter open and closing time for warpouts, perhaps dependant on the speed, e.g. the ship's warpout speed is very fast so theportal opens in a fraction of a second, the normal way seem painfully low to me, if it'd be faster it'd look more 'powerful'.