Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Sticks on June 04, 2005, 11:54:55 am
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I think I've solved the problem that ATI cards were having with specmapping. It would seem that on nVidia cards, when you set a tex stage with D3DTA_SPECULAR, they assume that you want D3DRS_SPECULARENABLE to be true. However, with an ATI card, they assume that if you have D3DRS_SPECULARENABLE false, that you made a mistake in setting a stage with D3DTA_SPECULAR. For the record, the ATI drivers make the correct assumption. I'm surprised nobody caught this sooner...
So, without further ado:
Specular Test Build (http://www.nativefiction.com/scp/fs2_open_366spec.zip)
Please test this in D3D, of course.
Edit:
Could everyone also test and make sure that the brightness control now works properly? It seemed to be working backwards previously.
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And now I know what I'll be doing till Dr Who starts in an hour :) I'll test this immediately
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it is just getting added on top of everything (like when I tried this) or is it getting modulated with the texture like it's suposed to?
hmm... doesn't seem to do anything.
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It is getting modulated by the texture. Just look at a model that has an different colored highlight for the cockpit.
Should work just fine. I've got a Radeon 9800 w/ the latest drivers and I've got it going.
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Well Shines are BACK!!!!!111111
But unfortunately this is what I also got this
(http://homepage.ntlworld.com/karajorma/freespace/Misc-Pics/WhiteSquares.jpg)
This might not be completely your fault. I think I saw it a couple of times briefly with warp in's in taylor's latest. Here however I'm seeing it with trails, glowpoints, explosions, weapons fire. In fact all over the place.
Oh and brightness is the correct way round again :yes:
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eh, stupid launcher didn't have spec enabled...
no, it isn't working right, all it's doing is adding specular color on top of the defuse texture, it is not modulateing with the spec map.
and in the documentation for that render state:
"When this member is set to TRUE, the specular color is added to the base color after the texture cascade but before alpha blending."
I have tried this, unfortunately it's not that simple.
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Same here, specular works but...
(http://img72.echo.cx/img72/3613/screen00003si.jpg) (http://www.imageshack.us)
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well, the alpha effects there are because he needs to turn it off when lighting is turned off.
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Ok, build has been updated. Try it now, see if that helps the white boxes everywhere. Bob, try the new build and see if it helps with the actual specmapping itself.
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no change for me, still getting added
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Shine's there, but it doesn;t seem to be related to the shinemap. Everything's shining at maximum levels, making all the ships look plasticy and...not nice.
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BTW has anyone ever tried ATI's suport system, I just did pure pain. :nod:
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The white squares are gone though. So this is some improvement at least. Better crappy shines than no shines :)
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Originally posted by Black Wolf
Shine's there, but it doesn;t seem to be related to the shinemap. Everything's shining at maximum levels, making all the ships look plasticy and...not nice.
And that's different to ho shine maps look normally, how?
:P
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Originally posted by Admiral LSD
And that's different to ho shine maps look normally, how?
:P
Hold still for a moment.....steady....don't move
:snipe:
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The only problem I've ever had with specular is with Nebular missions. Other than that it has always been fine for me (and I haven't tested that fix).
EDIT: I use D3D.
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Sticks are back in SCP - please test :)
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yea that fixed the white boxes, but I tested it on the mission 'A Lion at the Door' and it kept stuttering near the end (when the Goliath got destroyed)
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Specular works on ATI cards in OpenGL...why bother with D3D? I use a 9800 Pro and wouldn't mind if D3D support was removed entirely. OpenGL shinemapping looks way better thanks to the -RLM parameter, and in OpenGL, better losing envmaps than shinemaps. If OpenGL environment mapping were properly implemented then we wouldn't need to fix Direct3D anyway.
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Posibly becaus OpenGL runs horrendously slow on ATI cards....
The fact that you have no problems doesnt mean no one else does.
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OpenGL works fine on my card, fixes some of the stuttering issues I've had, though usually I've used D3D for stability issues. Under the latest build I've used I get those white squares too, but what's funny is... The white squares will change to other textures! Each "tile" will change from pure white to an explosion animation, then to a planet that's used in the background. This usually happens when I'm playing the FS Conversion and it really only happens to the Orion destroyer. I'll get random white squares.
I've not tested under OGL. Great to see the shineys back!!
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Looks fine but it refuses to load me custom models :(
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Originally posted by FireCrack
Posibly becaus OpenGL runs horrendously slow on ATI cards....
The fact that you have no problems doesnt mean no one else does.
Actually for me on a R9800pro it runs faster than D3D.
Thank you whoever implemented OGL, think its Taylor...
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Works.
Radeon 9700Pro
Catalyst 5.1
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I'l just take what you said as true then, i've never taken a direct comparison in FS2 but i know that in nearly all other games D3D for me works much better.
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I still get white squares and my lasers turn to squares of whatever color both whenever the sun is in my fov