Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: FireCrack on February 09, 2006, 05:07:54 pm
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Simply put, for a largeish cruiser, how many polygons would you say is the max?
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I would try to do a bit less than the Fenris, personally... But thats just me.
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Yeah, depending on how it's mapped 6k tris isn't bad at all for a LOD0.
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Ah, okay, all's good then.
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Look at it this way... computer specs are only going to improve. Personally I'd rather aim high and have the best possible detail than limit oneself here.
But that's just me. Your friendly neighbourhood graphics whore.
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but when bump/normal mapping is implemented, things will get a lot better looking, and less polies will be needed to make uber details.
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But there's no reason you can't have both. You couldn't do what was done with the Fenris or Aeolus with bump-mapping anyway.
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Shouldn't matter as long as you keep the ship to 1-2 textures.
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When the bump-mapping is implemented, do we have to recreate textures from scratch, or is the bump-mapping applied to the current set of textures ?
Ahh, little dump question, but anyway....
:rolleyes:
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Nother ting, about textures.
If i want an animated texture, is it more effient to have one big animated tex, or a big texture ithout animations, then a smaller one for animated sections?
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Has anyone made a list of the ranges for each ship size? It would probably be helpful for someone to know what kind of a poly count they should stick to whenever modelling a new ship or modding an old one. Just an idea.
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Assuming someone fixes/completes the stuff I put in - rather than using an entirely different method - it'd be done much like glow or shinemapping. (Alpha channel would be generally ignored)
[attachment deleted by admin]
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by posting that image, are you implying that theres a working build with bump mapping?
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no, he isnt, go offer bobbau money if youre so enthusiastic
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Actually, he's saying he implemented code, but it's incomplete/broken, and awaiting someone else's coming in and completeing/fixing it. Assuming someone doesn't eliminate his code completely with a new way of doing it.
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Yeah, i was just confused as why he'd upload a bumpmap when there's nothing to do with it.
Unless he was suggesting someone could use it for testing when trying to implement bump mapping...
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That bump map image is part of a bump map tutorial, as is the code that was put in. It's very incomplete, non-functional, and needs to be ripped out and redone properly... if that gives you any clue as to current bump map support. :)
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Putting a :) after that is cruel :p
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Putting a :) after that is cruel :p
Yeah I know. But unfortunately there isn't a :jumpingforjoy: smilie. :D
Seriously though, the new cube map support (for envmapping) should greatly help use of bump maps, for coders at least. The DDS loader is getting a slight recode in order to handle cube and volume maps so that you could ship prerendered environment maps with your mods and you wouldn't have to think about whether someone had render-to-texture support or not. And the OGL code is getting a change to handle using texture maps this way, which is just one thing that cube and bump mapping has in common.
Also there is a rather serious issue with rendering passes at the moment... main pass, specular pass, env pass, extra lighting passes. It adds up and makes things extremely inefficient. If bump mapping is also done in an extra pass then I think you begin to see some problems with all of this. Fixing this requires the support of new features. New features need hardware and software support which may or may not exist. New features need better extension and library support from the game. New error handling is need. Extra code paths for rendering is needed to properly handle all hardware which doesn't handle all available features... by now something of a pattern should be developing.
Some of those things is what's causing the delay on OGL render-to-texture and envmap support. If the game uses the new render-to-texture functions then your video drivers HAVE to support it as well or the game won't start (sort of like missing OpenAL libs does). That's not a very good situation which is why the GL libs are being converted from something that's linked in at build time to something that's loaded a runtime. Extension support has to be changed to deal with this, OGL init/setup and close has to be modified, and we need better error detection folded into the new changes. I can assure you that adding/fixing render-to-texture, envmap and bumpmap support is the least of my concerns right now. :jumpingforjoy:
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Yeah, i was just confused as why he'd upload a bumpmap when there's nothing to do with it.
Unless he was suggesting someone could use it for testing when trying to implement bump mapping...
As a relevant example. People were asking what bumpmaps would be like, and I didn't think to link to the one from the tutorial (http://www.paulsprojects.net/tutorials/simplebump/simplebump.html), so I just attached the one I'd been testing with.
Depending on what state the code is left in, it may cause some pretty dramatic effects if you load it up. :D But nothing that's actually right.
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Hmm.. i cant actualy get the code to complie in, it gives me errors about a missing luaxlib.h.
Mabye someone can help? here's some of my complier output.
sexp.cpp
..\..\code\parse\lua.h(5) : fatal error C1083: Cannot open include file: 'lauxlib.h': No such file or directory
collideweaponweapon.cpp
..\..\code\parse\lua.h(5) : fatal error C1083: Cannot open include file: 'lauxlib.h': No such file or directory
collideshipweapon.cpp
..\..\code\parse\lua.h(5) : fatal error C1083: Cannot open include file: 'lauxlib.h': No such file or directory
windebug.cpp
..\..\code\parse\lua.h(5) : fatal error C1083: Cannot open include file: 'lauxlib.h': No such file or directory
Funny thing is that none of those files, nor lua.h, seem to contain a refrence to luaxlib.cpp
I'm probably missing somthing realy basic here though...
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Sounds like the Lua SDK isn't being included correctly.
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Sounds like what happened to me before. Check the #include directories. What compiler are you using?
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Hm, looks like the includes werent right after all, thanks.
Though it still doesnt work, i get this...
------ Build started: Project: Freespace2, Configuration: Debug Win32 ------
Compiling...
levelpaging.cpp
freespace.cpp
d:\games\freespace2\fs2_open\code\freespace2\freespace.cpp(3277) : warning C4702: unreachable code
d:\games\freespace2\fs2_open\code\freespace2\freespace.cpp(3297) : warning C4702: unreachable code
d:\games\freespace2\fs2_open\code\freespace2\freespace.cpp(3302) : warning C4702: unreachable code
Compiling resources...
Linking...
freespace.obj : error LNK2019: unresolved external symbol "public: int __thiscall script_state::RunBytecode(struct script_hook &,char,void *)" (?RunBytecode@script_state@@QAEHAAUscript_hook@@DPAX@Z) referenced in function "void __cdecl game_init(void)" (?game_init@@YAXXZ)
code.lib(2d.obj) : error LNK2019: unresolved external symbol "public: int __thiscall script_state::RunBytecode(struct script_hook &,char,void *)" (?RunBytecode@script_state@@QAEHAAUscript_hook@@DPAX@Z) referenced in function "void __cdecl gr_detect_cpu(int *,int *,int *,int *)" (?gr_detect_cpu@@YAXPAH000@Z)
code.lib(collideweaponweapon.obj) : error LNK2001: unresolved external symbol "public: int __thiscall script_state::RunBytecode(struct script_hook &,char,void *)" (?RunBytecode@script_state@@QAEHAAUscript_hook@@DPAX@Z)
code.lib(collideshipweapon.obj) : error LNK2001: unresolved external symbol "public: int __thiscall script_state::RunBytecode(struct script_hook &,char,void *)" (?RunBytecode@script_state@@QAEHAAUscript_hook@@DPAX@Z)
code.lib(collideweaponweapon.obj) : error LNK2001: unresolved external symbol "class script_state Script_system" (?Script_system@@3Vscript_state@@A)
code.lib(collideshipweapon.obj) : error LNK2001: unresolved external symbol "class script_state Script_system" (?Script_system@@3Vscript_state@@A)
freespace.obj : error LNK2001: unresolved external symbol "class script_state Script_system" (?Script_system@@3Vscript_state@@A)
code.lib(2d.obj) : error LNK2019: unresolved external symbol "class script_state Script_system" (?Script_system@@3Vscript_state@@A) referenced in function "void __cdecl gr_detect_cpu(int *,int *,int *,int *)" (?gr_detect_cpu@@YAXPAH000@Z)
code.lib(sexp.obj) : error LNK2001: unresolved external symbol "class script_state Script_system" (?Script_system@@3Vscript_state@@A)
code.lib(weapons.obj) : error LNK2001: unresolved external symbol "class script_state Script_system" (?Script_system@@3Vscript_state@@A)
freespace.obj : error LNK2001: unresolved external symbol "struct script_hook Script_gameinithook" (?Script_gameinithook@@3Uscript_hook@@A)
freespace.obj : error LNK2019: unresolved external symbol "void __cdecl ai_profiles_init(void)" (?ai_profiles_init@@YAXXZ) referenced in function "void __cdecl game_init(void)" (?game_init@@YAXXZ)
freespace.obj : error LNK2019: unresolved external symbol "void __cdecl script_init(void)" (?script_init@@YAXXZ) referenced in function "void __cdecl game_init(void)" (?game_init@@YAXXZ)
freespace.obj : error LNK2001: unresolved external symbol "struct script_hook Script_simulationhook" (?Script_simulationhook@@3Uscript_hook@@A)
freespace.obj : error LNK2019: unresolved external symbol "public: void __thiscall script_state::SetGlobal(char *,char,void *)" (?SetGlobal@script_state@@QAEXPADDPAX@Z) referenced in function "void __cdecl obj_script_set_global(char *,struct object *)" (?obj_script_set_global@@YAXPADPAUobject@@@Z)
code.lib(collideweaponweapon.obj) : error LNK2001: unresolved external symbol "public: void __thiscall script_state::SetGlobal(char *,char,void *)" (?SetGlobal@script_state@@QAEXPADDPAX@Z)
code.lib(collideshipweapon.obj) : error LNK2001: unresolved external symbol "public: void __thiscall script_state::SetGlobal(char *,char,void *)" (?SetGlobal@script_state@@QAEXPADDPAX@Z)
freespace.obj : error LNK2001: unresolved external symbol "class lua_obj<struct object_h> l_Object" (?l_Object@@3V?$lua_obj@Uobject_h@@@@A)
freespace.obj : error LNK2001: unresolved external symbol "class lua_obj<struct object_h> l_Ship" (?l_Ship@@3V?$lua_obj@Uobject_h@@@@A)
code.lib(collideshipweapon.obj) : error LNK2001: unresolved external symbol "class lua_obj<struct object_h> l_Ship" (?l_Ship@@3V?$lua_obj@Uobject_h@@@@A)
freespace.obj : error LNK2019: unresolved external symbol "public: void __thiscall script_state::RemGlobal(char *)" (?RemGlobal@script_state@@QAEXPAD@Z) referenced in function "void __cdecl obj_script_set_global(char *,struct object *)" (?obj_script_set_global@@YAXPADPAUobject@@@Z)
code.lib(collideweaponweapon.obj) : error LNK2001: unresolved external symbol "public: void __thiscall script_state::RemGlobal(char *)" (?RemGlobal@script_state@@QAEXPAD@Z)
code.lib(collideshipweapon.obj) : error LNK2001: unresolved external symbol "public: void __thiscall script_state::RemGlobal(char *)" (?RemGlobal@script_state@@QAEXPAD@Z)
freespace.obj : error LNK2001: unresolved external symbol "struct script_hook Script_hudhook" (?Script_hudhook@@3Uscript_hook@@A)
freespace.obj : error LNK2019: unresolved external symbol "public: void __thiscall script_state::UnloadImages(void)" (?UnloadImages@script_state@@QAEXXZ) referenced in function "void __cdecl game_leave_state(int,int)" (?game_leave_state@@YAXHH@Z)
freespace.obj : error LNK2001: unresolved external symbol "struct script_hook Script_splashhook" (?Script_splashhook@@3Uscript_hook@@A)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "int __cdecl ai_profile_lookup(char *)" (?ai_profile_lookup@@YAHPAD@Z) referenced in function "void __cdecl parse_mission_info(struct mission *)" (?parse_mission_info@@YAXPAUmission@@@Z)
code.lib(missionparse.obj) : error LNK2001: unresolved external symbol "struct ai_profile_t * Ai_profiles" (?Ai_profiles@@3PAUai_profile_t@@A)
code.lib(missionparse.obj) : error LNK2001: unresolved external symbol "int Default_ai_profile" (?Default_ai_profile@@3HA)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "char * __cdecl dock_find_dockpoint_used_by_object(struct p_object *,struct p_object *)" (?dock_find_dockpoint_used_by_object@@YAPADPAUp_object@@0@Z) referenced in function "void __cdecl parse_dock_one_docked_object(struct p_object *,struct p_object *)" (?parse_dock_one_docked_object@@YAXPAUp_object@@0@Z)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "void __cdecl dock_dock_docked_objects(struct p_object *)" (?dock_dock_docked_objects@@YAXPAUp_object@@@Z) referenced in function "int __cdecl parse_create_object(struct p_object *)" (?parse_create_object@@YAHPAUp_object@@@Z)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "void __cdecl dock_evaluate_all_docked_objects(struct p_object *,struct p_dock_function_info *,void (__cdecl*)(struct p_object *,struct p_dock_function_info *))" (?dock_evaluate_all_docked_objects@@YAXPAUp_object@@PAUp_dock_function_info@@P6AX01@Z@Z) referenced in function "int __cdecl parse_create_object(struct p_object *)" (?parse_create_object@@YAHPAUp_object@@@Z)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "bool __cdecl object_is_docked(struct p_object *)" (?object_is_docked@@YA_NPAUp_object@@@Z) referenced in function "int __cdecl parse_create_object(struct p_object *)" (?parse_create_object@@YAHPAUp_object@@@Z)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "void __cdecl dock_free_instances(struct p_object *)" (?dock_free_instances@@YAXPAUp_object@@@Z) referenced in function "void __cdecl mission_parse_close(void)" (?mission_parse_close@@YAXXZ)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "void __cdecl dock_dock_objects(struct p_object *,char *,struct p_object *,char *)" (?dock_dock_objects@@YAXPAUp_object@@PAD01@Z) referenced in function "void __cdecl mission_parse_set_up_initial_docks(void)" (?mission_parse_set_up_initial_docks@@YAXXZ)
code.lib(missionparse.obj) : error LNK2019: unresolved external symbol "bool __cdecl dock_check_find_direct_docked_object(struct p_object *,struct p_object *)" (?dock_check_find_direct_docked_object@@YA_NPAUp_object@@0@Z) referenced in function "void __cdecl mission_parse_set_up_initial_docks(void)" (?mission_parse_set_up_initial_docks@@YAXXZ)
code.lib(2d.obj) : error LNK2001: unresolved external symbol "struct script_hook Script_globalhook" (?Script_globalhook@@3Uscript_hook@@A)
code.lib(cmdline.obj) : error LNK2001: unresolved external symbol "bool Output_scripting_meta" (?Output_scripting_meta@@3_NA)
code.lib(windebug.obj) : error LNK2019: unresolved external symbol "void __cdecl lua_stackdump(struct lua_State *,char *)" (?lua_stackdump@@YAXPAUlua_State@@PAD@Z) referenced in function "void __cdecl LuaError(struct lua_State *,char *,...)" (?LuaError@@YAXPAUlua_State@@PADZZ)
code.lib(sexp.obj) : error LNK2019: unresolved external symbol "public: bool __thiscall script_state::EvalString(char *,char *,void *,char *)" (?EvalString@script_state@@QAE_NPAD0PAX0@Z) referenced in function "int __cdecl sexp_script_eval(int,bool)" (?sexp_script_eval@@YAHH_N@Z)
code.lib(ship.obj) : error LNK2019: unresolved external symbol "char * __cdecl defaults_get_file(char *)" (?defaults_get_file@@YAPADPAD@Z) referenced in function "void __cdecl parse_shiptype_tbl(char *)" (?parse_shiptype_tbl@@YAXPAD@Z)
code.lib(species_defs.obj) : error LNK2001: unresolved external symbol "char * __cdecl defaults_get_file(char *)" (?defaults_get_file@@YAPADPAD@Z)
code.lib(iff_defs.obj) : error LNK2001: unresolved external symbol "char * __cdecl defaults_get_file(char *)" (?defaults_get_file@@YAPADPAD@Z)
code.lib(weapons.obj) : error LNK2019: unresolved external symbol "public: struct script_hook __thiscall script_state::ParseChunk(char *)" (?ParseChunk@script_state@@QAE?AUscript_hook@@PAD@Z) referenced in function "int __cdecl parse_weapon(int,bool)" (?parse_weapon@@YAHH_N@Z)
code.lib(collideweaponweapon.obj) : error LNK2001: unresolved external symbol "class lua_obj<struct object_h> l_Weapon" (?l_Weapon@@3V?$lua_obj@Uobject_h@@@@A)
code.lib(collideshipweapon.obj) : error LNK2001: unresolved external symbol "class lua_obj<struct object_h> l_Weapon" (?l_Weapon@@3V?$lua_obj@Uobject_h@@@@A)
Debug/fs2_open_d.exe : fatal error LNK1120: 30 unresolved externals
Project : warning PRJ0018 : The following environment variables were not found:
$(FS2PATH)
Build log was saved at "file://d:\Games\FreeSpace2\fs2_open\projects\Msvc_2003\Debug\Profile\BuildLog.htm"
Freespace2 - 47 error(s), 3 warning(s)
Those all seem to be fairly related, i'm using MS Visual Studio 2003
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You're missing some of the files that were added to CVS, but not to the project files. Do a find-in-files for the missing symbols in the "fs2_open/code" directory, and add any files that pop up that aren't in the project.
Right off the top of my head it looks like you're missing parse/lua.cpp, parse/scripting.cpp, object/objectdock.cpp, ai/ai_profile.cpp and their respective .h files (You don't have to add the .h files to the project but it's a really good idea)
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Aha! That did it, thanks for all the help!
Turns out i actuly had objectdock, but not parseobjectdock ot def_files though.