Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: DaBrain on August 02, 2006, 02:43:55 am

Title: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 02, 2006, 02:43:55 am
I'm looing for 3-4 tester for some new MV stuff.
It' not about eveything I'm going to add, but some big changes I've made. Normally I'd just test it myself, but this time, so much will be changed, that I'd probably miss a few bugs.

Let me explain what I did:
FS2 didn't support mipmapping. It used downsized versions of the textures for the lods (like a simplified mipmappin system). Well, now that we got mipmapping, we can just delete all these maps. Mipmapping will also fix the shimmering problem in FS2, while it also improves the performance.

Doing so requires to rename all used maps in all pofs. That would be quite enough work already. Unfortunately ~1/4 of the lod maps are not downsized versions of the original map. So using the original map for them would end up in a strange mapped model. So I got to check every single texture of each model before I can start renaming.
Very tiresome and it's likely I made some mistakes. Anyway I'm not done yet. Hopefully I'll get it done next week.

You'll have to remove all other MV files, as well as the spark.VP, so you can clrearly see errors. (Using the current MV_models would screw up your game anyway ;) )
Title: Re: I need a few testers for the upcomming MediaVP
Post by: karajorma on August 02, 2006, 04:15:01 am
Ummm. Renaming the textures is going to screw over any mission that uses texture replacement AFAIK since the mission file stores the name of the old texture being replaced.


Still that's one more reason to have a big mission fixage session once 3.6.9 is out and make sure that everything works with it. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 02, 2006, 04:18:09 am
Oh great... more work...


Well, I got to edit the missions to fix the nameplates anyway.


If this doesn't speed up the game by at least 5% I'll probably jump into the next river I can find. ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Pnakotus on August 02, 2006, 04:25:30 am
I've finally finished moving so I can help out.  I think kara's right too - a major overhaul of missions is a better solution than constantly working backwards for compatibility.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Col. Fishguts on August 02, 2006, 04:49:29 am
Great effort :yes:

Out of curiosity, what did you do with those lower LODs that don't use scaled down versions of the LOD0 map ?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 02, 2006, 05:41:24 am
More than willing to help......in fact, I've been working on doing something pretty much exactly like that myself. (Just cut the memory usage of the Faustus in half, in fact.)

Where do I sign up?? :) (I'll even do the mission Edits, if you'd like. Or anything else for that matter.)

And screw up isn't likely to happen.....the texture replace just won't work if the models refference to "nameplate" texture is no longer nameplate. If it is, and anybody has the DDS nameplates available outside of the Zeta's, it will still work just fine.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: MetalDestroyer on August 02, 2006, 06:00:50 am
Well, what kind of test do you need we could check ? I don't get it ><.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 02, 2006, 06:22:16 am
Great effort :yes:

Out of curiosity, what did you do with those lower LODs that don't use scaled down versions of the LOD0 map ?

I went through the painful progress of making a list of them and kept kept them. Some of them were deleted anyway, if the difference wasn't visible, but that's only for lod3 or higher, when you can't see any details on it anyway.

More than willing to help......in fact, I've been working on doing something pretty much exactly like that myself. (Just cut the memory usage of the Faustus in half, in fact.)

Where do I sign up?? :) (I'll even do the mission Edits, if you'd like. Or anything else for that matter.)

And screw up isn't likely to happen.....the texture replace just won't work if the models refference to "nameplate" texture is no longer nameplate. If it is, and anybody has the DDS nameplates available outside of the Zeta's, it will still work just fine.

Great, getting some help in this would be awesome, especially cause I'm not used edit missions anyway. (even if it's only Notepad work.)

The naming convention:
textureA, textureB, textureC (old)
texture (new, no other letters behind it)

Well, what kind of test do you need we could check ? I don't get it ><.

I want you to look out for texture problems. Some debris textures may be wrong. There might also be missing textures. Additionally I'm interested in any performance changes, the memory usage, and the shimmering issue.



BTW third party ships, that use standard maps won't work anymore! They will need to be updated as well. Same goes for third party missions that use texture replacement.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 02, 2006, 06:31:18 am
I never have like the old naming convention. What's worse is that many of the models (for example) use one size for texturea-01 but a different size for texturea-01-glow or shine and then textureb-01 is not a logical scale down. Mimapping is definately nice.

I suppose by removing sparky_fs2.vp you want us to keep the files from fonts, force feedback, hud, interface, 16b11k, 8b22k and what effects from effects that haven't been converted yet, yes? Stripping out models and maps? (I've already done this for my own testing purposes.)

By 3rd party, you mean mod's like Derelict, Sync, etc yes? N/M.....I _really_ should get some sleep, but Lightwave is mocking me, Photoshop is complaining and Winamp isn't being nice. *sighs*
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 02, 2006, 07:15:33 am
Oh, I forgot the other sparky files. Don't worry, I'll in include them in the test VP.

Duh... it's still work left... and I'm no mood to take care of it right now...
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Backslash on August 02, 2006, 12:38:37 pm
Count me in if you don't have too many already :)

Heh, I've probably done a lot of what you're doing for my home setup, but I'll gladly back that up and make a clean install for proper testing.  :yes:
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 02, 2006, 07:04:33 pm
It is indeed alof of work. Just trying to convert the faustus was a pain. And I still have F3 issues where LOD 2 and LOD 3 won't display, even though the model is just peachy in game. I'm also trying to figure out why I'll randomly get alpha channels after saving a DDS as "DXT1 (no alpha channel)", but naturally when I reopen it, there suddenly is one. (And then 5 saves later, there suddenly isn't. Oi.)

So, erm, yeah....I have no idea what I'm trying to say.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 03, 2006, 03:15:02 am
Are you using Photoshop for this?

I've experienced this error quite a few times already. Sometimes the plugin stops working correct and adds alpha channels to everything. Reinstalling the plugin will help. But I stopped using it unless I want uncompressed DDS files.

I'm sticking to The Compressonator now.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 03, 2006, 05:38:04 am
What version of that are you using? Does the latest version (1.27) support RxGB compressed normalmaps? I know they pulled that out just after 1.21 which is what prompted my switch to the nVidia DDS tools (both standalone and photoshop plugin). Ironically, now that I'm going PCI-E I'm switching that from ATI to nVidia as well.

Of course, I'm still having the problem of the model disappearing on LOD2 and LOD3 in the F3 screen even when I'm sure the texture is correct. (DXT1 with/without Alpha and DXT3 Explicit Alpha.....better size, no loss of quality). Doesn't seem to phaze the game any, but it still is not right. (Of course, I think the faustus has other issues aside from that, but until I can convince Lightwave to do what I want, I'm still a ways from fixing that.)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 03, 2006, 07:28:31 am
I'm using 1.24.1066. But I've no idea if RxBG compressed normal mapping is supported. Actually, I not compressed a single normal map so far.

Does this have anything to do with the color channel swapping, which is supposed to give better quality to the normal map, while it requires the engine to create a missing channel?

I remember reading something about this.


But I know there is support for 3dc, which is supposed to be very good for normal maps.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on August 05, 2006, 09:51:49 am
I'm looing for 3-4 tester for some new MV stuff.

I would help but nowadays I'm running on 56Kb Internet connection so it's a PITA to download big files...

OTOH, the next two weeks I'm going to be quite busy but if I have time I will dig through 3.6.8 zeta + retail + 710 Taylor's patches to make a list with:

I suppose you would have already done a similar list but if I finish it in time it could be a good cross-check.

(OTOH, I've made a fix in GTA Charybdis AWACs which has mad gun normals. If you haven't fixed the old one while texturing, please take the new one from Mantis).

I'm also trying to figure out why I'll randomly get alpha channels after saving a DDS as "DXT1 (no alpha channel)", but naturally when I reopen it, there suddenly is one.

I'm always getting that error with nvidia NVDXT and Photoshop pluging and I was getting mad. I will try ATI's Compressonator...
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Turambar on August 05, 2006, 12:29:45 pm
hey, DaB, am i too late?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 05, 2006, 07:12:05 pm
The Faustus has some badly recessed firing points as well for the rear assembly. In the mission for SOC where you escort the Iceni and the Hinton, the Hinton usually ends up damaging itself rather severely.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 06, 2006, 06:56:49 am
Great work guys! I'm really glad to get some help :)


hey, DaB, am i too late?

Not at all. ;)

BTW I need your fixed shine maps.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 07, 2006, 02:27:10 am
w00t! That would be so sweet to finally see a non-saran wrap env effect! ( I could even learn by comparision how it's actually supposed to be done, since comparisions usually work better when there are closer similarities.)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 12, 2006, 04:15:53 am
Ok, some fiest tests revealed so many problems, that I probably won't be able to get it ready this week. And I've et to add the most recent models...


I didn't make nearly as many mistakes in the first round...
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on August 13, 2006, 03:28:39 am
*chuckles* Whenever you get it is when it'll be ready. While it would be nice to release in conjunction, don't strain your self too hard on that.

And, if you happen to need any help during alpha stages, I'm willing and (hopefully) able to supply on that end as well.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Pnakotus on August 13, 2006, 07:14:19 pm
Don't stress too much.

Except 3.6.9 is coming... :D
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on August 27, 2006, 05:28:33 am
As promised...

After digging in VP I post a list of all ship, POFs and textures I have found in:


I've made an Excel book with the next sheets:

All the data entries have a green background. White cells are formula ones that may help digging in the info.

(I hope there's few mistakes).

[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: karajorma on August 27, 2006, 06:02:24 am
I have no use for this now.


*Grabs anyway as this is certain to be worth having*
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on August 27, 2006, 09:10:47 am
A really small cosmetic fix suitable for next mediaVP edition.

In "The Mystery of Trinity" because of a little bigger HTL GTD Hecate, (in mv_models), than retail one, the Hercs mark II start inside the Aquitaine hull. I've just moved a little the starting position of all these fighters to make the mission look better.



[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on August 30, 2006, 07:08:43 am
Ok, I think that shouldn't make any difference for the gameplay. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on October 25, 2006, 02:37:15 pm
I've mantised a fixed version of the glow point "Blue_glow4.tga" which has wrong alpha channel (a full white one). (See Mantis 1122 (http://scp.indiegames.us/mantis/view.php?id=1122)). This file is used at least in GTI Arcadia (install01.pof). The actual version causes a black square background.

For noobies: if you download that fixed version from mantis, place any of the two zipped files the zipped tga version inside mediavps\data\maps folder. Create the folder if needed AND remember to delete it when the new mediavp version comes. Just delete the whole data folder to avoid any trouble.

Edited: Unless I'm wrong, DDS format is not valid for glow points (see Mantis 1123 (http://scp.indiegames.us/mantis/view.php?id=1123)). As expected I WAS WRONG. DDS is not used because the actual global priority of TGAs over them.


Now that I have also discovered how glow points are used in pofs, I'll update my previous excel "database" with this info too. (ASAP)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on October 28, 2006, 12:55:00 am
Actually, it can/could be a question of what format of DDS was it saved as? DXT1, DXT3 and DXT5 all have different results.

My biggest complaint about DDS is the amount of guess work it takes to produce a good, clean, un-crappied copy of something that does what you want it to. The upside (and the only reason I keep trying) is the memory usage of a DDS files is far more efficient than anything else (almost).
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Herra Tohtori on October 28, 2006, 01:37:32 am
Actually, it can/could be a question of what format of DDS was it saved as? DXT1, DXT3 and DXT5 all have different results.

That's because they are different?

DXT1a has one bit alpha channel, DXT1c has only colour channels. DXT3 and DXT5 have proper alpha channels, and Freespace Open handles pictures that HAVE alpha channel differently from those that DON'T have alpha channel.

Proper alpha channel is SCP addition and doesn't work in all cases as well as the "retail" behaviour, in which the engine interprets flattened images to have transparent background.

Generally, if you use DXT1, you get better results (as the code is closer to retail behaviour or something like that), but the image *must* be flattened before converting to DDS format, or the Dreaded Black Edges of Textures (TM) invade the screen.

If proper alpha channel is used, it *works*, but not as well as the retail-ish rendering. It has its advantages, however - mainly the fact that it's easier to understand what becomes transparent in the engine and what doesn't.

Quote
My biggest complaint about DDS is the amount of guess work it takes to produce a good, clean, un-crappied copy of something that does what you want it to. The upside (and the only reason I keep trying) is the memory usage of a DDS files is far more efficient than anything else (almost).

Yeah, well, after someone tells how it goes it gets much more simple and rational and you don't have to guess any more. Taylor helped me a lot when I was trying to figure out how the DDS files work... to tell the truth I was thinking almost along same lines as you before that.

nvDXT is a fine tool for converting images into DDS format. If you know what you're doing it doesn't require guessing and testing, and you can leave it to crunch the images into DDS format and have something to eat, you don't have to manually convert each and every image. If you want to know more, please ask; now I have to get into an exam so... :D


As to what textures can be in DDS format and what cannot be I haven't got the faintest idea.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on October 28, 2006, 02:35:03 am
I'm no expert but here you've got some hints:

+ DDS u8888: Uncompressed (as TGA) with a full alpha channel. It has the highest quality just like TGAs but adding mipmaps.
+ DDS u888: Uncompressed (as TGA) but without alpha channel.
+ DDS DXTxx as explained by Herra Tohtori.

Use nvDXT to convert to any format but if you use compressed use the flag "-quality_highest". Nevertheless some people report strange behaviours. (In my case, nvDXT doesn't work fine if the original file is color-indexed rather than RGB or I always get alpha channel even with DXT1c).

Alpha channel in normal textures sets its transparency ("black" = transparent, "white" = visible). Full white alpha channels caused the black boxes solved through Taylor's alpha patches.

In -shine textures the alpha channel is used to set the amount of env mapping they have. Example: the "mirror" effect a lot of ships in vp 3.6.8. zetas have is caused by a full white alpha channel. (If there's no alpha, the game uses a hardcoded amount of reflection).
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Wanderer on October 28, 2006, 04:06:02 am
IIRC DXT3 and DXT1a should not be used with FreeSpace Open. DXT1c and DXT5 are ok.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on October 28, 2006, 09:24:47 am
DXT3 and DXT1a are fine to use with FSO.  DXT3 is more like DXT1, but with 4-bit alpha.  If you don't need a lot of alpha gradients then DXT3 is a good way to go since it can produce a little better quality than DXT5 will give you.  DXT5 has full 8-bit alpha which is a good format for anything needing alpha, unless you just know that DXT3 is all that you need.  Most people just go with DXT5 when needed alpha though, and there is nothing wrong with that.

As far as the game is concerned, DXT1a and DXT1c are the same thing.  Someday this will probably change, which is why I tell everyone to use the proper version for their non-alpha files.  When I do a bmpman upgrade next year the two DXT formats may be handled properly and give you the 1-bit alpha if you wanted it with DXT1a.  So unless you actually want alpha, be sure to use always use DXT1c.

The uncompressed formats which are supported are: u8888 (32-bit), u888 (24-bit), u1555 (16-bit), and p8c (8-bit).  The 16-bit format is what PCX images are turned into when loaded by the game, even though that still only provide 256 colors.  If you can get away with it, and don't need/want the compression, then the 16-bit DDS can be a good one to use since it will need only half the memory as the 32-bit format.  The 8-bit DDS format isn't properly supported right now, though it will load the files.  When time allows me to do so I'll go back and finish up support for that.

DXT2 and DXT4 are the two formats which you can't use with FSO, but then most DDS utilities can't make them either so it's not a big deal.


For an idea on memory usage for the various formats:

For uncompressed formats, memory size is determined by the following formula: width*height*bit-depth.  With "bit-depth" being 4 for 32-bit image, 3 for 24-bit images, 2 for 16-bit images, and 1 for 8-bit images.  Which, for a 515x512 image, gives you something like this:

32-bit:  1meg
24-bit:  768k
16-bit:  512k
8-bit:   256k

Compressed image formats (excluding something like JPG, which uses the above calculations) will be almost exactly what their file sizes are.  But, using the "bit-depth" reference for the above image types, it would break down like this for compressed types:

DXT5:   1    (~256k)
DXT3:   1    (~256k)
DXT1a:  0.7  (~179k)
DXT1c:  0.5  (~128k)

DDS also offers you mipmaps for every format though, and that will add extra to the memory needed (but 99.9% of the time it's better for game performance to have mipmaps over the memory they use).  When you have a full set of mipmap layers (the default for everything) you will add approximately 33% (the basic high average, not totally accurate) to the filesize.  So to get the final memory size of the above formats, just multiply the current sizes by 1.33.


Hopefully that answers most everything. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 02, 2007, 03:23:11 pm
Testing stage

Please report problems here.

-MV_Assets- (models and textures)

-HTL Tri container doesn't show up (fixed)
-HTL Lucifer doesn't show up (fixed)
-HTL Levi/Fenris doesn't show up (fixed)
-HTL Orion has missing maps (fixed)
-HTL Ursa maps are a mess (fixed... took me a while to figure it out...)
-Missing green and blue glowpoints (fixed)
-HTL Deimos one missing map (fixed)
-HTL Herc glass isn't visible (fixed)
-Subspace nod isn't visible
-Deimos lods do not/partly show up
-Basilisk lod range is wrong
-HTL Trtion one shine map is missing
-Starfield background doesn't show up
-Nameplate fix is missing (again)
-Weird Hippocrates lod settings (by default)
-Wrong table entry for Cain
-HTL Aeolus has some texture problems
-'shimmering' problem on the Orion


-MV_Effects-
-Flak weapons flicker (fixed and imrpoved)
-Mekuh is using the wrong effect
-Akheton is using the wrong effect
-3d Thrusters cause rendering order problems
-Thruster trail is too small
-3d shockwave (med) isn't showing up
-Flak particle works only when mv_adveffects is in place

-MV_Avanced_Effects-
-3d shockwave (high) isn's showing up
-missing schield effect


-MV_Core-
-Mouse cursor on the loading screen
-PXO config could use (fixed)
-Preload.tga and .pcx are still in the VP (fixed)

Title: Re: I need a few testers for the upcomming MediaVP
Post by: Turambar on January 03, 2007, 12:37:35 pm
do we have a new splash screen for this version?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 03, 2007, 01:00:01 pm
I've added a new one, but I'd like to replace it with something better.



BTW is there a high-res map of the Bakha?  I can't even find a shine map for it.
It looks completely out of place.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Turambar on January 03, 2007, 02:31:16 pm
i could take a break from colonial movers and do bakha

whats the file name?

edit: also, even though i tried to get UT to fix the problem, ptah still has misaligned envmaps for some reason, that was my real obstacle for hi-rezzing it, guess that'll have to wait for the next vp
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 03, 2007, 03:03:09 pm
Whoops... I just made a high-res map for it.  :eek2:

It's pretty crappy though. Just a 'better than nothing' version. With shine map and stuff.

Edit: I'm looking for more testers. The first alpha version is being uploaded atm. Might take a while though.

Spoiler:
A small preview:
(http://img293.imageshack.us/img293/6362/scpmvtl9.jpg)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Trivial Psychic on January 03, 2007, 09:32:23 pm
Has THIS (http://www.hard-light.net/forums/index.php/topic,44359.0.html) bug been fixed?  If not, make sure to check both Fenris and Leviathan.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 04, 2007, 08:17:46 am
Well.. it didn't happen for me... but actually, that's what I need 2-3 testers for.

Btw do I have to run a debug build to test it?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 04, 2007, 04:37:22 pm
I don't know if this can help...

I've built a 3 test missions with all terran, vasudan and shivans ships. They all are friendly and play-death when possible. You are flying an Ulysses.

Using 3.6.8. zetas + taylor's patches + HTL Elyssium and 3.6.9. debug build, I've found the Warning: Couldn't fix up turret indices in spline path in the next models:

TERRANS
Cruiser01.pof
Cruiser01x.pof
Science01.pof
Capital2t-01.pof

SHIVANS
Freigter2s-01.pof
Capital02.pof
Corvette2s-01.pof

VASUDAN
None



I can help testing some particular issue. PM me if you need some dumb beta tester.

[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Mars on January 04, 2007, 09:04:18 pm
Are those little green blobs promethei?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on January 05, 2007, 07:41:14 am
I went through all those models a while back hunting down that particular bug and sent DaBrain fixed versions of the lot - so yeah. It should be fixed with the new VPs. :)

In the meantime: http://sectorgame.com/ti-file-dump/VasudanAdmiral/FixedPofs.zip and http://sectorgame.com/ti-file-dump/VasudanAdmiral/FixedPofsIBX.zip

Stick the contents of both those zips in your models and cache folders respectively. They will fix that error (and all the other ships the same error will occur on), and the ones I've HTLed in there should run faster too. :)

Edit: Changed the download links. Note that the versions of my ships that are included in here are no longer the latest. See this post (http://www.hard-light.net/forums/index.php/topic,41374.msg917697.html#msg917697) for the latest.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 05, 2007, 09:44:51 am
I'll better copy them in again... I may have overwritten some of them. (total chaos... too many sources ;) )

Btw... wasn't there a way to generate ibx files for all models at once? I kinda remember something like that.

@Mars

Yes, plus the muzzleflash for it. ;)

I plan to take the time (10 minutes) to create something I'll call "turn-off tbms". The MV packs will have all features turned on.
Like muzzle flashes, species shields, and lens-flares. And if you don't like one of them. You just download a tbm to your /data/mediavps/tables/ folder to disable it.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 05, 2007, 10:35:40 am
Btw... wasn't there a way to generate ibx files for all models at once? I kinda remember something like that.
Yeah, run the game with -pofspew.  That will load every single POF file it finds, and in the process generate an IBX file for anything that doesn't already have one. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Trivial Psychic on January 05, 2007, 11:53:58 am
Stick the contents of both those zips in your models and cache folders respectively. They will fix that error (and all the other ships the same error will occur on), and the ones I've HTLed in there should run faster too. :)
Done some map combining?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 05, 2007, 03:14:48 pm
Afaik yes, to increase the efficiency.

No, all HTL modellers should follow that example.  ;7
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Trivial Psychic on January 06, 2007, 08:15:45 pm
VA, shouldn't the nameplate on the Hecate have its texture set to "INVISIBLE" rather than "Nameplate".  IIRC, setting it to the later, as you have in your included model, results in some color weirdness.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 06, 2007, 08:50:01 pm
VA, shouldn't the nameplate on the Hecate have its texture set to "INVISIBLE" rather than "Nameplate".  IIRC, setting it to the later, as you have in your included model, results in some color weirdness.
That's only because of the bad nameplate.dds in the MediaVPs.  If the DDS were not crap then you wouldn't see it (since it's transparent).  There is a Mantis filed on this, and a proper nameplate.dds is attached to the bug.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Trivial Psychic on January 06, 2007, 08:53:40 pm
Any downside to using "INVISIBLE" though?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 06, 2007, 09:03:01 pm
Any downside to using "INVISIBLE" though?
Shouldn't be, at least I can't think of any downside to it.  For a nameplate which is completely transparent without a name on it, it's probably even the better thing to do, using "invisible" as the default texture name.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: MP-Ryan on January 08, 2007, 01:09:57 am
I don't know much about the architecture of the game, but if you need someone to plug these into their system and see if they work, I'm willing to help.

I have a fairly low-end system too, so I'll be milking performance too ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 21, 2007, 10:18:29 am
Ok, I'm done fixing the reposted problems *phew*.

I'm not too sure about a few things though. (Shivan comm node i.e.)


Anyway... I don't know what's wrong with the weapon effects... It just displays a wrong effect for some weapons.
I'd like to fix that before I upload the new version.

Any ideas?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: CP5670 on January 21, 2007, 11:08:13 am
Just in case these things haven't been fixed yet, here is a copy of a post I made in the zeta thread:

Quote
I just noticed a bug with the ingame Trebuchet model. It doesn't have any thruster glow in the game. I think this is because the thruster radius in the pof is far too small.

There is also a slight problem with several of the tga laser glow images (the halo effects, not the blobs themselves). The glow is too small relative to the entire image, so you don't see much of a glow in the game. The pcx versions of most of the files are fine though.

Also, I think I've said it before, but some of the "new" weapon effects could definitely use an overhaul. The Maxim and Circe still look really bad compared to what they were like in the original game, and they have been like that for a long time now. For now I would recommend just removing those entries from the tbm files.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Trivial Psychic on January 21, 2007, 11:50:18 am
Not sure if this made it into the 3.6.8 Zeta-710 bug reports, but some of the loadout missile models have their centers out of position.  The Harpoon is the most notable example, with it rotating around a point out ahead of its nose.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 21, 2007, 01:26:54 pm
Not sure if this made it into the 3.6.8 Zeta-710 bug reports, but some of the loadout missile models have their centers out of position.  The Harpoon is the most notable example, with it rotating around a point out ahead of its nose.
That's a problem with the tech versions of the hi-poly missiles/bombs.  I don't really know how to fix it, or else I would have already.  Someone with Truespace will likely have to fix it.  The non-tech versions have already been fixed and I included those in the 710 patches.  The Trebuchet thruster glow should be fixed in there as well, unless I forgot to include the proper version in the 710's.

I also have fixed radius values for a couple of ships, like the Deimos, which made them warp in/out incorrectly (going too fast or too slow, the Deimos popping into view half-way through the warp effect, etc.).  I actually went though the trouble of hacking ModelView32 to add the ability to easily change the radius value in the POF-Editor. ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Turey on January 21, 2007, 01:43:14 pm
I actually went though the trouble of hacking ModelView32 to add the ability to easily change the radius value in the POF-Editor. ;)

I want that file.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 21, 2007, 05:15:50 pm
New version is uploaded! I'll PM you the link and the password.


The Threbuchet glow still needs to be fixed. Well... take a look if all other problems have been fixed.


Ah, also... the damn starfiled skybox doesn't work for me...

Edit: You got mail. ;)

@taylor and WMC, the link is also in the SoL internal.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 21, 2007, 06:18:31 pm
@DaBrain:  You still have the link to my personal MediaVP set, correct?  It should have the fixed POFs for the Trebuchet glow, and the fixed radius values for the Deimos and Sobek (there was one other too, but I can't remember what that was off the top of my head).  If you can't get them then let me know and I'll send you the individual POFs.

@Turey:  I intended to post it after finishing all that I had started (a few bug fixes, support for DDS textures, several other minor new additions), but that was a few months ago and I haven't had the time to complete everything.  Aside from a couple of bug fixes, everything else only half works.  For instance, you can edit the radius value, but can't see it (I still need to add the circle to indicate what the radius is), which makes it tough to know if your setting is correct unless you try it out in the Lab in-game.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 21, 2007, 06:38:29 pm
I think I still got the link. I just missed the postings here, so the fixes didn't make it into this version.

Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 23, 2007, 03:43:47 pm
Anyway... I don't know what's wrong with the weapon effects... It just displays a wrong effect for some weapons.
I'd like to fix that before I upload the new version.

Any ideas?

Post some example or PM me and I will try to test it.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 24, 2007, 02:34:13 am
I already fixed that with Wanderer's help.

Version 2 shouldn't have that problem anymore. ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 25, 2007, 01:18:45 pm
@DaBrain:

I've discovered why some models have lost their glowpoints... You've remapped them to use just one texture and you missed to add them.

I don't know if this helps but, using Bobboau's Aurora, I've copied the glow points from the old pofs to the new ones. I've done this for Ulysses (fighter01.pof) and Loki (fighter13.pof) till now.

Unless you tell me this is useless because of anything, you've done it or there's another and EASIER way of doing it, I'll continue adding Glow Points to every ship I find without them.

(There's no missing textures, over the ones I PM you yesterday, about these glow points).

What I do is opening the old model, going to glow tab, saving the glow chunk, opening the new model (Assets v2), going to glow tab, loading the previously extracted glow chunk and saving the pof model.

[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 25, 2007, 01:53:53 pm
Hmm sounds like a bit work...

I didn't rename any glowpoint texture in the POFs. (And I don't think I've renamed the maps either.)

Maybe PCS killed the glowpoints. Maybe I used a wrong build... or something.

I'll 'investigate' this.


I'm still pretty happy that I didn't get that many error reports yet. The next version should good enough to be final.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 25, 2007, 02:01:20 pm
The glow points are just erased. Go to GLOW Tab in PCS and you'll see that is fully empty for some models that HAD glow points in 3.6.8.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on January 25, 2007, 06:37:38 pm
I'm pretty sure that is related to PCS.

I got a new PC while I was working on the MV packs. Maybe I downloaded an older version of PCS. It's known to screw up the glowpoints.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on January 25, 2007, 06:45:45 pm
I think that's modview actually. AFAIK, saving a pof in modview will erase the entire glowpoint chunk, and then on the other hand, PCS crashes every time I've tried to import the glowpoint chunk from another pof. :\
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on January 26, 2007, 02:51:53 am
So, is there actually an update set yet or no?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: karajorma on January 26, 2007, 07:08:05 am
http://ferrium.org/misc/PCS_1.3.6_b73_20060408.zip

Latest version of PCS in case you need it.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 26, 2007, 09:58:32 am
I think that's modview actually. AFAIK, saving a pof in modview will erase the entire glowpoint chunk, and then on the other hand, PCS crashes every time I've tried to import the glowpoint chunk from another pof. :\
Yep, that also happened to me. I switched to Aurora then. I'll try the new version of PCS linked by Karajorma.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 26, 2007, 01:30:37 pm
I think that's modview actually. AFAIK, saving a pof in modview will erase the entire glowpoint chunk, and then on the other hand, PCS crashes every time I've tried to import the glowpoint chunk from another pof. :\
Yep, that also happened to me. I switched to Aurora then. I'll try the new version of PCS linked by Karajorma.

A quote to myself ....  :lol:

Thanks Kara, the new PCS version can import glows without problems. BTW Aurora crashes when loading Artemis.

Here you have fixed glowpointed versions of Artemis (normal & D.H.) (Assets v2).


@DaBrain: I've also noticed that the 'useless' models you have in Effects > models folder, are old versions but glowpointed.


OTOH, I've realized that you have put bright reflectiveness in engine parts from Medusa and Ursa, (see the screenshots where the pointer points), that doesn't seem to fit. I mean the textures seems to show a dark, dirty and rough surface, but then it behaves as a mirror. Rotate them in the F3 lab and you'll see the don't seem to fit. I've taken a look to the -shine.dds maps and these parts are 'alpha-painted' in a soft grey.

(I've used Bomber04HP.pof from Assets v1 as Bomber04.pof is missing in Assets v2. I had already told you this in a previous PM).


Edited -------------

Here you have a glowpointed Bonaegeres (from Assets v2). Also this ship hasn't got a reflective cockpit, (If you feel like tweaking the -shine map ...).

I've also seen that Poseidon (freighter02.pof) LOD3 is fully invisible in F3 lab although there's no missing texture.




[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 26, 2007, 04:20:33 pm
A triple post...  ;7

I continue looking in F3 renderer (just core and assets loaded, neither effects nor adveffects, v2). I've reached Hippocrates.

GTC Fenris (cruiser1.pof) - (Although maybe it isn't the final model because the turret error):
+ LOD2 is bad mapped.
+ This isn't the version that comes with vp 3.6.8. and it seems worse. It has more maps and has a 'GTC_Orff' instead of the correct 'nameplate' so IIRC, nameplate name changing within existing missions is going to fail.
+ (BTW. In the actual edition of vps, the cool lightspeed-nebulaed FS2 campaign is not included).


GTM Hippocrates
+ AWACtile5-glow is missing. I upload the pcx version from vp 3.6.8.
+ I don't know why, but LOD1 (adding the missing glow map) looks much worse. Lights over the hull are less sharp. LOD0 looks quite similar. I upload 2 screenshots.

[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on January 27, 2007, 07:16:30 am
GTC Fenris (cruiser1.pof) - (Although maybe it isn't the final model because the turret error):
+ LOD2 is bad mapped.
+ This isn't the version that comes with vp 3.6.8. and it seems worse. It has more maps and has a 'GTC_Orff' instead of the correct 'nameplate' so IIRC, nameplate name changing within existing missions is going to fail.
+ (BTW. In the actual edition of vps, the cool lightspeed-nebulaed FS2 campaign is not included).
Well spotted. :)

Right, DaB brought me into the testing group, and I've now taken a very thorough look at all the ships I've done that are in the current "mv_assets_new_v2.vp", checked them against my most up to date set and have also made some small to large improvments using new techniques I've learned since I first did them. For example, the Fenris' terrible over-smoothing issue has been improved, most of the shinemaps have been improved greatly, and all the formats have been corrected.

Here's the to-do list based on the current state of mv_assets_new_v2:

===Fenris===

Remove: (old and no-longer used at all in anything files)
- Fenris-HTL_b.dds
- Fenris-HTL_b-shine.dds
- Fenris-HTL_Subs.dds
- Fenris-HTL_Subs-shine.dds
- FenrisTrim1.dds
- FenrisTrim1-shine.dds
- FenrisTrim2.dds
- FenrisTrim2-shine.dds

Update: (grab the new versions from following RAR file)
- Fenris-HTL.dds
- Fenris-HTL-shine.dds
- Fenris-HTL-glow.dds
- Fenris-HTL_debris.dds
- cruiser01.pof
- cruiser01.ibx

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Fenris_V2.1.rar

Done!



===Leviathan===

Remove:
- Levy-HTL_b.dds
- Levy-HTL_b-shine.dds
- Levy-HTL_Subs.dds
- Levy-HTL_Subs-shine.dds

Update:
- Levy-HTL.dds
- Levy-HTL-shine.dds
- Levy-HTL-glow.dds
- cruiser01x.pof
- cruiser01x.ibx

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Leviathan_V2.1.rar

Done!


===Aeolus===

Remove:
- Aeolus-HTL_Beam1.dds
- Aeolus-HTL_d.dds
- Aeolus-HTL_Flak1.dds

Update:
- Resave Aeolus-HTL-shine.dds as a dxt3 rather than 5 maybe? The Aeolus is otherwise already 100% up to date. :)

Done!


===Triton===

Remove:
- Triton_HTL1_c.dds

Update:
- Triton_HTL1.dds
- Triton_HTL1-shine.dds
- Triton_HTL1-glow.dds
- Triton_HTLDebris.dds
- Triton_HTLDebris-glow.dds
- Triton_HTL_Turrets.dds
- Triton_HTL_Turrets-shine.dds
- freighter2t-01.pof
- freighter2t-01.ibx

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Triton_V2.0.rar

Done!


===TC-Tri===

Update:
- TC-Tri-HTL.dds
- TC-Tri-HTL-shine.dds
- TC-Tri-HTL_Debris.dds


from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_TC-Tri_V2.0.rar

Done!


===Lucifer===

Update:
- Lucifer-HTL.dds
- Lucifer-HTL-shine.dds
- Lucifer-HTL-glow.dds
- Lucifer-HTL_Debris.dds
- Lucifer-HTL_Debris-glow.dds

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Lucifer_V2.0.rar

Done!



=======================================

And that's it for now - big list sorry, but there are some big improvments in there from both an aesthetic and functional POV. ;)


Edit: Updated the Fenris and Leviathan to versions 2.1. I had to reconvert them both and fixed a number of other little problems.

Edit: Changed the download links.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 27, 2007, 11:53:01 am
@VA:  I haven't checked the other POFs yet, but the Fenris and Leviathan are missing some info.  In particular, the radars don't rotate, the info for rotation is missing from the POF.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on January 27, 2007, 05:10:53 pm
Nyarrrgh. :(
*kicks PCS' global data import function*
Don't worry about checking the other pofs so much - the Fenris/Levy model was the only one that I reconverted, and as such, the one most prone to this sorta problem. I just should have done a more thorough pof data check.

Actually, there's a request for the ship lab. Could there be a rotate turrets/subsystems option? Coupled with Bobs new all-axis rotation thing, that could be a really useful feature for testing the settings for strangely angled subsystems. :)

Anyways, I've re-uploaded the Fenris and Levy. They should be fine now.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 27, 2007, 05:17:42 pm
Actually, there's a request for the ship lab. Could there be a rotate turrets/subsystems option?
Already done, and that's how I noticed the problem with the POFs. :)

Same link that I PMed you before, but it's 0127 instead of 0124.  Just turn on "Rotating subsystems" in the render options to see stuff move.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on January 27, 2007, 06:23:55 pm
Ooooh, that's awesome. :D
Any chance of applying the same thing to turrets too? Maybe having the arms go back up and down to their limits as the base rotates?
I ask mainly because it would be brilliant to be able  to test off-axis turrets in there too. It's very difficult to get turrets just to rotate like that in-game, and thus especially difficult to test off-axis ones.

The ship lab is fast becoming the ultimate POF bughunt & feature tweak platform. :D
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 27, 2007, 07:08:47 pm
Any chance of applying the same thing to turrets too?
At some point, but not soon.  There are quite a few other, lower level, lab changes that I'd like to make before any additional features are added.  If I add anything else in the next week it will be the ability to show/test thrusters, but then I'll take a break from the lab and work on other stuff (I have a very long list ;)).

The only reason I'm spending this much time with the lab now is that I need WMC's GUI code (like what the lab uses) to do the new in-game warning popups.  So learning how it works in practice, and figuring out how best to add the new features that I need, is why the lab is a good place to code in right now.  :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Pnakotus on January 27, 2007, 07:11:03 pm
Thrusters in the lab - with a slider for throttle setting - would utterly rule the kasbah.  Then all you'd need is a way to look at weapon projectiles in the lab and you'd be able to test almost everything in there.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on January 27, 2007, 08:54:40 pm
Sorry people, only now do I notice that Truespace has struck again. When I re-converted the Fenris/Levy mesh for version 2.0, TS has managed to slightly shift the position of a few of the textures. The result was that the textures along the sides didn't match the geometry beneath, which looked quite ugly up close.

That's been fixed now, moving the version number up to 2.1. The big post on the previous page has been updated to match:

http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Fenris_V2.1.rar

http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Leviathan_V2.1.rar


================

Also, Pnakotus has pointed out that my thruster effects, while ok on fighters, look rather not-ok on many capships. The blue spikes made it look silly, so I've redone the effect  to remove them:

Here's the only modified file:
http://sectorgame.com/ti-file-dump/VasudanAdmiral/thrusterglow01.tga

And if you need the whole package, it also reflects the change: http://sectorgame.com/ti-file-dump/VasudanAdmiral/TerranThrusterGlows.zip
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Axem on January 28, 2007, 08:24:53 pm
Any downside to using "INVISIBLE" though?
Shouldn't be, at least I can't think of any downside to it.  For a nameplate which is completely transparent without a name on it, it's probably even the better thing to do, using "invisible" as the default texture name.

What about ships that use Invisible as a "force field" against sneaky pilots going into hangar bays?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Trivial Psychic on January 29, 2007, 12:19:03 am
THIS (http://scp.indiegames.us/mantis/view.php?id=1253) could use to be fixed in the next release.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 29, 2007, 12:51:08 am
THIS (http://scp.indiegames.us/mantis/view.php?id=1253) could use to be fixed in the next release.
What does the SDL/Xinerama issue have to do with anything?  We can't fix it anyway, it's not our bug.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on January 29, 2007, 01:34:23 am
VA- Thank You! I love those updates, having just put them in.....very very nice. :-D
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Pnakotus on January 29, 2007, 02:20:00 am
Have the Sobek and Dis model problems been fixed?  I'm not hugely sure what they are, but they're still listed as problems in the HTL thread.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on January 30, 2007, 12:34:48 pm
Another ship that has missed its glow points: Arcadia

I upload a fixed one.

When loading this glowpointed version, I get another missing texture: green_glow. You can find a tga version of it in the "useless" maps folder in Effects. This map should be moved to Assets.

(Always speaking about 2nd version + VA's fixed ships).

[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Pnakotus on January 31, 2007, 07:15:19 pm
Many ships don't result in much debris, while others do: the Fenris breaks up into many large recognisable pieces that survive the explosion to float around, whereas most ships spawn debris during the explosion but they're almost immediately destroyed.  This is a shame, debris clouds rule.

The beamhit explosion is awful.  Not only does it look very different to the other explosions, but the image was cropped too close and the square is very visible.  Perfectly square explosions that suddenly stop along the edges = suck.  Ideally we'd want something like the Maxim impact explosion: a nice bang with some dark debris coming out.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Mars on January 31, 2007, 08:36:56 pm
The debris do effect game play though... I've been hit and destroyed by chunks of the NTD Uhuru so many times.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Pnakotus on January 31, 2007, 09:31:06 pm
The debris do effect game play though... I've been hit and destroyed by chunks of the NTD Uhuru so many times.

And  don't you think that's awesome?  Being near exploding 2km ship = dangerous but fun. :)  I'm not a fan of 'evaporating ships' that leave behind nothing, when some classes leave heaps and other leave one or two pieces.  Reduce the debris velocity (thus damage) all you want, I just don't want them disappearing in magicland. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on January 31, 2007, 11:34:03 pm
Many ships don't result in much debris, while others do: the Fenris breaks up into many large recognisable pieces that survive the explosion to float around, whereas most ships spawn debris during the explosion but they're almost immediately destroyed.  This is a shame, debris clouds rule.
There was actually a bug in the debris code which made this worse than it actually is.  Someone had made a change to allow all debris slots to be available to hull debris, but didn't change it so that that the slots recycle properly.  This makes it very fill up quickly and easily and no more hull debris will get created (other than basic explosion debris, which then explode soon after).  I have fixed this in the first of my upcoming X builds though.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on February 01, 2007, 01:58:52 pm
===Lucifer===

Update:
- Lucifer-HTL.dds
- Lucifer-HTL-shine.dds
- Lucifer-HTL-glow.dds
- Lucifer-HTL_Debris.dds
- Lucifer-HTL_Debris-glow.dds

from http://sectorfiles.net/ti-file-dump/VasudanAdmiral/Ships/HTL_Lucifer_V2.0.rar

Done!

It would be great if you could generate an animated Lucifer-HTL-glow.eff (plus its frames ;)) for AdvEffects.

Great models nevertheless. I specially like your full ship debris (it's a fantastic idea seeing the WHOLE ship falling apart).
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on February 01, 2007, 02:53:21 pm
Another ship that has missed its glow points: Arcadia

I upload a fixed one.

When loading this glowpointed version, I get another missing texture: green_glow. You can find a tga version of it in the "useless" maps folder in Effects. This map should be moved to Assets.

(Always speaking about 2nd version + VA's fixed ships).

Wow, thanks a lot. ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on February 05, 2007, 12:32:02 am
Erm, Don't know if it's just me, but the install01.pof in the GP-Arcadia.zip _only_ shows the lights. No base model textures or frame at all.

Could be that I don't have "2nd version"?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on February 05, 2007, 01:37:06 am
Yes, you'll get the thrid version when it's ready. I think most problems in version 2 haven been found already.

Depending on how much time I'll have this week, I'll get it done this week, or on the weekend.

Some bugs really aren't fun to fix.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: CP5670 on February 05, 2007, 10:32:46 am
I just found that the high poly Hecate in the zeta vp seems to be missing a lot of subsystems. Not sure whether you've already fixed this or not.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on February 05, 2007, 01:24:42 pm
I just found that the high poly Hecate in the zeta vp seems to be missing a lot of subsystems. Not sure whether you've already fixed this or not.

I think you've got something wrong. I've just checked 3.6.9. Beta 2, 3.6.8. zeta and retail and they have the same subsystems. Maybe the only trouble can be that Nav is called Navigation and Comm is called Communication in HTL version (I don't know if this can break backwards compatibility with some missions). The subsystems the Hecate has are:
+Nav - Navigation
+Comm - Communication
+Weapons
+Sensors
+Engine01 to 04
+Fighterbay

(Although, HTL Hecate in new Assets v2 still suffers the turret error).
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on February 05, 2007, 04:08:35 pm
I just found that the high poly Hecate in the zeta vp seems to be missing a lot of subsystems. Not sure whether you've already fixed this or not.
I spotted that too, but found them in the submodel section - they're destroyable subobjects that are also subsystems. Pretty much like the solar panels on the Faustus, though it should probably be checked that the ship still gets disabled when the 4 engines are destroyed, just to make sure the trick works. (Pretty certain it does though)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: CP5670 on February 05, 2007, 06:27:16 pm
Ah, I see. I was only looking in the "special" section. There should be no problem then, aside from maybe that thing with the names.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on February 05, 2007, 09:06:49 pm
Cool. Awaiting v3 then. I found that my issue with the arcadia was solved by extracting the maps from the MaT file, that worked.
Though, the Ursa had some strange texture alignment issues that I'm still sorting out, and one other ship (I think the Herc) had a real shine map problem along with one other ship. As well as a vasudan cargo container.
And I also noticed that alot of the shivan vessels that had moving glowmaps don't any more. (Though, the ?Astaroth? I think? The thing that looks like it might actually be a cylon mark 4 or 5 something) looks really nifty without any red to it.
I'm going to test more thouroughly the model files against the originals.

Yeah, I could just wait for 3 instead of playing with 1, but I'm a little on the bored side and now I actually _have_ time like I promised I would have. :)

**Edit: Now that I'm home, the MaT models 'n maps issues I had were with the Ursa being misaligned to the model and the Medusa and Aeolus having shine map problems, with the Aeolus having as well a black "missing texture" looking issue, only it's not really missing because you can't see through the model, it's just pitch black.

The Medusa and Aeolus have the shine map problem in 3.6.8 Zeta as well, AFAIR.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on February 07, 2007, 07:41:09 pm
I had a careful look at the Aeolus in the assets VP before posting that list of stuff to do on the previous page, and as far as I can tell, it should be fully up to date and operational - have you got any older versions in an older media VP or in your data folder? If not, can you post a screenie of what the problem is? (I'd need to know which texture(s) are broken)

=====

I've recently been going over the contents of the mv_effects_new_v2 VP, and I've noticed that in the models folder, there are a bunch of what I presume are glowpointed or maybe fixed versions of ships. However, a number of them have HTL counterparts already present in the assets VP - the Medusa, Ursa, Zeus and Herc 2.

Best case scenario is that these old models will just be a waste of space, but it's possible that if VP names get mixed up by someone, they'll get priority over the HTL ones, and in that case you could get issues like Zacam is having. I'd recommend moving all those models over to assets, unless there's a pressing reason for them to be in the effects VP?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on February 07, 2007, 09:03:07 pm
I have 3.6.8 Zeta's with the 710 patches merged into them.
I haven't tried not using the pof from the MaT test file.
(Keep in mind, I don't have v2 stuff, just teh v1 test file.)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on February 08, 2007, 05:37:47 am
I've recently been going over the contents of the mv_effects_new_v2 VP, and I've noticed that in the models folder, there are a bunch of what I presume are glowpointed or maybe fixed versions of ships. However, a number of them have HTL counterparts already present in the assets VP - the Medusa, Ursa, Zeus and Herc 2.

Best case scenario is that these old models will just be a waste of space, but it's possible that if VP names get mixed up by someone, they'll get priority over the HTL ones, and in that case you could get issues like Zacam is having. I'd recommend moving all those models over to assets, unless there's a pressing reason for them to be in the effects VP?

I pointed that to DaBrain. If you take a more careful look, the Effects models are obsolete ones. DaBrain has retextured a lot of models and these seems WIP or source ones. But as you have said they are usually glowpointed. I've used them (and vp 3.6.8.) as the glowpoint source for my fixed models (posted in this thread).

OTOH, if you merge these models with Assets one they're not going to be used (mv_assets is loaded before mv_effects). (IIRC)

I have 3.6.8 Zeta's with the 710 patches merged into them.
I haven't tried not using the pof from the MaT test file.
(Keep in mind, I don't have v2 stuff, just teh v1 test file.)

Move to v2 + VA's fixed models (Fenris, Leviathan, Triton and TC-Tri, HTL Zeus and Lucy) if you want to perform tests. (Ask DaBrain)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Zacam on February 10, 2007, 02:29:16 am
I have VA's models, but still no word on v2.

I think the Effects models were in place for people not using the HTL ships to have updated models for advanced textures in the event that they got wrapped differently to handle for shine and glow maps, but that's only a guess and they could have just been left over reference test models used during building the updated (Non HTL) map files.

But given that so far I haven't seen a single one that has a difference in it's listed attached texture files vs. the original retails....beats me, unless there some sort of vector code I'm not seeing some where. Granted, I also have not take much of a detailed look at the models, concentrating more on the materials (and ironing out/debug texure and procedural handling issues on my machine, which result in just re-installing everything on new hardware. *sighs* )
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Backslash on February 12, 2007, 12:03:46 am
I'm still helping test this stuff, just been kinda busy and mostly lurking lately...

A smaller matter:  I rather like the new gun muzzle flashes, but on some ships (for example the Myrmidon) the flashes show up right in your face, when in normal HUD view.  Way too dazzling.  Should I try to code things so that muzzle flashes only show on your own ship in normal view if "show ship" is on?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on February 12, 2007, 12:22:23 am
A smaller matter:  I rather like the new gun muzzle flashes, but on some ships (for example the Myrmidon) the flashes show up right in your face, when in normal HUD view.  Way too dazzling.  Should I try to code things so that muzzle flashes only show on your own ship in normal view if "show ship" is on?
I had done something like that myself last summer.  I never added it to CVS, though I don't remember why.  Pretty sure that it wasn't a code issue, perhaps a user issue or something, one of those famous "matter of taste" deals.

Anyway, if this is going to be done then it needs to happen for lasers, flak, and beam muzzle glows.  Quick and easy changes though, so I say go for it, unless others hate the idea for some reason.  :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on February 12, 2007, 02:19:56 am
I spent quite some time on the beam charge particle... atm it's using the ParticleEXP01, but that's the impact hit effect. (organge/red-ish).

I remember working this tiny, but annoying, particle before. Well, I've tried a few things, but it did't turn out useable... :(

Maybe somethine more simple will do the trick.

Also... How do you like the Vasudan shield effect. I'm not entirely happy with it as it is. Still it should be ok... probably. Well, I don't know if I should redo it to be honest.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on February 12, 2007, 10:10:49 am
I'm still helping test this stuff, just been kinda busy and mostly lurking lately...

A smaller matter:  I rather like the new gun muzzle flashes, but on some ships (for example the Myrmidon) the flashes show up right in your face, when in normal HUD view.  Way too dazzling.  Should I try to code things so that muzzle flashes only show on your own ship in normal view if "show ship" is on?

PLEASE!!!!! Code WHATEVER to disable them in player ship (internal view). They're going to drive me mad ...  :mad: :mad: :mad:
(I've also suggested it in this thread (http://www.hard-light.net/forums/index.php/topic,44221.msg921998.html#msg921998))

How the hell do you like them? :confused: :confused:, .... let me think, ... , I know, you are blind. No, this one can't be, ..., let me think again, ..., hey guy!!! I've discovered it, you DO really LIKE HASH...       (Just joking :D)

BTW, nice to see you again Backslash.  :yes:
[Offtopic]Please submit your multitarget additions ASAP, at least the first ones   ;)  [/Offtopic]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on February 12, 2007, 03:59:58 pm
Also... How do you like the Vasudan shield effect. I'm not entirely happy with it as it is. Still it should be ok... probably. Well, I don't know if I should redo it to be honest.

Well, the effect I do not like is Shivan one. It's too excessive. A more subtle effect would be better. And it is also very abrupt. I mean, a shield effect should look as if the energy is being expanded over a surface, (even in a crack line pattern if you want). But now the pattern just appears and then disappears. It should grow from the impact point while the lines lose "intensity".

OTOH, Terran and Vasudan shields were developed together (FS1 cutscene) so they should be quite similar, just as they are now.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Backslash on February 12, 2007, 05:58:38 pm
Thanks for the tips, taylor.  I'll see what I can do.
How the hell do you like them?
I like seeing them on OTHER ships :p  not my own.  Much better than 'green blob suddenly appears'.
Quote
[Offtopic]Please submit your multitarget additions ASAP, at least the first ones   ;)  [/Offtopic]
I'll do what I can.  A couple of them are already in, but you don't notice them because they only work with the 'Multitarget Wing' control, and I can't add new controls until taylor finishes the new pilot/control code (because the way I did it in my test builds was pretty hacky and could mess up your pilot files).  The rest... well I'll do what I can :)
I spent quite some time on the beam charge particle... atm it's using the ParticleEXP01, but that's the impact hit effect. (organge/red-ish).
Another thing I want to do... make or modify a table to control stuff like this, so that 'hard-coded' special effects can be customized.  ...Unfortunately this is just one of the many things on my 'want to do' list, and I tend to bite off more than I can chew at once. :p
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Backslash on February 16, 2007, 11:47:14 pm
it needs to happen for lasers, flak, and beam muzzle glows.
I've got it done for laser and flak, but where shall I put the code for beam muzzle glows?  They get handled differently.  It is easy to do for lasers (and flak seems to already have been partially done) in ship.cpp , but not beam.cpp .  Also should I deal with the ones in AiTurret.cpp ?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on February 17, 2007, 12:50:34 am
I've got it done for laser and flak, but where shall I put the code for beam muzzle glows?  They get handled differently.  It is easy to do for lasers (and flak seems to already have been partially done) in ship.cpp , but not beam.cpp .  Also should I deal with the ones in AiTurret.cpp ?
The code may have changed a little bit since I had done it originally, but when I made the changes I handled beams in beam_render_all().  I put a boolean test at the top to check if it was a player ship and should or shouldn't render the muzzle stuff, then put that check around the beam_render_muzzle_glow() and beam_render_muzzle_particle() calls in that function.   And... I'm pretty sure that was all I had done for beams.  That makes it easy, since it will automatically apply to anything that fails the boolean check, and can therefore be easily upgraded/expanded later on.

I had done all of this when I got fighter beams working properly (with proper streaming, scoring, etc.), but I'm not really sure if I got all of those changes in CVS or not.  There was probably some strange scoring/traitor bug that I never had a chance to work out, and so never committed.

I remember doing something a little funky for flak stuff, regarding turrets and what not, but I can't think of exactly what that was at the moment.  I can't recall if that was to fix a bug, rendering problem, or just something that I needed to test something else with.  If I still have that code someone I'll give it a look and see if there was actually a valid reason for all of that crap I had coded in.  But unless you notice some strange issue with flak, don't worry about what I had done, it was probably idiotic anyway. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on February 25, 2007, 03:01:41 pm
Yes I'm reached page 7 of my 22 page-long error list!


@ARSPR
I've ignored some reports. Like the debris problem. There isn't much I can do about it. I just hope peple will retexture the debris as they HTL the models.

The Ma'at lod 3 isn't invisible, but is using a black part of the maps as it seems.
I don't think the lod 3 errors are that bad, as I didn't see any of those problems during my playtestings. It's too far away to notice.
But I can't really ignore it... some low-end players might hate me for it. ;)

Edit: Mini request.

Could somebody without the test VPs take a look at the Dragon's lod 1?
My version looks very low-res, but I can't fighter better maps (fighter03-01b).
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on February 25, 2007, 05:27:20 pm
Could somebody without the test VPs take a look at the Dragon's lod 1?
My version looks very low-res, but I can't fighter better maps (fighter03-01b).
As far as I know, there aren't hi-res maps for anything but LOD0.  That's specifically why I added the tbl option to force it to use LOD1 for the hud target screen. :)

The thing just needs to be UV mapped again, really, just to make it all use the same map.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on February 25, 2007, 05:37:29 pm
That's probably somethin I could do in a patch. Should be easy enough to do a HTL version of it too.


@ARSPR
Don't worry about the capital muzzle. The table entry points at the muzzles defined in the mflash table, not to the EFF itself.
It's not working, cause the turret muzzle doesn't work in 3.6.9., but it works in the CVS version. ;)

BTW does anybody know a good renaming utility.
I've a few hundred files with xxxx-shine.dds, that I want to rename into xxxx-somethingelse.dds and I really don't want to spend an hour renaming files by hand.

Edit: Forget about the renaming tool. And thanks to Pnakotus.
I've used I-View a lot to rename files. I didn't know it had this 'replace string' option. ;)

At least my auto-generated normal maps have the right names now.

And they might just work. At least they do work ok outside FS2 already.
http://i16.tinypic.com/4clo2h3.jpg
Title: Re: I need a few testers for the upcomming MediaVP
Post by: wolf on February 26, 2007, 01:29:54 pm
At least my auto-generated normal maps have the right names now.

And they might just work. At least they do work ok outside FS2 already.
http://i16.tinypic.com/4clo2h3.jpg
Are the normal maps compressed?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on February 26, 2007, 06:28:08 pm
Yes. :(

First... the generated maps are pretty horrible. Just enough to see an effect when you enable it.
And the compression kills what is left...

At least we can do something about the first point, by creating the normal maps in a proper way. ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on April 22, 2007, 04:23:20 pm
I'm uploading the new version atm. I'll send a PM to the testers when I'm done.

Adding in the beam effects screwed up a few things. I noticed some 'broken' (non-power of two) maps. I don't know How they got in there...
Well, I had to fix a lot of stuff, but it should be ok now.

Two issues are left:
One shivan beam effect is using too many sections.
The HTL Ravana has holes.

I hope I won't have to take the Ravana out again, but we can't use with that many collision holes.


Edit: Damn... I just noticed I forgot to remove the fighter models from the adveffects.vp.
Well, it's late. I won't stop the upload for just that.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: takashi on April 22, 2007, 06:07:53 pm
where are the latest beta mediavps?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on April 22, 2007, 06:47:47 pm
You mean the non-public test files?

They are where the links I gave to the tester point to. ;)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: takashi on April 22, 2007, 07:15:47 pm
can i be a tester?

brand new system specs:

2 gigahurtz proccessor
256 mb radeon 9550 gfx card
1024 x 780 resolution
1 gigabyte RAM

runs all mediavps with no problems.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on April 22, 2007, 08:04:37 pm
DaB, what's the timeframe for this testing period? I ask because I think I might be able to finish the Loki in a couple more days if all goes well, and considering the work that everyone's put into this release, it'd be nice to get it in there also. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on April 23, 2007, 02:00:06 am
Probably till next weekend. Unless there aren't any errors left already. Which is unlikely... ;)


can i be a tester?

My test crew is complete already.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on April 23, 2007, 05:12:16 am
Excellent, that should do nicely then. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on April 25, 2007, 10:42:23 am
I've just noticed that mipmaps aren't good for glow points. I don't know why they make these lights very dim if you are far away.

Here you got an example over the Arcadia. I've just erased mipmaps in green_glow.dds. The mouse is pointing what I'm saying.

As this textures are usually quite small, maybe it could be a good idea not using mipmaps in them. (I suppose we aren't going to suffer a really big performance drop  ;) ).

[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: takashi on April 25, 2007, 01:05:37 pm
light get dimmer as you get farther away. its realism!
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on April 25, 2007, 05:32:51 pm
Yes... some effects don't really like mipmaps...

I'll take them out for all glowpoints. However, the mipmaping quality depends the gfx drivers...
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on April 25, 2007, 05:57:02 pm
Assuming that the glows points are DDS with pre-generated mipmaps, then it's the DDS converters fault.  You can change the quality of the sampling used for mipmap resizing to something that works better and doesn't distort the image so much.  With NVDXT I use the gaussian filter, which does quite well.  If the mipmaps are created properly then they actually look pretty good, and you generally don't see any issues with them.

There are exceptions though (beam textures, some missile trails), but that is primarily due to code issues than actually being a problem with mipmaps.  We don't really handle blending differently for anything, so it's a one shot deal.  At some point I'll try and deal with proper filtering modes for different effects (for explosions, weapons, and things like that we need to use LOD bias rather than anisotropic filtering, for instance).  But, crappy mipmap quality is generally to blame, and using box or cubic filters when making mipmaps has a tendency to suck pretty bad the smaller that you get.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on April 26, 2007, 01:57:32 am
I think that the problem with glowpoints is that the lower mipmap (8x8 and lower) pixels are a "mix" of the inner bright colours and the black background. So you have a green dot but a darker green dot.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Grizzly on May 10, 2007, 10:29:54 am
GTC Fenris (cruiser1.pof) - (Although maybe it isn't the final model because the turret error):
+ LOD2 is bad mapped.
+ This isn't the version that comes with vp 3.6.8. and it seems worse. It has more maps and has a 'GTC_Orff' instead of the correct 'nameplate' so IIRC, nameplate name changing within existing missions is going to fail.
+ (BTW. In the actual edition of vps, the cool lightspeed-nebulaed FS2 campaign is not included).
Well spotted. :)

Right, DaB brought me into the testing group, and I've now taken a very thorough look at all the ships I've done that are in the current "mv_assets_new_v2.vp", checked them against my most up to date set and have also made some small to large improvments using new techniques I've learned since I first did them. For example, the Fenris' terrible over-smoothing issue has been improved, most of the shinemaps have been improved greatly, and all the formats have been corrected.

Here's the to-do list based on the current state of mv_assets_new_v2:

===Fenris===

Remove: (old and no-longer used at all in anything files)
- Fenris-HTL_b.dds
- Fenris-HTL_b-shine.dds
- Fenris-HTL_Subs.dds
- Fenris-HTL_Subs-shine.dds
- FenrisTrim1.dds
- FenrisTrim1-shine.dds
- FenrisTrim2.dds
- FenrisTrim2-shine.dds

Update: (grab the new versions from following RAR file)
- Fenris-HTL.dds
- Fenris-HTL-shine.dds
- Fenris-HTL-glow.dds
- Fenris-HTL_debris.dds
- cruiser01.pof
- cruiser01.ibx

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Fenris_V2.1.rar

Done!



===Leviathan===

Remove:
- Levy-HTL_b.dds
- Levy-HTL_b-shine.dds
- Levy-HTL_Subs.dds
- Levy-HTL_Subs-shine.dds

Update:
- Levy-HTL.dds
- Levy-HTL-shine.dds
- Levy-HTL-glow.dds
- cruiser01x.pof
- cruiser01x.ibx

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Leviathan_V2.1.rar

Done!


===Aeolus===

Remove:
- Aeolus-HTL_Beam1.dds
- Aeolus-HTL_d.dds
- Aeolus-HTL_Flak1.dds

Update:
- Resave Aeolus-HTL-shine.dds as a dxt3 rather than 5 maybe? The Aeolus is otherwise already 100% up to date. :)

Done!


===Triton===

Remove:
- Triton_HTL1_c.dds

Update:
- Triton_HTL1.dds
- Triton_HTL1-shine.dds
- Triton_HTL1-glow.dds
- Triton_HTLDebris.dds
- Triton_HTLDebris-glow.dds
- Triton_HTL_Turrets.dds
- Triton_HTL_Turrets-shine.dds
- freighter2t-01.pof
- freighter2t-01.ibx

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Triton_V2.0.rar

Done!


===TC-Tri===

Update:
- TC-Tri-HTL.dds
- TC-Tri-HTL-shine.dds
- TC-Tri-HTL_Debris.dds


from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_TC-Tri_V2.0.rar

Done!


===Lucifer===

Update:
- Lucifer-HTL.dds
- Lucifer-HTL-shine.dds
- Lucifer-HTL-glow.dds
- Lucifer-HTL_Debris.dds
- Lucifer-HTL_Debris-glow.dds

from http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Lucifer_V2.0.rar

Done!



=======================================

And that's it for now - big list sorry, but there are some big improvments in there from both an aesthetic and functional POV. ;)


Edit: Updated the Fenris and Leviathan to versions 2.1. I had to reconvert them both and fixed a number of other little problems.

Edit: Changed the download links.

Links busted.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Cobra on May 11, 2007, 12:53:17 am
Yeah, I get a 403 Forbidden error.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on May 11, 2007, 10:53:58 am
You were supposed to have d/led them by now. :p

The links aren't busted though - Sectorgames host has come under some kind of attack and has disallowed FTP stuff for the time being.

I do have copies uploaded to freewebs, but the next media VPs are just around the corner really:
Aeolus V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DAeolus/HTL%5FAeolus%5FV2.0.rar)
Fenris V2.1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FV2.1.rar)
Leviathan V2.1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FLeviathan%5FV2.1.rar)
Lucifer V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLucifer/HTL%5FLucifer%5FV2.0.rar)
TC-Tri V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DTC%2DTri/HTL%5FTC%2DTri%5FV2.0.rar)
Triton V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DTriton/HTL%5FTriton%5FV2.0.rar)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Snail on May 11, 2007, 01:16:50 pm
Are those the flying mirror fix patches?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on May 11, 2007, 01:45:32 pm
Yes, but more than that - these have improved efficiency, better shine maps and a number of bugfixes.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: MetalDestroyer on May 11, 2007, 01:49:08 pm
You were supposed to have d/led them by now. :p

The links aren't busted though - Sectorgames host has come under some kind of attack and has disallowed FTP stuff for the time being.

I do have copies uploaded to freewebs, but the next media VPs are just around the corner really:
Aeolus V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DAeolus/HTL%5FAeolus%5FV2.0.rar)
Fenris V2.1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FV2.1.rar)
Leviathan V2.1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FLeviathan%5FV2.1.rar)
Lucifer V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLucifer/HTL%5FLucifer%5FV2.0.rar)
TC-Tri V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DTC%2DTri/HTL%5FTC%2DTri%5FV2.0.rar)
Triton V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DTriton/HTL%5FTriton%5FV2.0.rar)

What difference with the models in the latest Media VP ?/me want screenies ! :D
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on May 11, 2007, 10:31:04 pm
Gah!
You know the single most annoying aspect of modding? Looking over past work and going 'eww'. :(
Well I went to get some screens to show the difference, and now the shinemaps of all those ships are doing that to me once more.

The main improvment is the fenris' smoothing - it no longer sucks, but beyond that - to be honest, it'll only be a matter of time before I see them again and go 'GAH!' and redo them then and there. :\
I learned a lot from making the loki - stuff that would really benefit these ships.

Anyways, the pics are here, though they are very dark and there's not a huge amount of difference to see anyway:

(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NewOldTriton1.jpg)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NewOldTriton2.jpg)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NewOldTC-Tri.jpg)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NewOldFenris1.jpg)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NewOldFenris2.jpg)

So umm, yeah. Won't be staying like that, but I don't have time to upgrade them again for the near future.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Snail on May 12, 2007, 03:37:08 am
All I see is more pronounced color. Not much of a 'fix,' IMO, more like and upgrade. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: jr2 on May 12, 2007, 03:49:20 am
VA, couldn't you use the command line options to turn up the lighting?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on May 12, 2007, 04:24:42 am
I could have and probably should have, but was too lazy because I like the contrast in the lighting. ;)

These are essentially just bugfixes and optimisations with slightly better shine maps - they don't really deserve these comparison shots, but they were requested by MetalDestroyer. I expect this won't be the final version of any of them either.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: MetalDestroyer on May 12, 2007, 08:28:20 am
I could have and probably should have, but was too lazy because I like the contrast in the lighting. ;)

These are essentially just bugfixes and optimisations with slightly better shine maps - they don't really deserve these comparison shots, but they were requested by MetalDestroyer. I expect this won't be the final version of any of them either.

Thanks for the screenies. I don't notice a major difference exept color/texture choice. Are you planning to HTL the Colossus and the Iceni ? (I know there was  some work on both models, but we don't have any news since a year.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Grizzly on May 12, 2007, 09:31:41 am
You were supposed to have d/led them by now. :p

The links aren't busted though - Sectorgames host has come under some kind of attack and has disallowed FTP stuff for the time being.

I do have copies uploaded to freewebs, but the next media VPs are just around the corner really:
Aeolus V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DAeolus/HTL%5FAeolus%5FV2.0.rar)
Fenris V2.1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FV2.1.rar)
Leviathan V2.1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FLeviathan%5FV2.1.rar)
Lucifer V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DLucifer/HTL%5FLucifer%5FV2.0.rar)
TC-Tri V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DTC%2DTri/HTL%5FTC%2DTri%5FV2.0.rar)
Triton V2.0 (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DTriton/HTL%5FTriton%5FV2.0.rar)

What difference with the models in the latest Media VP ?/me want screenies ! :D

Thanks for the links
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on May 12, 2007, 08:23:57 pm
Looks like you also fixed some smoothing issues.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Cobra on May 13, 2007, 02:56:05 am
Speaking of smoothing, would there be any chance of fixing that annoying deal with the sharp cutoff when a shinemap goes from polygon to polygon?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on May 18, 2007, 02:41:47 pm
VA, I think there's a mapping error in Aeolus debris (third media VPs WIP edition). I upload an screenshot. Please check it and send the fixed version to DaBrain if needed.

(The mouse pointer is over the area without map).



[attachment deleted by admin]
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Vasudan Admiral on May 18, 2007, 07:00:49 pm
There is a map there - it's the debris texture. I think I know what's wrong. The map used on the Aeolus is "DocTile6A", but DaBrain's been going through all those old maps to get rid of the smaller versions and just leave the highest one (though removing the A from the end in both the files and all the pofs that use that map).

Easiest solution then is to just rename the texture the Aeolus POF is set to use from DocTile6A to DocTile6. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on May 19, 2007, 06:13:09 am
There is a map there - it's the debris texture. I think I know what's wrong. The map used on the Aeolus is "DocTile6A", but DaBrain's been going through all those old maps to get rid of the smaller versions and just leave the highest one (though removing the A from the end in both the files and all the pofs that use that map).

Easiest solution then is to just rename the texture the Aeolus POF is set to use from DocTile6A to DocTile6. :)

 :mad: :mad: My fault ...

I've already told DaBrain that DocTile6a was missing and I already knew that DaBrain is re-linking all textures in pofs to just one texture...

Forget about my previous post.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Snail on May 19, 2007, 06:36:04 pm
Sorry for my asking, ARSPR, but which build are you using to get debris enabled?

(note I haven't read much of this thread :nervous:)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ARSPR on May 21, 2007, 01:49:37 am
Sorry for my asking, ARSPR, but which build are you using to get debris enabled?

(note I haven't read much of this thread :nervous:)

They are WIP builds from Taylor. Ask him about them, (unless you know sir Will Robinson ;)), BUT BE EXTREMELY CAREFUL WITH THEM. As example, debug builds don't give any errors or warnings, they can have unexpected crashes and so on ...
Title: Re: I need a few testers for the upcomming MediaVP
Post by: DaBrain on May 24, 2007, 06:34:37 am
I got to all your messages and I'm working on it.
On top of that, I found some other... 'visual' issues, I'd like to work on.

Anyway, I'll skip the 3.6.9 VPs and go for 3.6.10, cause it has a few new features I would like to use (otherwise I'd have to toss some of them content I've already worked on.)
Stuff like captial ship muzzle flashes is broken in 3.6.9 anyway, but will hopefully work again in 3.6.10.

Imho there still isn't enough new content to really justify a new VP set yet anyway.
Title: Re: I need a few testers for the upcomming MediaVP
Post by: jr2 on May 24, 2007, 01:16:39 pm
How about the fact that IIRC, hip63 & ShivanSpS are both waiting on this new VP set (3.6.9) to release their next Installers?
Title: Re: I need a few testers for the upcomming MediaVP
Post by: taylor on May 24, 2007, 01:21:08 pm
3.6.10 is going to be released in a little over a month anyway, so I'm pretty sure that they would want to wait until then to make new installers anyway. :)
Title: Re: I need a few testers for the upcomming MediaVP
Post by: jr2 on May 24, 2007, 01:23:08 pm
Ooh, this I didn't know!  Woot!  XD
Title: Re: I need a few testers for the upcomming MediaVP
Post by: ShivanSpS on May 25, 2007, 01:22:10 pm
3.6.10 is going to be released in a little over a month anyway, so I'm pretty sure that they would want to wait until then to make new installers anyway. :)

no problem  :P, im soo damn busy on university anyway haha :P
Title: Re: I need a few testers for the upcomming MediaVP
Post by: Huggybaby on May 25, 2007, 06:16:21 pm
3.6.10 is going to be released in a little over a month anyway, so I'm pretty sure that they would want to wait until then to make new installers anyway. :)
Double woot!