Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SSC-ADMRL on June 16, 2002, 08:50:55 pm
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has anyone thought of making a new updated and improved graphics engine for this game.
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It doesn't really need a "new one". I think people are working on OGL and DX8 versions of the FS2 engine however.
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Also, developing a new graphics engine would probably take more work than it would be possible for amateurs to do without professional rigs...
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Originally posted by SSC-ADMRL
has anyone thought of making a new updated and improved graphics engine for this game.
Yes.
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I don't think a new gfx pipeline would be worth the effort. I've been rather optimizing the current one, since there's quite a lot of room for that.
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Well, there is the openGL port of the source code project (as well as the one released by icculus). While there were stubs, that was written from "scratch."
There has also been talk (but we have as yet to find someone to take up the challenge) of updating the DX5 windows code to DX8.
Does that count?
Anyone want to start the DX8 upgrade?
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i'd want to do a dx8 upgrade but i dont know a lick of DX
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Can't hurt to try :)
CVS means we can roll back bad code ;)
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I would like to see someone get rid of the need to use POF files, and enable to mod makers use an easier to use 3D file, but I doubt that will ever happen...
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Yeah, well, it won't. POF models have data regarding collision and lighting, so you'd have to totally rewrite that code to actually be able to replace the type of model, and then rewrite the loader code, and the rendering code a bit, and it'd probably break a lot of things on the way, so it's unlikely at best.
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Originally posted by YodaSean
I would like to see someone get rid of the need to use POF files, and enable to mod makers use an easier to use 3D file, but I doubt that will ever happen...
Would probably be easier to make a 3D modeller that uses POF files. :)
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If someone could make an export plugin for Truespace, LW or 3DS - that'd be a great start.
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Originally posted by YodaSean
I would like to see someone get rid of the need to use POF files, and enable to mod makers use an easier to use 3D file, but I doubt that will ever happen...
Mmmm. Like the ship setup in Iwar2. Very very groovy. Hiearchies, arbitrary animations (including weapon effect animations), insane polycounts... all I could ask is complete support for all the surface mapping channels (like bump mapping).
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Well, I'm about 1/3 done with downloading the DX8 SDK...all 160 megs or so of it. Plus I'm getting a C++ compiler this weekend, so maybe I'll finally have a look at this monster.
BTW, I'm worse than Bobboau...I am frickin' clueless with C. I skimmed a Teach yourself in 24 hours book once, and didn't learn a bloody thing.
Trial and error is a good way to learn, no? :D
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Originally posted by mikhael
Mmmm. Like the ship setup in Iwar2. Very very groovy. Hiearchies, arbitrary animations (including weapon effect animations), insane polycounts... all I could ask is complete support for all the surface mapping channels (like bump mapping).
Exactly. Its so much easier to use than Freespace's ship setup :)
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(Direct link to DX8 SDK) (http://download.microsoft.com/download/whistler/dx/8.1/w982kmexp/en-us/DX81SDK_FULL.exe)
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Originally posted by JC Denton
BTW, I'm worse than Bobboau...I am frickin' clueless with C. I skimmed a Teach yourself in 24 hours book once, and didn't learn a bloody thing.
no offense or anything, but programming a graphics engine takes a whole lot of skill and technical know-how
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Originally posted by Thunder
If someone could make an export plugin for Truespace, LW or 3DS - that'd be a great start.
This may be a dumb question, but as IANAM*, what tools do people use to create models? Version numbers as well, please...
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* I Am Not A Modder ;)
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trueSpace v1-6
Lightwave 5.6+
3d studio max r3 & r4
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Originally posted by PhReAk
trueSpace
Lightwave
3d studio max
Version numbers as well, please...
:p
(sorry PhReAk, couldn't resist :wink: And there are many different SDKs for TS, hence my question. I haven't looked into LW or 3dsmax yet)
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I use the nice, free, Wings3D (the current version) from Wings3D.com for modelling, Lithunwrap (the last freeware one) is good for texturing, and have to do hierarchy stuff in Truespace 1. (Though I've now got TS2 which I'll have to try.) Getting a model with the right hierarchy and good texturing has been tough though, TS1 seems to screw up the UV map. (Wings3D can, with the right plug-in, do UV maps but they need tweaking and making maps in Lithunwrap, or a comparable program, is probably better.)
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Does anyone use Milkshape?
I use it for TQ projects, but I haven't ever seen people here talking about using it. Did I miss it?
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Originally posted by Inquisitor
Does anyone use Milkshape?
I use it for TQ projects, but I haven't ever seen people here talking about using it. Did I miss it?
I think there are a few...not many, though IIRC.
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I'm currently working with GMAX right now.
As some of you might be aware there is a quake3 plugin for it which means you can export md3 format models. These can be converted using milkshape or 3Dexploration. It's showing promising results as you can fully build and texture the model within Gmax then export it, convert it to 3ds format or use lithunwrap on it.
It's a whole lot more powerful than Milkshape but not as format flexible.
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You already got a engine the FS2 one, just improve it and it wil be fine:)
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thanks for fixin some of the graphical problems darkage
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Originally posted by SSC-ADMRL
thanks for fixin some of the graphical problems darkage
Glad i could help:)