Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: DahBlount on July 13, 2013, 10:42:20 pm

Title: Future developments in ship skins
Post by: DahBlount on July 13, 2013, 10:42:20 pm
I'm not sure if anyone noticed this but many of the ships, mostly large, non-fighter/bomber ships, don't have new skins under the 3.6.12 MVPs. Are there plans to edit the skins of say, the Sathanas and Colossus, as well as the Rakshasa class cruisers and many others? Also is there any plan to possibly edit the FS1 skins as well?
Title: Re: Future developments in ship skins
Post by: yuezhi on July 13, 2013, 11:17:13 pm
(http://www.hard-light.net/wiki/images/SathShowCase03.png)it exists
Title: Re: Future developments in ship skins
Post by: DahBlount on July 13, 2013, 11:57:44 pm
WHY DO I NOT HAVE THIS IT LOOKS AMAZING!!!
Title: Re: Future developments in ship skins
Post by: Mars on July 14, 2013, 12:46:47 am
lol, check out the Freespace Upgrade Project forums, read the sticky threads. Beauty is more than skin deep.
Title: Re: Future developments in ship skins
Post by: Phantom Hoover on July 14, 2013, 03:04:18 am
There have been a lot of new models made since the last MVPs were released, you're just expected to pick through them and manually install them by hand if you want to actually see them in-game.
Title: Re: Future developments in ship skins
Post by: seraphuriel on July 14, 2013, 06:58:57 am
Holy Satanas! I guess they will all be released in mediavps 14 and so it is worth waiting?
Title: Re: Future developments in ship skins
Post by: Mars on July 14, 2013, 07:08:46 am
Well, a lot of these new models are available now at no cost to you but the thirty or so minutes it will take to download them. . . so I guess if your time is really scarce it could be?
Title: Re: Future developments in ship skins
Post by: seraphuriel on July 14, 2013, 07:20:06 am
Downloading should not be a problem nowadays :)
Where can i find them? You described, but im kinda new to this forum. Maybe you can offer a link please?
Title: Re: Future developments in ship skins
Post by: Arpit on July 14, 2013, 07:53:36 am
This is the closest I can give comparing the screenshot of the Sathanas. (http://www.hard-light.net/forums/index.php?topic=74203.msg1466364#msg1466364)  :)
Title: Re: Future developments in ship skins
Post by: Phantom Hoover on July 14, 2013, 08:30:33 am
Well, a lot of these new models are available now at no cost to you but the thirty or so minutes it will take to download them. . . so I guess if your time is really scarce it could be?

Downloading time isn't the issue, it's the time needed to learn how FSO and the MVPs arrange assets and how to override that with whatever's been distributed for a given upgrade. The idea that this is convenient, quick or easy for newbies to learn is, frankly, a convenient fantasy.
Title: Re: Future developments in ship skins
Post by: The E on July 14, 2013, 09:12:21 am
Downloading time isn't the issue, it's the time needed to learn how FSO and the MVPs arrange assets and how to override that with whatever's been distributed for a given upgrade. The idea that this is convenient, quick or easy for newbies to learn is, frankly, a convenient fantasy.

Yo, PH, can you be a bit more constructive and a LOT less passive-aggressive? kthxbai
Title: Re: Future developments in ship skins
Post by: Crybertrance on July 14, 2013, 09:34:59 am
I have to agree with The_E there... PH... is it that difficult for you to be constructive?? Granted, that "optional goodies" installation process is a bit not noob-friendly, but you are sure as hell not being helpful to the situation at hand...  :doubt:
Title: Re: Future developments in ship skins
Post by: X3N0-Life-Form on July 14, 2013, 09:43:16 am
Alright, I'm uploading some of my .vp packed nu models, that should make the installing part a bit easier.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 14, 2013, 10:03:15 am
I did not mean for all this to happen. :nervous:

Alright, I'm uploading some of my .vp packed nu models, that should make the installing part a bit easier.

Thanks give us a link when you are done.

In other news, can anyone tell me what software people use to make these godly textures, skins, and models? I think I may want to get into it myself.
Title: Re: Future developments in ship skins
Post by: Shivan Hunter on July 14, 2013, 10:49:45 am
Quote
I did not mean for all this to happen. :nervous:
You're fine lol, arguments about release dates are commonplace on HLP :P

To make models, Wings3d is free, good, and relatively simple to use. Once a model is done, you open it up in PCS2 (POF Constructor Suite 2), set some things like subsystems and glowpoints, and save as a POF, FS's model format.

Wings can;t export everything a FS model needs, such as hierarchy (subobjects and parent objects), so I usually have to go therough Blender for that. Blender... takes some getting used to. Some people use it for all their modelling needs because it's incredibly powerful.

To make textures, Gimp is free and as good as Photoshop is once you get used to the interface. Gimp can save as TGA which FS can use as a texture, but for final releases people usually use ATI's Compressionator or Nvidia's nvdxt to compress in a DDS format. (I'm doing that now, actually :D)
Title: Re: Future developments in ship skins
Post by: Arpit on July 14, 2013, 10:53:55 am
To make textures, Gimp is free and as good as Photoshop is once you get used to the interface. Gimp can save as TGA which FS can use as a texture, but for final releases people usually use ATI's Compressionator or Nvidia's nvdxt to compress in a DDS format. (I'm doing that now, actually :D)

There IS a DDS plugin for GIMP. I have used it so I am pretty sure that you can do the compression in GIMP.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 14, 2013, 11:04:36 am
Thanks all that helps, especially since I already have Blender (Used it to make little random models of things that struck my interest, mainly guns/weapons). The main problem being weaning myself off of using background pictures as guides and just going with it. There is so much I want to do like make a campaign and model my own ships and such.

Also, someone gave me the finished Arcadia pack, do I just extract it to the MVP 3.6.12 folder?

>I did this and didn't see the files so I tried re-extracting it and found the files where just hidden and waiting to be put in as caches, so I guess in the future to just extract to the MVP folder?
Title: Re: Future developments in ship skins
Post by: DahBlount on July 14, 2013, 11:11:03 am
And has anyone else noticed the different animals the Sathanas has parts from? I made a picture marking the locations and descriptions if you guys wanna see it.

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: Arpit on July 14, 2013, 11:23:31 am
Thanks all that helps, especially since I already have Blender (Used it to make little random models of things that struck my interest, mainly guns/weapons). The main problem being weaning myself off of using background pictures as guides and just going with it. There is so much I want to do like make a campaign and model my own ships and such.

Also, someone gave me the finished Arcadia pack, do I just extract it to the MVP 3.6.12 folder?

>I did this and didn't see the files so I tried re-extracting it and found the files where just hidden and waiting to be put in as caches, so I guess in the future to just extract to the MVP folder?

Who's that someone?  ;7

Anyways when you extract the pack there must be a folder called 'Arcadia'. In that folder there must be two sub-folders like this:

-data
-lowres01

Put the 'data' folder as it-is in the mediavps folder. (If Windows Explorer asks you to merge with an existing folder then merge.)
Done.  :)

As for the 'lowres01' folder, if you are having slowdowns then move the files within the folder (There are 4 DDS textures in lower resolution.) in mediavps_3612/data/maps folder.  :)

As for making campaigns and models, there are many tutorials available (including video tutorials) on the forums as well as wiki. Have you given them a try?  :)
Title: Re: Future developments in ship skins
Post by: Rodo on July 14, 2013, 11:38:33 am
Really? I always pictured the Sathanas as some kind of BIG bug, a big ass bug.
Title: Re: Future developments in ship skins
Post by: Lorric on July 14, 2013, 11:47:13 am
Really? I always pictured the Sathanas as some kind of BIG bug, a big ass bug.

For me, it's always had the feeling of a crustacean.
Title: Re: Future developments in ship skins
Post by: Lorric on July 14, 2013, 11:58:59 am
I did not mean for all this to happen. :nervous:

And yes, don't worry about this, it's a product of HLP rather than a product of you. I'm liking the enthusiasm you're showing. It's refreshing to see.  :)
Title: Re: Future developments in ship skins
Post by: DahBlount on July 14, 2013, 12:20:59 pm
Thanks all that helps, especially since I already have Blender (Used it to make little random models of things that struck my interest, mainly guns/weapons). The main problem being weaning myself off of using background pictures as guides and just going with it. There is so much I want to do like make a campaign and model my own ships and such.

Also, someone gave me the finished Arcadia pack, do I just extract it to the MVP 3.6.12 folder?

>I did this and didn't see the files so I tried re-extracting it and found the files where just hidden and waiting to be put in as caches, so I guess in the future to just extract to the MVP folder?



Who's that someone?  ;7

Anyways when you extract the pack there must be a folder called 'Arcadia'. In that folder there must be two sub-folders like this:

-data
-lowres01

Put the 'data' folder as it-is in the mediavps folder. (If Windows Explorer asks you to merge with an existing folder then merge.)
Done.  :)

As for the 'lowres01' folder, if you are having slowdowns then move the files within the folder (There are 4 DDS textures in lower resolution.) in mediavps_3612/data/maps folder.  :)

As for making campaigns and models, there are many tutorials available (including video tutorials) on the forums as well as wiki. Have you given them a try?  :)

So I put data into MVP 3.6.12 as is and I put lowres01 into data/maps? Can I ask EXACTLY where the folders should be put?
My setup has the lowres01 files in C:/Games/Freespace 2/data/maps, not C:/Games/Freespace 2/Mediavps_3612/data/maps. Is this correct?
Title: Re: Future developments in ship skins
Post by: Arpit on July 14, 2013, 12:24:41 pm
Yes, but first try with data in-game and see if you are getting comfortable framerates. If no, then put the files of the lowres01 into data/maps folder. Don't put the folder itself! Put the contents of the folder.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 14, 2013, 12:27:46 pm
The files in my data/maps for the main FS2 folder have Arcadia_01 through 06, what does this mean? There is only Arcadia_01 in the .7z I downloaded.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 14, 2013, 12:33:49 pm
So the files work and there is no fps change! But the little missing chunks in the ships have returned when I thought I had fixed them!!! :mad:

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: Arpit on July 14, 2013, 12:37:47 pm
Noooooooooooooooooooo! Don't put anything in your main Freespace 2 data folder.  :shaking:

Ok remove any files you installed in your Freespace2/data folder. I actually had mentioned mediavps folder.

Ok so let's do this step-by-step:


Also the data folder contains everything. The lowres01 folder is a kind of 'patch' meant for low-end computers.
Title: Re: Future developments in ship skins
Post by: Arpit on July 14, 2013, 12:41:40 pm
DOUBLE POST, WTH .

Anyways for your second problem :

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Future developments in ship skins
Post by: X3N0-Life-Form on July 14, 2013, 03:09:11 pm
OK, I've uploaded some of the high poly stuff present in my MVP folder. To use them, put the .vp files in "mediavps_3612"
-HTL-Knossos (http://www.mediafire.com/download/z6dmf2s218ukm4e/HTL-Knossos.vp)
-HTL-Maat (http://www.mediafire.com/download/w2f36dc9k86m8fd/HTL-Maat.vp)
-HTL-Mentu (http://www.mediafire.com/download/iv0700no1uep6a5/HTL-Mentu.vp)
-HTL-Osiris (http://www.mediafire.com/download/vps21z4nn429dfa/HTL-Osiris.vp)
-HTL-Sekhmet (http://www.mediafire.com/download/4y4dl2sk16we9cn/HTL-Sekhmet.vp)

Not included in this lot (but present in my mvp folder):
-fs2 primary weapons models --> my .vp is corrupted
-nu Rakshasa --> you've already been linked to it
-nu Arcadia --> same here
-nu Sathanas --> and here
-nu Command Briefing anis --> too big to be uploaded
-nu Sobek --> I think this one is already available as a .vp file
-better looking nebula poofs

Also, have a look at this thread (http://www.hard-light.net/forums/index.php?topic=78413.0), it may contain stuff I've missed.
Title: Re: Future developments in ship skins
Post by: Arpit on July 15, 2013, 02:48:04 am
Not included in this lot (but present in my mvp folder):
-fs2 primary weapons models --> my .vp is corrupted
-nu Command Briefing anis --> too big to be uploaded
-nu Sobek --> I think this one is already available as a .vp file
-better looking nebula poofs
Also, have a look at this thread (http://www.hard-light.net/forums/index.php?topic=78413.0), it may contain stuff I've missed.

Primary Weapon Models. (http://www.hard-light.net/forums/index.php?topic=71015.msg1404191#msg1404191)

The Command Briefing ANIs were available in MediaVPs 3.6.12 release thread named as MV_CB_ANI_1(and 2). (http://www.hard-light.net/forums/index.php?topic=70736.msg1399026#msg1399026)

Sobek. (http://www.hard-light.net/forums/index.php?topic=78435.msg1551093#msg1551093)

Nicer Nebulae. (http://www.freespacemods.net/download.php?view.828)

Some extras:

Medusa. (http://www.hard-light.net/forums/index.php?topic=76945.msg1528063#msg1528063)

Ptah. (http://www.hard-light.net/forums/index.php?topic=80959.msg1611560#msg1611560)

Isis. (http://www.hard-light.net/forums/index.php?topic=84110.msg1680099#msg1680099)

Seth. (http://www.hard-light.net/forums/index.php?topic=80540.msg1599544#msg1599544)

Remember to give credits to their creators.  :)

Also can anybody tell me about a FREE uploading site, 'coz most of these HTL ships are not available as individual VP's and require some experience in modding placement. So even I thought I could upload them as VPs.
Title: Re: Future developments in ship skins
Post by: X3N0-Life-Form on July 15, 2013, 05:01:16 am
Thanks for the extras :)

I've been using mediafire to upload stuff recently, which lets you store up to 10 GB of data for free. Registration only takes a couple of minutes.
Title: Re: Future developments in ship skins
Post by: Arpit on July 15, 2013, 05:23:22 am
I've been using mediafire to upload stuff recently, which lets you store up to 10 GB of data for free. Registration only takes a couple of minutes.

Okay. Thanks.  :yes:
Title: Re: Future developments in ship skins
Post by: DahBlount on July 15, 2013, 11:12:25 am
Thanks everyone!!!

Okay, So I removed all files from FS2/data/maps/ and put the Arcadia/data folder into FS2/Mediavp_3612.
It added 3 new folders to mediavp_3612; maps, models, and tables. This is the correct setup right?
Title: Re: Future developments in ship skins
Post by: DahBlount on July 15, 2013, 11:21:57 am
All of the skins are working fine except some of the fighter skins, they still have parts that become transparent at certain angles (also tend to be vasudan ships).

I used 3.6.18_debug.exe and got the following.

For ship 'TC-TRI', detail level
mismatch. Table has 4,
POF has 3.
ntdll.dll! ZwWaitForSingleObject
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_18_DEBUG.exe! Warning + 416 bytes
fs2_open_3_6_18_DEBUG.exe! ship_create + 713 bytes
fs2_open_3_6_18_DEBUG.exe! parse_create_object_sub + 77 bytes
fs2_open_3_6_18_DEBUG.exe! parse_create_docked_object_helper + 39 bytes
fs2_open_3_6_18_DEBUG.exe! dock_evaluate_all_docked_objects + 205 bytes
fs2_open_3_6_18_DEBUG.exe! parse_create_object + 162 bytes
fs2_open_3_6_18_DEBUG.exe! mission_parse_maybe_create_parse_object + 390 bytes
fs2_open_3_6_18_DEBUG.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_18_DEBUG.exe! post_process_mission + 69 bytes
fs2_open_3_6_18_DEBUG.exe! parse_mission + 1523 bytes
fs2_open_3_6_18_DEBUG.exe! parse_main + 449 bytes
fs2_open_3_6_18_DEBUG.exe! mission_load + 215 bytes
fs2_open_3_6_18_DEBUG.exe! game_start_mission + 184 bytes
fs2_open_3_6_18_DEBUG.exe! game_enter_state + 464 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_18_DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_18_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_18_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlInitializeExceptionChain + 133 bytes
ntdll.dll! RtlInitializeExceptionChain + 88 bytes

Next here is my debug log.

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: Arpit on July 15, 2013, 12:50:38 pm
Thanks everyone!!!

Okay, So I removed all files from FS2/data/maps/ and put the Arcadia/data folder into FS2/Mediavp_3612.
It added 3 new folders to mediavp_3612; maps, models, and tables. This is the correct setup right?

Actually I can't really make out your setup just with text. :blah: It should be something like this:

-mediavps_3612
 -data
  -maps
  -models
  -tables


-------------------------------------------------------------

Code: [Select]
-fxaa
Intel HD Graphics does not support FXAA so disable FXAA.  :(

Also newer video drivers are available so update your video drivers.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 15, 2013, 05:22:39 pm

Actually I can't really make out your setup just with text. :blah: It should be something like this:

-mediavps_3612
 -data
  -maps
  -models
  -tables


-------------------------------------------------------------

Code: [Select]
-fxaa
Intel HD Graphics does not support FXAA so disable FXAA.  :(

Also newer video drivers are available so update your video drivers.

That is my current file setup.
Man I need to build my new PC soon.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 16, 2013, 02:03:11 am
How do I change windowed modes dimensions?
Title: Re: Future developments in ship skins
Post by: Arpit on July 16, 2013, 03:49:03 am
Code: [Select]
-fullscreen_window
First disable this flag. (i.e. disable the flag - Run in fullscreen window)

Then enable this flag:

Run in window

Then change your video resolution settings in your launcher and you are ready to go.

If you want custom resolutions,(like for example, 1280x720) then type this in your Custom Flags Command-Line:

Code: [Select]
-res 1280x720
(Note that there is an X in between, not a multiplication sign)
Title: Re: Future developments in ship skins
Post by: The E on July 16, 2013, 03:58:00 am
The Launcher should give you a list of resolutions supported by your graphics hardware though. All those settings also work in windowed mode.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 16, 2013, 12:09:45 pm
Thank you. I feel so dumb not checking everything first actually -_-
Title: Re: Future developments in ship skins
Post by: DahBlount on July 16, 2013, 08:42:16 pm
Say, are there any plans to make FsPort compatible with MediaVPs or give it it's own version of the VPs?
Title: Re: Future developments in ship skins
Post by: niffiwan on July 16, 2013, 09:38:50 pm
The FSPort "fsport-mediavps" already use the mediavps_3612?  So it's kinda yes to both your questions.  Have I understood you correctly?
Title: Re: Future developments in ship skins
Post by: DahBlount on July 16, 2013, 10:17:50 pm
I guess :confused:

What I'm saying is that whenever I play FSPort 3.4 it doesn't have any of the skins for the ships from the MVP 3.6.12, So I was wondering if anyone had plans to do it or if it was an open project.

Also, what does it take to start your own mod for FS2 Open? I know you need people who can code and model but is there anything else?
Title: Re: Future developments in ship skins
Post by: niffiwan on July 16, 2013, 10:26:56 pm
Hmmm... it sounds like you could have an issue in your FSPort install.  Would you care to post a fs2_open.log?  Also, which ships does it occur with, screenshots of the relevant ship(s) from MVP 3.6.12 & FSPort would help.

As for starting your own mod, all you really need is the drive to FRED missions.  You can add coding, scripting, modelling, texturing, composing, voice acting, etc if you wish, but a mod can exist without all of that.  It can't exist without FRED :)
Title: Re: Future developments in ship skins
Post by: FreeSpaceFreak on July 17, 2013, 05:16:14 am
What I'm saying is that whenever I play FSPort 3.4 it doesn't have any of the skins for the ships from the MVP 3.6.12, So I was wondering if anyone had plans to do it or if it was an open project.
IIRC, you need to select the FSPort MediaVPs as your active mod - that should activate the 3.6.12 MVPs as well as the FSPort-specific upgrades.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 17, 2013, 12:07:10 pm
Hmmm... it sounds like you could have an issue in your FSPort install.  Would you care to post a fs2_open.log?  Also, which ships does it occur with, screenshots of the relevant ship(s) from MVP 3.6.12 & FSPort would help.

Here it is. This occurs on all space craft. I also don't get the new engine/afterburners that are in MVP 3.6.12.

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: DahBlount on July 17, 2013, 12:16:59 pm
IIRC, you need to select the FSPort MediaVPs as your active mod - that should activate the 3.6.12 MVPs as well as the FSPort-specific upgrades.

Here are some screen shots of my file setup and Wxlauncher setup.

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: Luis Dias on July 17, 2013, 12:21:22 pm
You need to install the fsport_mediavps folder. Go back to the FSPort 3.4 release thread by Goober and follow *to the letter* the install process. You will see he refers to this new folder that you have to install too.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 17, 2013, 03:53:06 pm
Thank you.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 18, 2013, 12:15:21 am
Okay so the Fsport MVPs work just fine but I have had a massive decrease in FPS, from the 60s down to around 15-20. Is there any way to fix this?
I have included a log if it helps.

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: Arpit on July 18, 2013, 01:40:16 am
Okay so the Fsport MVPs work just fine but I have had a massive decrease in FPS, from the 60s down to around 15-20. Is there any way to fix this?
I have included a log if it helps.

There is no way actually. You have integrated graphics.  :(

You can either remove the additional HTL models (e.g. HTL Maat) or remove Post-processing.

One thing more, with which build were you playing. Have you tried the 3.7 RC builds? (http://www.hard-light.net/forums/index.php?topic=84731.msg1692043#msg1692043)
Title: Re: Future developments in ship skins
Post by: DahBlount on July 18, 2013, 02:48:20 pm
Okay so the Fsport MVPs work just fine but I have had a massive decrease in FPS, from the 60s down to around 15-20. Is there any way to fix this?
I have included a log if it helps.

There is no way actually. You have integrated graphics.  :(

You can either remove the additional HTL models (e.g. HTL Maat) or remove Post-processing.

One thing more, with which build were you playing. Have you tried the 3.7 RC builds? (http://www.hard-light.net/forums/index.php?topic=84731.msg1692043#msg1692043)

Freaking hate integrated, must find a way to change GPUs for a laptop (Don't think there is a way though). I am currently using 3.6.19 SSE 2 because I was unaware 3.7.0 had been released officially.
Title: Re: Future developments in ship skins
Post by: Arpit on July 19, 2013, 12:49:12 am
Okay so the Fsport MVPs work just fine but I have had a massive decrease in FPS, from the 60s down to around 15-20. Is there any way to fix this?
I have included a log if it helps.

There is no way actually. You have integrated graphics.  :(

You can either remove the additional HTL models (e.g. HTL Maat) or remove Post-processing.

One thing more, with which build were you playing. Have you tried the 3.7 RC builds? (http://www.hard-light.net/forums/index.php?topic=84731.msg1692043#msg1692043)

Freaking hate integrated, must find a way to change GPUs for a laptop (Don't think there is a way though). I am currently using 3.6.19 SSE 2 because I was unaware 3.7.0 had been released officially.

There is no way to change laptop GPUs especially integrated ones (don't know about the dual or external like in Nvidia Optimus ones).

RC means 'release candidate'. 3.7 is in 'beta' phase so it's not actually released officially.
Title: Re: Future developments in ship skins
Post by: The E on July 19, 2013, 01:23:08 am
There are a few Laptops that use plugged-in modular GPUs, but good luck finding those boards on the open market (Not only is this feature not advertised anywhere, the GPUs you would plug into those slots aren't really sold to private customers, and there are issues where you can't use GPUs that have a higher TDP than the ones you would replace).
Title: Re: Future developments in ship skins
Post by: DahBlount on July 19, 2013, 08:41:20 am
What I don't understand is why developers deliberately design laptops without removable hardware, Why should it be any more difficult than a normal computer?

But yeah in other news switching to 3.7.0 RC2 has fixed much of the FPS issues, removing post processing had no effect even before I switched.
Title: Re: Future developments in ship skins
Post by: The E on July 19, 2013, 08:58:42 am
What I don't understand is why developers deliberately design laptops without removable hardware, Why should it be any more difficult than a normal computer?

Because it's not something that is relevant for the overwhelming majority of laptop users? Accommodating the minuscule market segment that wants a Laptop that can be upgraded is not a winning strategy in business terms, and it just introduces design headaches everywhere.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 19, 2013, 09:28:45 am
What I don't understand is why developers deliberately design laptops without removable hardware, Why should it be any more difficult than a normal computer?

Because it's not something that is relevant for the overwhelming majority of laptop users? Accommodating the minuscule market segment that wants a Laptop that can be upgraded is not a winning strategy in business terms, and it just introduces design headaches everywhere.

Now, THAT I can understand.
Title: Re: Future developments in ship skins
Post by: Mongoose on July 19, 2013, 02:31:16 pm
Basically, unless you're getting a more powerful desktop-replacement laptop, the vast majority of laptops aren't meant for gaming, which is fine because that's not why most people buy laptops.  In contrast, even a non-gaming desktop today usually has enough upgrade potential that you can throw a few things in and get some level of gaming usage out of it.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 20, 2013, 04:20:15 pm
Yep. Mine can do fairly well for a laptop but when I play certain games (DayZ for example) I don't get a very high fps but it's manageable.

Has anyone found a proper fix to the transparency problem with ships?
Title: Re: Future developments in ship skins
Post by: Arpit on July 21, 2013, 03:38:42 pm
Yep. Mine can do fairly well for a laptop but when I play certain games (DayZ for example) I don't get a very high fps but it's manageable.

Has anyone found a proper fix to the transparency problem with ships?

Did you try updating your video drivers?

(Based on your old debug logs your video drivers are 'outdated')
Title: Re: Future developments in ship skins
Post by: DahBlount on July 22, 2013, 11:55:22 pm
I thought they were updated. I can go a check.

Update: HOLY CRAP YOU WERE RIGHT! I updated the drivers directly from the Intel site and now I get perfect 3D rendering! I am forever in your debt kind sir.
Title: Re: Future developments in ship skins
Post by: Arpit on July 23, 2013, 05:12:40 am
Update: HOLY CRAP YOU WERE RIGHT! I updated the drivers directly from the Intel site and now I get perfect 3D rendering! I am forever in your debt kind sir.

You are welcome, but I am actually younger than you, so don't call me sir, respected sir.  :drevil:
Title: Re: Future developments in ship skins
Post by: DahBlount on July 23, 2013, 12:07:48 pm
Well thanks anyways. Updating my drivers got rid of my transparency problem and boosted my fps about 10 frames.  :D

Now I need to get blender and start making models again, like I used to back in '08. Maybe I will get started on my own campaign with some custom ships.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 25, 2013, 11:58:02 am
Hmm, that's strange. My transparency problem is back.
Title: Re: Future developments in ship skins
Post by: Arpit on July 25, 2013, 12:13:21 pm
Hmm, that's strange. My transparency problem is back.

Huh, its back. I guess I am stupid.  :blah:

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Future developments in ship skins
Post by: DahBlount on July 25, 2013, 12:26:56 pm
I know how to post the log already, but I'm just confused as to why it's back because it worked for awhile and it just came back today. I did update my drivers again but that didn't help and now I'm stuck.

[attachment deleted by ninja]
Title: Re: Future developments in ship skins
Post by: DahBlount on July 26, 2013, 07:27:00 pm
Actually, I fixed it. When I switched from 3.6.18 to 3.7.0 RC2 it turned GLSL on and when I turned that back off all the transparencies went away.