Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on January 04, 2003, 04:00:26 am

Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 04:00:26 am
(http://freespace.volitionwatch.com/blackwater/glowing01.jpg)
(http://freespace.volitionwatch.com/blackwater/glowing02.jpg)
(http://freespace.volitionwatch.com/blackwater/glowing03.jpg)

aw crap, I just looked at the images, jpg compression sucked the life out of them

anyway I've gotten glow mapping to work just now, as far as I can tell it isn't slowing down rendering too much,
to enable it simply make a version of a texture as you would like it to look if completly unlit give it the exact same name with "-glow" taged onto the end of it, I'm going to spent the next few hours makeing glowmaps for a bunch of ships becase there fairly easy to do

there is still a bit of tweaking to do with the alpha values and such, suprizeingly this was realy simple to implement (note it was implemented at the API level for direct X only I recomend one of you OGL boys get a similar effect soon, after a bit more tweaking I am going to commit and post an explaination of how I did it), note this is _not_ a luminance map, it is infact a form of multi-pass textureing, I repete the final step in the rendering proces with verts that have had there lighting values set to fullbright and useing additive alpha, I made an index of glow maps for each texture, the maps are loaded when a texture is loaded for a pof,
remember, it looks for texture_name"-glow"

I just realised I never tested this (http://freespace.volitionwatch.com/blackwater/glowmaptest.zip) out in game, you wan'a give it a shot (http://freespace.volitionwatch.com/blackwater/glowmaptest.zip) ;7
Title: grab you pills and prepare for a coronary
Post by: mikhael on January 04, 2003, 04:07:33 am
Bob, that's some damn sexy work. :D Very nice. Makes Shivans spookier. :)
Title: grab you pills and prepare for a coronary
Post by: Knight Templar on January 04, 2003, 04:46:38 am
Quote
Originally posted by Mikhael

Bob, that's some damn sexy work. :D Very nice. Makes Shivans spookier. :)


:nod:  :yes:
Title: grab you pills and prepare for a coronary
Post by: Turnsky on January 04, 2003, 04:54:54 am
Hmmm, the code is strong in this one.


anywho, nice work, i might give it a try..
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 05:00:28 am
give me a minute and I'll have most of the ships remapped
Title: grab you pills and prepare for a coronary
Post by: Fury on January 04, 2003, 05:18:01 am
I wonder what kind of FS2 we're playing next Christmas... :eek:

Well done Bobboau! :yes:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 05:21:25 am
there we are (http://freespace.volitionwatch.com/blackwater/glowmap_pack.zip)
ok, got the right version of the files up,
is the exe working for everyone?

that should keep you prety good, I got most (not all) of the maps that realy need illumination,
now I'm not sure how this is going to affect performence (the effect is only on the highest LOD, this is up to you to maintain if you desire), every poly is geting rendered twice (note it isn't geting transformed lit rotated and everything twice), I'm gona do  some testing and go to sleep, tomaro I'll upload the code
holy crap! I have been up for over 25 hours!!!
Title: grab you pills and prepare for a coronary
Post by: Fetty on January 04, 2003, 05:35:21 am
*hands bob a bottle of booze*
great work :nod:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 06:09:31 am
there seems to be one decal related bug, I'm gona pave over for the time, I'm going to get a more finlized version working and also I'm going to post all the code I changed to make this work

at the very end of gr_d3d_tmapper_internal, directly below d3d_DrawPrimitive(...blahblahblah...);
Code: [Select]
//this is my hack to get some sort of luminence mapping-Bobboau
if(GLOWMAP[gr_screen.current_bitmap] > 0){

gr_screen.gf_set_bitmap(GLOWMAP[gr_screen.current_bitmap], GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.0f);
if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy )) {
mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}

gr_d3d_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, zbuffer_type );

for (i=0; i {
d3d_verts[i].color = RGBA_MAKE(255, 255, 255, 0);
}
d3d_DrawPrimitive(D3DPT_TRIANGLEFAN, D3DVT_TLVERTEX, (LPVOID)d3d_verts, nverts, NULL);
}


ok right at the end of the main for loop in the ID_TXTR loading section of read_model_file
Code: [Select]

//a quick hack for glow mapping-Bobboau
strcat( tmp_name, "-glow");
mprintf(("looking for glow map %s\n", tmp_name));
GLOWMAP[pm->textures[i]]=bm_load( tmp_name ); //see if there is one
if(GLOWMAP[pm->textures[i]]!=-1){//then fill it into the array
mprintf(("texture '%s' has a glow map, %d, assosiated with it, isn't that nice\n", tmp_name, GLOWMAP[pm->textures[i]]));
bm_lock((GLOWMAP[pm->textures[i]]), 8, BMP_AABITMAP);
bm_unlock((GLOWMAP[pm->textures[i]]));



int GLOWMAP[MAX_BITMAPS] = {-1};

goes into BmpMan.cpp

extern int GLOWMAP[MAX_BITMAPS] ;

goes into BmpMan.h

add    GLOWMAP[n] = -1;//make sure to load a glow map after you have loaded a texture
 at the end of bm_load()
Title: grab you pills and prepare for a coronary
Post by: Ypoknons on January 04, 2003, 06:20:17 am
Yeh! :D Wondering whether this could be done with decals too.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 06:36:14 am
I did just get an asertion failure, but it seems to be running fairly smooth otherwise, I also think I may have solved the decals killing the framerate thing,
I'm gona see if I can track that assertion failure down before makeing a relese build and posting this on the main boards.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 06:49:12 am
agh, to hell with it I'll fix it tomaro, I'm makeing a relese build and posting a zip on the main forum
Title: grab you pills and prepare for a coronary
Post by: Nico on January 04, 2003, 07:58:26 am
"french kisses bobboau"
"vomits, but feels better anyway"

Rahhhh! The ONE thing I really wanted, that I kept asking for!!!
"builds a shrine to worship bob"
Title: Re: grab you pills and prepare for a coronary
Post by: ZylonBane on January 04, 2003, 09:00:39 am
Quote
Originally posted by Bobboau
I repete the final step in the rendering proces with verts that have had there lighting values set to fullbright and useing additive alpha
How is the end result different from just rendering -glow textures fullbright in the first place?
Title: grab you pills and prepare for a coronary
Post by: Nico on January 04, 2003, 09:48:53 am
bah, the damn debug file stops at all the tbl anotations :blah:
I'll wait for a clean exe.
Title: grab you pills and prepare for a coronary
Post by: Solatar on January 04, 2003, 11:15:03 am
Please put this in the next version of fs2_open. Please!


Damn nice.:D
Title: grab you pills and prepare for a coronary
Post by: phreak on January 04, 2003, 01:32:13 pm
im gonna hack this into ogl now


edit: looks like bob has to commit before i do something.
Title: grab you pills and prepare for a coronary
Post by: Turnsky on January 04, 2003, 03:12:43 pm
well the man has to sleep....
Title: grab you pills and prepare for a coronary
Post by: phreak on January 04, 2003, 07:19:51 pm
i worked out something for opengl, but i want the other stuff committed before i test it out

edit: 1/8/03 -- updated code

in gr_opengl_tmapper_internal()

Code: [Select]

...
int bitmapidx=gr_screen.current_bitmap % MAX_BITMAPS;
int do_glow=(GLOWMAP[bitmapidx] > 0);

...

if ( flags & TMAP_FLAG_TEXTURED )       {
if (do_glow)
{
//mprintf(("rendering a glow texture %s\n", bm_get_filename(GLOWMAP[bitmapidx])));
glPushAttrib(GL_TEXTURE_BIT);
glActiveTextureARB(GL_TEXTURE0_ARB); //texture is bound in gr_opengl_tcache_set
glEnable(GL_TEXTURE_2D);
texture_source=TEXTURE_SOURCE_DECAL;
}

if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy ))
{
mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}

if (do_glow)
{
gr_opengl_set_state(texture_source, alpha_blend, zbuffer_type);
gr_set_bitmap(GLOWMAP[bitmapidx], GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.0f);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
texture_source=TEXTURE_SOURCE_ADD;
//texture is bound in gr_opengl_tcache_set
if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy ))
{
mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
gr_opengl_set_state(texture_source, alpha_blend, zbuffer_type);
}
...

if ( flags & TMAP_FLAG_TEXTURED )       {
tu = va->u*u_scale;
tv = va->v*v_scale;
if (do_glow)
{
//use opengl hardware multitexturing
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,tu,tv);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,tu,tv);
}
else
{
glTexCoord2f(tu, tv);
}
}


in read_model_file()
fixed bounding errors

Code: [Select]

...
strcat( tmp_name, "-glow");
int glow_idx=pm->textures[i] % MAX_BITMAPS;
mprintf(("looking for glow map %s\n", tmp_name));
GLOWMAP[glow_idx]=bm_load( tmp_name ); //see if there is one
if(GLOWMAP[glow_idx]!=-1){//then fill it into the array
mprintf(("texture '%s' has a glow map, %d, assosiated with it, isn't that nice\n", tmp_name, GLOWMAP[glow_idx]));
bm_lock((GLOWMAP[glow_idx]), 8, BMP_AABITMAP);
bm_unlock((GLOWMAP[glow_idx]));

}
Title: grab you pills and prepare for a coronary
Post by: Anaz on January 04, 2003, 07:25:58 pm
:eek2: :eek2: :eek2: :eek2:

good god...the shivans as never before...

*imagines the result of this + tbp's ambient light fix*


not only can this be used for freaky shivans, but it also could be used (in the future probably) for making cap ship lights look bright...
Title: grab you pills and prepare for a coronary
Post by: vyper on January 04, 2003, 07:29:29 pm
(http://www.nuketeam.org.uk/message_board/jawdrop.gif) Er... wow.
Title: grab you pills and prepare for a coronary
Post by: Solatar on January 04, 2003, 08:00:38 pm
Could we make one of these?
(http://www.3dap.com/hlp/staff/setekh/city-it-sky.jpg)
Title: grab you pills and prepare for a coronary
Post by: HotSnoJ on January 04, 2003, 08:53:47 pm
those lights are textures not glows!
Title: grab you pills and prepare for a coronary
Post by: Turnsky on January 04, 2003, 09:13:18 pm
yeah, so?

look, if you want Real glowy bits on vessels wait 'till pixel shaders are part of the open source (which may not be anytime soon)
Title: grab you pills and prepare for a coronary
Post by: phreak on January 04, 2003, 09:21:51 pm
we're probably going to to vertex/pixel shaders once we get T&L started and finished.

It would help with pixel shaders if i actually had a card that supported them :rolleyes:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 04, 2003, 10:37:37 pm
well this method should work on any card
Title: grab you pills and prepare for a coronary
Post by: Turnsky on January 04, 2003, 10:46:54 pm
well, these give the illusion of lights and glows, and that's good enough at the moment..

Hmmm, is bumpmapping covered under t&l?
Title: grab you pills and prepare for a coronary
Post by: Setekh on January 04, 2003, 10:49:48 pm
This'll look really good in missions where ambient lighting's been taken out. Excellent work, Bob. :):yes:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 04:13:38 am
I made another map pack (http://freespace.volitionwatch.com/blackwater/more_glowmaps.zip) wich in conjunction with the other one brings nearly every LOD0 texture a glow map with the exeception of cargo pods and a few odds and ends, feel free to make those as I think I'm done makeing the maps
Title: grab you pills and prepare for a coronary
Post by: Alikchi on January 05, 2003, 04:19:19 am
Wow, this is getting places. I really want to play around with this. :)
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 06:11:34 am
Quote
Originally posted by Analazon
not only can this be used for freaky shivans, but it also could be used (in the future probably) for making cap ship lights look bright...


meh, I've done light maps for about all the OTT ships already ( well, you can ALWAYS find a little light somewhere :p ) :D
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 06:20:45 am
keep in mind these are not exactly light maps, you need them to be the color you want as well,
doing a multiplication between the texture and the light map will likely give you what you want.
Title: grab you pills and prepare for a coronary
Post by: Ryx on January 05, 2003, 06:45:42 am
:eek: Excellent!!! (http://w1.520.telia.com/~u52019065/smiley/buttrock.gif)
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 06:48:56 am
Quote
Originally posted by Bobboau
keep in mind these are not exactly light maps, you need them to be the color you want as well,
doing a multiplication between the texture and the light map will likely give you what you want.


yeh, I know, your description was precise enough :)
I play with saturation and lighting, plus some color area selection, to have what I want.
But I'd really like to test those maps :p ( damn debug file )
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 07:21:35 am
you can test them just color them and save them as "sorce_texture_name"-glow, I'd realy like to  see some other peoples stuff with this,

oh, and I have sort of got my hands on a bug that will cause a lot of crashing

hope to get it fixed soon
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 07:41:54 am
nah, the debug exe crashes on me after about one hundred errors ( it counts all the tbl anotations as errors :p ).
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 07:45:14 am
what errors are you getting?  "stuff int string" and "hits left < 0.0f" errors seem to be popular

and if you're getting an "assert bitmap.handel  ==  bitmap number" or something like that, I'm working on it
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 08:22:04 am
dunno, I have lots of tbls errors I never had before, for exemple:

Warning: weapons.tbl(1114):
Error: Required token = [#End] or [$Name:], found [$Impact Explosion Radius:   10.0].

File:D:\Games\projects\freespace2_public\fs2_open\code\Parse\PARSELO.CPP
Line: 329

Call stack:
------------------------------------------------------------------
    required_string_either()    parse_weaponstbl()    weapon_init()    game_init()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e5eb69()
------------------------------------------------------------------


or:

Warning: Unable to find WEAPON_LIST_TYPE string "Heavy Flak" in stuff_int_list

Many possible sources for this error.  Get a programmer!

File:D:\Games\projects\freespace2_public\fs2_open\code\Parse\PARSELO.CPP
Line: 1453

Call stack:
------------------------------------------------------------------
    parse_ship()    parse_shiptbl()    ship_init()    game_init()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e5eb69()
------------------------------------------------------------------

there's litterally dozens and dozens of errors like that :blah:

it can't go farther than this one it seems :

Assert: sip->secondary_bank_weapons >= 0
File: D:\Games\projects\freespace2_public\fs2_open\code\Ship\Ship.cpp
Line: 1460

Call stack:
------------------------------------------------------------------
    parse_shiptbl()    ship_init()    game_init()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e5eb69()
------------------------------------------------------------------

can't copy/paste the debug spew window, but it's a summary of the other errors.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 08:58:10 am
first one sounds like you have a weapon with an "$Impact Explosion Radius:" that does not have a "$Impact Explosion:" before it... somewere

did you remove the Heavy Flak from you're weapons table, if so then you forgot to remove it from a ship in you're table... somewere

the last one means a ship is given no default secondary weapons (or it can't find the ones you're given it) if you get any "Warning: Unable to find WEAPON_LIST_TYPE string ..." the weapon it mentions is the weapon it can't find in you're table, you may have misspelled something or you removed a weapon from you're weapon table,
and again this is on a ship... somewere

I had changed the error mesages to be a little less vauge but I lost the changes when I first switched over to the SCP, I think I will refix them now.:)
Title: grab you pills and prepare for a coronary
Post by: IceFire on January 05, 2003, 09:16:34 am
Venom...is this the OTT tables?  Shrike left tones of stuff that the debug code doesn't like when I got his clean tables from him...and OTT tables were based ontop of it...so there are those errors.

Non-debug works fine.

BTW: My FPS drops about 5-10 when using this EXE.  Its slower and noticeably so.  Anyone else?

PIII 733
GeForce 2 GTS (32mb)
384mb SDRAM
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 09:24:23 am
are they consitontly slow or just in certan cercomstances (like when a ship is getting hit by a weapon, or shortly there after)
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 09:32:10 am
Quote
Originally posted by IceFire
Venom...is this the OTT tables?  Shrike left tones of stuff that the debug code doesn't like when I got his clean tables from him...and OTT tables were based ontop of it...so there are those errors.

Non-debug works fine.
 


yeah, that's the ott tbls. they always worked fine, so I wondered.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 09:47:27 am
SCP (especaly debug) builds are VERY picky about there tables
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 10:02:13 am
I'm doing a mission right now to demonstrate exactly how cool Bob's code here is. So watch this space. (it will include the reduce_ambient to make it all look extra cool)

however, I noticed something that  a programmer might want to fix with fred (this is an old bug) - in the message editor, if you put in the name of a wave file thats not in the special folder and click the play button by accident, something triggers a hard drive search that will continue until windows is restarted. (even if you close fred)
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 10:14:55 am
in future builds I have the mission flag for ambiant lighting enabled, so you won't have to use that black light sun thing any more
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 10:19:06 am
Quote
Originally posted by Bobboau
in future builds I have the mission flag for ambiant lighting enabled, so you won't have to use that black light sun thing any more


that would be good.
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 10:35:41 am
For the interim, I've taken some screenshots. These aren't the best in the world but you really can't ever capture combat in a still image...
(warnin' fellas, these are png's to limit quality loss like Bob got.... aaaah the upload is soooo slow!)


[LINKS REMOVED DUE TO BANDWIDTH LOSS]
Title: grab you pills and prepare for a coronary
Post by: Fury on January 05, 2003, 10:45:28 am
vyper, please send the pictures me via email and I will host them.
Your geocities account has exceeded bandwidth already.
//email removed before it ends up to spamming lists...

Or you can use HLP to host your pics. You seem to have account from your mod/campaign.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 10:46:11 am
uhoh
"The web site you are trying to access has exceeded its allocated data transfer"
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 10:49:05 am
Quote
You seem to have account from your mod/campaign.


Now THAT is news to me! :D

Sorry it all went pear shaped people, I'll now send the pics to Fury.
Title: grab you pills and prepare for a coronary
Post by: Fury on January 05, 2003, 11:07:47 am
Vyper's lightmap screenshots. (http://koti.mbnet.fi/~fury/misc/fsscp/lightmaps/)
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 11:10:56 am
purdy, but pnj pics? what's the big idea? why not tga while we're at it? :p
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 11:12:15 am
Quote
Originally posted by venom2506
purdy, but pnj pics? what's the big idea? why not tga while we're at it? :p


Because if you think PNG is bad, you should see the file size of the TGAs. It was either PNG or jpg, and since jpg can be awfully lossy, I chose PNG.

EDIT: :p
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 11:20:26 am
now I just need to see why everyone is getting 4-5 FSP,
maybe it's the decals, I'm not getting framerates that low, and I have an 8mb card
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 11:24:23 am
Quote
Originally posted by Bobboau
now I just need to see why everyone is getting 4-5 FSP,
maybe it's the decals, I'm not getting framerates that low, and I have an 8mb card


gemme a nondebug version, and I'll tell you if it does the same to me :D
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 11:37:19 am
Quote
Originally posted by venom2506


gemme a nondebug version, and I'll tell you if it does the same to me :D


Indeed - a non-debug would be nice, however - Bob, you may have a  8MB card, but how fast is ur cpu?
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 11:42:39 am
450 mhz :nod:
in the first zip (at least the one I put in the HLP main) I think there was a relese build, might be a bit buggier, not in the way that debug builds are though
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 11:48:29 am
nope, that's the one I'm using :(
rah, I so wanna see the NGTA fleet glowing in front of the Regulus dark nebula clusters...
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 12:03:37 pm
Quote
Originally posted by Bobboau
450 mhz :nod:
 


Now this is queer, seeing as mine is the same speed but with a 32MB card yet I get slowdown... :nervous:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 12:07:59 pm
well currently I am trying to find a super crash bug I just sudenly ran into while trying to reimplement my nicer error mesages, the thing is it seems to be crashing when it is returning from the weapon parseing code, wtf :wtf:,
I literaly have a debug mesage at the end of the function and one right after it's call and I get the first one but not the other
how in the name of hades dose this happen!?!
I'm makeing a clean build and seeing if that helps...
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 12:09:34 pm
well is there a slow down from the first instant or only durring the heat of battle?
Title: grab you pills and prepare for a coronary
Post by: vyper on January 05, 2003, 12:21:33 pm
Quote
Originally posted by Bobboau
well is there a slow down from the first instant or only durring the heat of battle?


Battle
Title: grab you pills and prepare for a coronary
Post by: Anaz on January 05, 2003, 12:25:18 pm
*passes out @ vypers screenys*

wow...
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 12:26:07 pm
then that would be the decals, ok as soon as I get this woking again, I am totaly disableing them
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 03:31:43 pm
ok I fixed it, and I fixed the thing with the warp rendering, and I think I fixed the error were bitmaps were getting marked as haveing a glow map when indeed they did not, I removed a free_model to see if that would speed up intermission load times, and I'm not sure if it did or if it broke anything, I also made nicer error mesages that give you a much better idea of were you're problem is.
also I have put all the
maps (http://freespace.volitionwatch.com/blackwater/glowmap_pack.zip) into there own zip (note if you have a good conection there are a few fixed ones in there)
and I have made both debug and relese builds and placed them in this little zip right here (http://freespace.volitionwatch.com/blackwater/fs2glowmap.zip)
note for all you modders once you get the table errors fixed once you'll never have to do it again, and most of them are things you'll want fixed

and I totaly disabled the decals code,  in case it was slowing things down too much
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 04:06:52 pm
yeah, working great now :) pb is, all the bright colours are washed out during jpg conversion, so you don't see much on the screenshots :(.

but somehow, I miss the white lines of the jump node, they looked nice... and the warp model is too small.
Title: grab you pills and prepare for a coronary
Post by: Anaz on January 05, 2003, 04:17:42 pm
wow...just wow...

the arcadia is f***ing beautiful bob...excelent work!
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 04:30:16 pm
***wonders "did I put in the wrong warp model?"***
are you sure? the POF should be 40X40X7,
if you would like to you can make one youre self (no sarcasm, you could probly make a great one), make a model with several LODs and only the one main hull subobject for each (you could probly have more but... actualy now that I think of it, each subobject would probly scale relitive to it's own frame of reference, you could do some damn cool things with that :eek2: ), texture the whole thing with a texture called warpmap, this texture does not get loaded, it is only a place holder, you could probly put anything on it actualy it will only render with the designated subspace texture

the rays were more of a bug, I sort of liked them, but they wern't done yet, they were suposed to jut out quickly start out all close together then spred out and then pull back into the apachure just before the ship leavs/enters subspace, there was also going to be two or three that just moved around randomly for a while

anyway I had a bunch of people complaining so I removed them
(don't wory the code is still there, just disabled, same thing with the decals)

have the framerate dips gone away, my frame rate got as low as about 7 in the heaviest combat but that's normal, it was about 12 the rest of the time, also close to normal, not bad considering nearly every polygon is getting rendered twice

note you should have a diferent texture aplied to the sections of you're shhip you want to have glows on otherwise it is going through a lot of work for no gain, a good example of were a diferent mapping routeen would be a good idea is the myrmadon(fighter2t-05.pof), there are only the two little tips lit, yet there is a lightmap being rendered for every polygon on the thing, I'f I realy wanted to make that ship render faster I'd convert it to cob, retexture the polys with the tips to fighter2t-05a2, and have the glow map named fighter2t-05a2-glow

when ever posable aoid useing a glowmap, a lot of them won't be bad, but fewer of them would be better (especaly if there will be no visable diference)
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 04:39:31 pm
I don't understand what you mean for the warp pof lol :D
anyway, about the fps, as far as I know there's no noticeable differences for me. it just looks better ( and sometimes, it does not, in fact... now you can see why it's not great to use wild map tiling :p ).
I'll have a few rar' TGA uploaded soon, if you're interested. Not the best shots I could take, but I'm in a vp building process and the things tends to be a bit unstable so I've done the best I could.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 04:45:40 pm
why does everyone use rar...
I don't have an opener, yes I know it's better,
but linux is better than windows, why doesn't anyone use it,
answer, becase nobody uses it :)
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 04:48:37 pm
everybody uses it :D
I use rar coz it compresses better, and right now I have to ask killmenow ( a 56k user ) to upload my files, so the smaller  the better for him. If someone wants to upload jpgs of the shots, they can go ahead :)
it's cool how the glows improve some models :) my old sucubus was just and average mesh, with the glows, on motion, it looks damn cool I think.

edit: stupid me, I didn't replace the old warp pof :p
Title: grab you pills and prepare for a coronary
Post by: Goober5000 on January 05, 2003, 04:55:55 pm
Hey Bobboau, did you commit any of this?
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 05:15:25 pm
http://www.3dactionplanet.com/hlp/hosted/ott/variouspics/glowpics.rar

there you go.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 05:35:46 pm
Quote
Originally posted by Goober5000
Hey Bobboau, did you commit any of this?


not just yet, but I think enough of it is bug tested that I should
Title: grab you pills and prepare for a coronary
Post by: Goober5000 on January 05, 2003, 05:39:39 pm
Is the glowmapping causing any significant framerate slowdown?

if so, is there a way to disable it?

(and btw, did you fix that huge engine glow problem?)
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 05:45:14 pm
from what I can tell there is little to no slowdown, as with most of my code it is disabled untill you do something to enable it (have a texture with the -glow tag in this case),

I have no idea what's with the engine glow thing becase I have yet to encounter it,

I am commiting changes as we speak, probly done by now, yup
Title: grab you pills and prepare for a coronary
Post by: Nico on January 05, 2003, 05:49:44 pm
about the engine glow, seems it doesn't occur on shivan ships, btw. terran and vasudans, tho, ave the pb. As far as I know, it seems to happen only on capships, too.
Title: grab you pills and prepare for a coronary
Post by: Goober5000 on January 05, 2003, 06:14:16 pm
If we can get the glow bug fixed, we can release a fs2_open_3.41. :)
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 06:36:19 pm
I am replaying the main campain and I just realised that the nebula fogging is just as full bright as the textures, I'm gona have to fix that :sigh:, I wonder if there would be an easy way to disable the vertex fogging quickly or a way to set it to 0
Title: grab you pills and prepare for a coronary
Post by: LtNarol on January 05, 2003, 07:13:22 pm
I have a suggestion that I feel may help the framerate; for fog-missions, what if you added an option to fred which disables object rendering past 750 meters for fighters and bombers and 5000 meters for capital ships?  It would obviously need to check distance from the camera point since the player can view from another ship, but still, the idea is simple.
Title: grab you pills and prepare for a coronary
Post by: Turnsky on January 05, 2003, 07:28:34 pm
mine always stayed at the 40-50 fps line, mind you:

athlon xp 1.8ghz
256mb ddr
128mb 3dprophet 9000
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 05, 2003, 07:37:56 pm
Quote
Originally posted by LtNarol
for fog-missions, what if you added an option to fred which disables object rendering past 750 meters for fighters and bombers and 5000 meters for capital ships?
IIRC, FS2 already implements this sort of culling in a much more detailed fashion.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 08:06:29 pm
and that wouldn't help the fact that polys with glow maps are being rendered supar bright in nebulas
Title: grab you pills and prepare for a coronary
Post by: phreak on January 05, 2003, 08:11:49 pm
change this:

Code: [Select]

d3d_verts[i].color = RGBA_MAKE(255, 255, 255, 0);


to this when in nebula missions

Code: [Select]

d3d_verts[i].color = RGBA_MAKE(128, 128, 128, 0);
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 05, 2003, 09:51:45 pm
So, any plans to link this effect to damage, as with the glow points?
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 05, 2003, 10:20:30 pm
a glow map can be asosiated with any bitmap, like the damage map for example, so all the dead turrets that use the damage.pcx texture will be rendered with the damage-glow.pcx as a glow map
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 05, 2003, 10:45:00 pm
Well, I meant perhaps having all the illuminated textures on a ship flicker or dim as it becomes critically damaged.
Title: grab you pills and prepare for a coronary
Post by: Setekh on January 05, 2003, 11:58:25 pm
Quote
Originally posted by LtNarol
I have a suggestion that I feel may help the framerate; for fog-missions, what if you added an option to fred which disables object rendering past 750 meters for fighters and bombers and 5000 meters for capital ships?  It would obviously need to check distance from the camera point since the player can view from another ship, but still, the idea is simple.


Depending on your detail settings, by the time ships get that far from you, they'll be down to LOD3 or LOD4... which isn't many polys at all. We could always try and see, though, since the nebula completely brings down visibility.
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 06, 2003, 12:42:51 am
To reiterate, FS2 already does this. I was perusing the source and found a few pages that appear to distance-cull ships in nebulas at varying distances based on their type.
Title: grab you pills and prepare for a coronary
Post by: RandomTiger on January 06, 2003, 07:03:59 am
Nice one Bob :yes:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 06, 2003, 07:56:21 am
I have made a newer build (http://freespace.volitionwatch.com/blackwater/glowmap_debug.zip) while testing with TBP, I uploaded this just before the VW servers whent down, I was compiling a relese build wich is why I didn't update the other zip,
I have aslo made a glowmap enabled version of TBP (http://freespace.volitionwatch.com/blackwater/B5glowmaps.zip) also.

the VW servers are back now
Title: grab you pills and prepare for a coronary
Post by: Nico on January 06, 2003, 08:14:52 am
what's new in this new version?
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 06, 2003, 08:42:12 am
I fixed a bug that was causeing TBP to crash, it wasoverwriteing memory when it made the ABtrails, note, the AB trails do not work for some reason
Title: grab you pills and prepare for a coronary
Post by: Nuke on January 06, 2003, 02:30:47 pm
WE BE 'SHWAGGIN!!!

i should update my mod to include this stuff, its been offline sence i updated my page. all that work i put into making glowing spots on my ships only to trade in the old voodoo 3 for a geforce4 and an ati mobility 9000.

now a couple questions:

1. this is a form of multitexturing, right. will this lead to stuff like pixel shaders, bumb mapping, reflectance mapping, environment mapping and all that cool stuff?

2. will the glowing spots shine on nearby surfaces?

3. could we use this to replace the old fashoned meathod of setting lightsources.
Title: grab you pills and prepare for a coronary
Post by: Nico on January 06, 2003, 03:08:14 pm
I can reply:
no, no, no, no, and I might have forgoten a no, so here is one more: no. That's unfortunate, but it has nothing to do with all that, it's not even a sel-illumination. map.
Title: grab you pills and prepare for a coronary
Post by: RandomTiger on January 07, 2003, 06:30:22 am
Bob, I dont see how turning off the fog will help since the whole object will be clipped after its too deep into the fog.

You may want to consider turning that feature off in the fog for now until you find a better solution. I suspect you may have to fog the effect vertex with a different factor to the normal ones to get it looking right.

Just for the record Bob, I expect this effect will throw up some problems when full HT&L gets done since its seems to be rendering two things in the exact same space.

Im surprised that it doesnt even seem to slow my machine down.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 07, 2003, 08:46:03 am
it's re-rendering the same polygon after translation and lighting (so yes this probly will cause HT&L problems, unless the T&L step can be seperated from the rasterization step or we can tell it to render each primiteve twice with diferent flags and textures)

the problem with fog is that it (seems as if) it's getting twice the fogging it should be getting becase the poly is getting rendered twice,
I'm thinking if I just turn foging off and then use some sort of inverse of the fog values for lighting values (so the further away the dimmer they seem) it will work right

the proces this uses is; in the final step of poly rendering, just after the poly is rasterised, while I still have all of it's verts (in screen coordanants), I set the texture to be the glow map assosiated with the current texture (if there is one, otherwise I just leave), then I set it's (verts') lighting (color) values all to 255,255,255,0, and I set the poly to be rendered useing additive alpha, then I render it again, the effect is all polys rendered have another poly rendered additively in the _exact_ same place useing the _exact_ same values, this way I don't have to recalculate the transformations for each vert and I don't have to worry about any Z errors,
I could use a similar trick to make multi-texturing and just leave the lighting values alone

I'm also thinking it might be a good idea to redo the entire system that the model rendering system uses, I don't think it should use g3_draw_poly at all, but make a list of polys to be rendered, then all defpoints get transformed, then we use the gr_draw_primitive (I think that's what it's called, the thing that g3_draw_poly calls) to go through and render them, this way the transformation proces gets called only about 1/3 as oftine, also, this would make the transition to HT&L a bit easier, and we could use vertex buffers the do the whole thing in one go.

and I also think it might be a good idea to make vert buffers as part of each subobject, there can be a OGL equivelent only one of these gets used based on wich rendering mode were in
Title: grab you pills and prepare for a coronary
Post by: Goober5000 on January 07, 2003, 10:07:49 am
about that warp pof...

this one
http://freespace.volitionwatch.com/blackwater/warp.zip
 is the newest one you put up (hidden away in some obscure post); I thought I'd bring it up again.

I have to saw - this is a really awesome warp effect, Bobboau.  Nice work. :yes: :jaw:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 07, 2003, 10:31:22 am
actualy I think that is the older one, it will keep you're game from crashing but it's half the size it should be,
when I get back home tonight I'll update it, but I've got to get to work and drop my mom off at my aunts house
Title: grab you pills and prepare for a coronary
Post by: Goober5000 on January 07, 2003, 11:07:45 am
Hmm, you're right - then where is the zip I got?

Oh well, I zipped it myself - here it is.  Very cool effect. :)
Title: grab you pills and prepare for a coronary
Post by: Martinus on January 07, 2003, 06:11:28 pm
[color=66ff00]Those screenies are all rather awe inspiring. The Arcadia in particular is a beautiful shot. Great work Bob, just brilliant! *passes out from enthusiasm* [/color]
Title: grab you pills and prepare for a coronary
Post by: phreak on January 07, 2003, 06:59:37 pm
bob this is giving me a bunch of random errors with ogl

it seems like the code is referencing stuff out of bounds.

gr_screen::current_bitmap holds the handle number

it is calculated as (id*MAX_BITMAPS+bitmap_num);

GLOWMAP has 3500 elements 0-3499.

so at the start, we're overwriting data, since id is never less than 0 (1 to 30000), if you try GLOWMAP[gr_screen.current_bitmap], the number is at least 3500, possibly higher.  if the handle is too high, it just returns a junk number then crashes.
Title: grab you pills and prepare for a coronary
Post by: Setekh on January 07, 2003, 07:49:49 pm
Quote
Originally posted by Mr. Fury
Vyper's lightmap screenshots. (http://koti.mbnet.fi/~fury/misc/fsscp/lightmaps/)


I like the GTI Hard Light. Good work, Vyper. ;):yes:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 07, 2003, 08:14:32 pm
I had a buch of errors like that, sometimes a glowmap gets referenced wrongly, I still get it once in a blue moon (very sure it's becase of animations getting loaded into slots once held by another bitmap), I put in some error handeling code, so if the map is out of bounds it just doesn't even try to do anything with it, I have made some improvements to the bitmap loading code so it makes sure that a bitmap's glowmap is always set to -1 when a map is loaded/created/destroied.
Title: grab you pills and prepare for a coronary
Post by: phreak on January 08, 2003, 04:39:30 pm
I finished the opengl version, it works with single pass texturing, and it is supported on newer graphics cards with an opengl version of >=1.2

(http://fs2source.warpcore.org/ogl/fenrisglow.png)
Title: grab you pills and prepare for a coronary
Post by: Ryx on January 08, 2003, 05:10:13 pm
:yes: !!!!!!! :)
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 08, 2003, 05:12:34 pm
Woah.

So, are lights-on, lights-off SEXPs in the works? :wink:
Title: grab you pills and prepare for a coronary
Post by: Anaz on January 08, 2003, 06:23:47 pm
Quote
Originally posted by ZylonBane
Woah.

So, are lights-on, lights-off SEXPs in the works? :wink:


that would rock...


"This is the GTI Hard Light powering up"

*lights flicker on*


Unknown Fenris: "We're loosing power! AHH!!!!"
*lights flicker off*

*BOOM!!*
Title: grab you pills and prepare for a coronary
Post by: Setekh on January 09, 2003, 04:54:37 am
Quote
Originally posted by ZylonBane
Woah.

So, are lights-on, lights-off SEXPs in the works? :wink:


Lights-flicker ought to be in there, too. ;)
Title: grab you pills and prepare for a coronary
Post by: Goober5000 on January 09, 2003, 11:16:56 am
They already flicker, I think, according to the amount of damage on the ship.
Title: grab you pills and prepare for a coronary
Post by: Nuke on January 09, 2003, 01:18:16 pm
it would be cool if we could animate the glowmap so that we can have lights that can blink, such as docking bay lights, landing lights and the like. can we use a glowmap with a lower resolution than the texture it is layed over, that way you can have an animated glowmap that doesnt suck up too much memory. you could have several different glow animations for your ship, one for normal, one for dieing, one for emped and other stuff like that.
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 09, 2003, 01:21:23 pm
Nuke, please tell me you're just playing dumb.
Title: grab you pills and prepare for a coronary
Post by: Nuke on January 09, 2003, 01:23:55 pm
yes i am, i actually think it could be handeled beter with a pixel shader. i did some shader effects like that under a version of tomaz quake, if you followed quake source code projects.
Title: grab you pills and prepare for a coronary
Post by: ZylonBane on January 09, 2003, 03:17:04 pm
Or the things you suggest might best be handled by this (http://www.hard-light.net/forums/index.php/topic,11400.0.html). :rolleyes:
Title: grab you pills and prepare for a coronary
Post by: Nuke on January 09, 2003, 03:22:35 pm
Sweet!

i thought all that talk about glow points was an attempt at having an engine glow like effect, minus the engines.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 09, 2003, 05:18:35 pm
though it woulds be good to have them in glowmapping as well, currently only static glowmaps are alowed, but they can be any size you want, higher/lower,
it would be easy to get an animation of the same length as an animated texture. given the way that the glow maps are handeled
Title: grab you pills and prepare for a coronary
Post by: WMCoolmon on January 09, 2003, 05:35:43 pm
Animated glow maps would be excellent...you could make strobe lights, flashing warnings, shifting glows on Shivan vessels... :yes:
Title: grab you pills and prepare for a coronary
Post by: Nico on January 09, 2003, 05:41:42 pm
Quote
Originally posted by WMCoolmon
Animated glow maps would be excellent...you could make strobe lights, flashing warnings, shifting glows on Shivan vessels... :yes:


yeah!
So, who wants to make the anis? :D

"...steps back in shadows..."
Title: grab you pills and prepare for a coronary
Post by: Nuke on January 09, 2003, 07:48:16 pm
couldnt you have the frames interpolated so that you can define a faster animation with 3 or 4 frames?
Title: grab you pills and prepare for a coronary
Post by: Nico on January 10, 2003, 02:31:00 am
Quote
Originally posted by Nuke
couldnt you have the frames interpolated so that you can define a faster animation with 3 or 4 frames?


you'd need a hella powerful machine and wuld be hard to implement anyway.
Title: grab you pills and prepare for a coronary
Post by: Nuke on January 10, 2003, 11:11:11 am
my laptop would do it :thepimp:
Title: grab you pills and prepare for a coronary
Post by: vyper on January 12, 2003, 01:06:32 pm
Remember I said I was doing a mission for this? Well, this is the UNfinished product. I can't work on it for about a week thanks to exams. So I thot I'd let people play with it and see what happens.

Copy and paste this link: http://www.geocities.com/lionrampant31uk/lightmission.zip



:devil:
Title: grab you pills and prepare for a coronary
Post by: RandomTiger on January 17, 2003, 07:23:29 am
A really good addition (I reckon) would be if shivan ships glows changed in intensity as time passed. Though you would want a seperate variable for each so they arent all in sinc.

Wouldnt be that hard to do.
Title: grab you pills and prepare for a coronary
Post by: deep_eyes on January 22, 2003, 10:46:38 pm
I have fallen of a bit on the source coding aspect of the community and then got in quickly on the current release as well as Bob's fs_open_glow release. The glow affects were great and added a surealism to the game i havent seen or felt since first playing the demo back in 99.

then came the black water op;s demo, as soon as i was able to, seeing as how the team made ambient lighting to give impressions of TRUE space lighting, with the shadows and what have you, WHICH I HAVE YET TO SEE MADE ANY DEBUT IN THE ORIGINAL GAME, inspired me to do something more drastic. implementing the star.tbl from BWO AND effects while utilizing bob's glows.

the resulting effects were how do you say... wow.

(http://www.metalsiren.com/screen01.jpg)

(http://www.metalsiren.com/screen02.jpg)

I had deimos pics too but those i have to relocate or repic. cause i cant find em, but u guys get the point. it even dawned on me to say have missions in space for example where, theres nothing but darkness... and all u see is the lasers, laser trails, and the ship glows... :)
Title: grab you pills and prepare for a coronary
Post by: LAW ENFORCER on January 22, 2003, 11:09:09 pm
Can you do that with the background? or is that a trick of the glow err.. light... (I never noticed it in that demo??? )
Title: grab you pills and prepare for a coronary
Post by: vyper on January 23, 2003, 11:09:57 am
Quote
Originally posted by LAW ENFORCER
Can you do that with the background? or is that a trick of the glow err.. light... (I never noticed it in that demo??? )


I'm going to take gamble that its a trick: Make a veeery small sun and place it at the same coordinates of ur background.
Title: grab you pills and prepare for a coronary
Post by: Anaz on January 23, 2003, 06:17:52 pm
hmm...as a wild guess, try making a *bg name*-glow.pcx for your background image...
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 23, 2003, 09:12:03 pm
no he just set a sun bitmap to that spiralthingy what he is doing is showing off the glowmapp effects + non ambiant lighting,
BTW I enabled the ambiant lighting tag found in all mission so if it's set to 0 there will be no ambiant light (or it should be working)
so most missions should look better (darker) already, but I'm not sure if it worked or not
Title: grab you pills and prepare for a coronary
Post by: LAW ENFORCER on January 25, 2003, 07:25:26 pm
emmm.... I meant the mulitcoluored stars..... they ARe multicoloured right?
All mine are white I have never heard it mentioned that that could be done (prop becasue its so simple:rolleyes: )
Title: grab you pills and prepare for a coronary
Post by: StratComm on January 25, 2003, 08:04:03 pm
Wow, amazing effect.  Now we just need someone to do glow textures for any applicable FS2 default textures (i.e. all shivan ones and t/v light tiles) so that we can all have the same effects :D
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 25, 2003, 08:59:19 pm
I did that already
Title: grab you pills and prepare for a coronary
Post by: Galemp on January 25, 2003, 10:17:52 pm
*gasps* :eek2:

*immediately starts working on the Lucifer textures*
Title: grab you pills and prepare for a coronary
Post by: deep_eyes on January 25, 2003, 10:41:04 pm
yea bob already did the standard ships except cargo ships and i think hi-res maps. althought the low res works the same...

use the lucifer fs1 textures there the original and look and will look better....

the ambient lighitng was done with the ambient_dark function in the stars.tbl for BWO. although i dunno how to do it normally using normal fs_open functions, but basically even if it had no sun @ the same coordinates of the ambient lighitng, all u see is the shadow, and a light going on direction and blur where there is darkness.

thats why i added the sun in the galaxy to simulate light coming out of there... but i think the ambients are adding the best new effects to date with the glow maps..,

the on/off glow map function would be ingenious...
Title: grab you pills and prepare for a coronary
Post by: StratComm on January 25, 2003, 10:43:38 pm
Duh, I should have read the beginning of this thread a bit more carefully.  I'll say though that I ran into a problem with the code, it just randomly crashed to the desktop after a few minutes, though I couldn't begin to tell you why.  It was in a big custom battle sequence, so perhaps it s something unrelated to the glow code though.
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 25, 2003, 11:59:10 pm
that's kind of an old copy of the glowmapping, I beleve this (http://freespace.volitionwatch.com/blackwater/test.zip) is the more up to date version less prone to crashing
Title: grab you pills and prepare for a coronary
Post by: StratComm on January 26, 2003, 03:01:56 am
got it to work - turns out it was a bad pof.  Anyway, did we ever get that funny effect in nebular missions removed?  It's rather odd-looking...  That debug version you linked to doesn't seem to want to open.  It found some bugs in my ships.tbl that hadn't caused problems up to that point, and then it just decided that it didn't want to run at all.  So, I'm stuck with funky neb effects until the next build I guess.

EDIT: Also noticed one bad graphic bob's glow map pack, the Hatshepsut window and black scaly was all goofed up so I fixed it up.  here you go (http://www.geocities.com/cek_83/CapVTile3A-glow.zip).
Title: grab you pills and prepare for a coronary
Post by: J3Vr6 on January 29, 2003, 12:19:57 pm
First and foremost, I'm trying to get glowmaps on OpenGL.  Phreak posted a thread that he got it working after the initial release and I'm not sure if he posted a program for the use of glow in opengl.  If anyone knows if there was an exe released with glow for opengl, would you be able to direct me to where it could be?

Alright, I've downloaded the glowmap packs (I've d/led every single one in this thread and overwrote the old ones from previous d/l) and placed them all in my main freespace 2 directory.  I've tried several of the fs2_open and debugs and I still seem to be unsuccessful in getting the ships in the tech room to look like the ones here.

I d/led the debug that's dated 1/18 that Bobboau mentioned as more stable and I was able to get into the main hall. But when I went into the tech room the menus came out to be big, dark blue blocks without any text. The ships came out but some rendered and some didn't. When I exited the techroom (via the esc key) it went to a black screen.  Maybe this one doesn't support OpenGL?  Or maybe my drivers aren't up to date?

Thanks in advance to anyone who can help me.
;)
Title: grab you pills and prepare for a coronary
Post by: phreak on January 29, 2003, 12:42:25 pm
try fs2/data/maps
Title: weird crap
Post by: Scoob on January 29, 2003, 05:36:07 pm
after i enter into my name i get kicked out and i get this:

Assert: ship_count <= MAX_SHIP_TYPES
File: D:\Games\projects\freespace2_public\fs2_open\code\Playerman\ManagePilot.cpp
Line: 522

Call stack:
------------------------------------------------------------------
    read_pilot_file()    player_select_close()    game_leave_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e814c7()
------------------------------------------------------------------


what is that????:wtf:
Title: grab you pills and prepare for a coronary
Post by: Bobboau on January 29, 2003, 06:31:11 pm
you need to make a new pilot

also I cannot test OGL, that build is ether entierly done by PhReAk or has no suport at all, the revamp of glowmaps I did I had to change some OGL stuff blindly (GLOWMAP changed to  GLOWMAP, it isn't an array anymore), so  may have broken it but I havn't heard about it if I did, and I did ask if it was still working.
try doing it in d3d mode insted
Title: grab you pills and prepare for a coronary
Post by: phreak on January 29, 2003, 07:29:18 pm
ogl still works
Title: grab you pills and prepare for a coronary
Post by: J3Vr6 on January 30, 2003, 09:44:30 am
Well, I have it all working in D3D and I must say you all have done a great job with this game!  It's one thing to see screenshots of those glowmaps, but it's a whole different experience when you do a fly-by over one of them.  It adds a whole new feeling to the game that I never felt. :yes: :D

I never got it working in OpenGL, but it could be that the drivers are old.  I haven't updated them in like a year or more (It's an old system (amd 450mhz, GF2) so I'm never able to play new games that would need up-to-date drivers).

I've downloaded the latest drivers for my card right now and will install them at home 2nite.  

The game booted me to windows in the middle of a dogfight when there was a lot on the screen, but that could have been that I had my video settings set to max in all categories.

Thanks for all your help, guys! :yes:
Title: grab you pills and prepare for a coronary
Post by: Galemp on February 21, 2003, 12:52:53 pm
*bump*

Here are the glow maps I've touched up; I went over each one of Bobboau's and removed the residue, cropped to the glowy bits, and added a bunch of new glowmaps. (The Erinyes now looks particularly nice.) I've also added glowmaps for all the FS1 ported ships. Look it over, I think it's nicer.

http://www.3dap.com/hlp/hosted/fsport/working/GEglowmaps.zip
Title: grab you pills and prepare for a coronary
Post by: Bobboau on February 21, 2003, 04:23:33 pm
it probly is, I only spent about five minutes on each map I made, we can make this the offical glow maps map pack I supose
Title: grab you pills and prepare for a coronary
Post by: Fry_Day on February 22, 2003, 01:27:22 am
bobbau, couldn't you do it in single-pass multitexturing by doing something like this:
Code: [Select]

  pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
   pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
   pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
   pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );

   pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_ADD );
   pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
   pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
   pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );


Oh, wait, then the glow map wouldn't be fullbright. never mind then.
Title: grab you pills and prepare for a coronary
Post by: phreak on February 22, 2003, 08:18:31 am
it works that way in OpenGL
Title: grab you pills and prepare for a coronary
Post by: Bobboau on February 22, 2003, 04:02:36 pm
not all cards suport multi-textureing, and we are still useing the old DX
Title: grab you pills and prepare for a coronary
Post by: phreak on February 22, 2003, 05:44:08 pm
i think its safe to assume that the cards will have multitexture support since its been out for a few years.

if they don't just have the HEL pick it up
Title: grab you pills and prepare for a coronary
Post by: Fry_Day on February 23, 2003, 10:11:26 am
Bobbau, every card since the Voodoo 2 supports multitexturing, and DX automatically does it in multipass if your card can't do enough texture stages (IE - doing Enviromental Bump Mapping on a GeForce  3/4 card - it requires 3 texture stages).