Author Topic: Support for 16.7 million colors  (Read 5704 times)

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Offline Solatar

  • 211
Support for 16.7 million colors
Well, I've just been using that as an example, Galactic Emperor mentioned it. I need support for 16.7 million colors though.

EDIT: Even thought the technology in the T-V War wasn't that great, I'm going to try and make the graphics and sound better than fs2.
« Last Edit: October 19, 2002, 02:28:24 pm by 691 »

 

Offline RandomTiger

  • Senior Member
  • 211
Support for 16.7 million colors
I know, be patient (or learn to code).

 

Offline Solatar

  • 211
Support for 16.7 million colors
I'll be patient, cause I can't code.

 

Offline Fury

  • The Curmudgeon
  • 213
Support for 16.7 million colors
Quote
Originally posted by RandomTiger
Some cards maximum texture size may not go that high, not sure how crap a card would have to be for that to be the case.


Umm... IIRC Voodoo 1, 2 and 3. TNT1 for example can't support that big textures.

Ooops... I was wrong about TNT1, which supports 2048x2048.
V2 is 256x256 tho... Oddly enough V3 also supports only up to 256x256.

http://www.reactorcritical.com/chips/chip-tnt.shtml
http://www.reactorcritical.com/chips/chip-voodoo2.shtml
http://www.reactorcritical.com/chips/chip-voodoo3.shtml
« Last Edit: October 19, 2002, 03:55:43 pm by 173 »

 

Offline nirmoy

  • 22
Support for 16.7 million colors
Seriously, we need to set a minimum system spec...

 

Offline RandomTiger

  • Senior Member
  • 211
Support for 16.7 million colors
Holy crap! 256 for v3, thats rubbish.
Yet again voodoo manage to surprise me.
I think you are right about a min spec.

 

Offline Fury

  • The Curmudgeon
  • 213
Support for 16.7 million colors
Hey RT... how about adding some code (assuming that DX8 or FS2 does not already have this) to scale down textures if lower-end graphics card is found?

I mean, surely there is some ways to give players with high-end systems a lot of eyecandy while giving lower-end system users good performance with cost of lower quality eyecandy?

I am not sure how latest FPS games, say UT2003 does this...
Did they include two or three different sizes of textures?

 

Offline RandomTiger

  • Senior Member
  • 211
Support for 16.7 million colors
Non, you are right I believe. Most games start with big textures and rescale them as possibly even keep a copy for next time the game is run.

Hopefully I can get something like that in however its likely it would only be for tga's and not pcx's.

  

Offline Fry_Day

  • 28
Support for 16.7 million colors
About transformation and lighting, and why it's better to do in hardware.
First of all, transformation is the process of transforming all the vertices according to the current view point. what does that mean? If you move forward, in reality, what is done is that every vertice is moved backwards by the amount you moved forward, which has the same result. If you turn to the right, in truth, every vertice is rotated to the left by the amount you turned right. Basically, transformation is the process of rotating and moving all the vertices in a scene (except that moving the vertices is called Translation). Lighting is, of course, finding the amount of light hitting each vertex according to the positions of light sources. These calculations are essential to every 3D application.

Before there were consumer-level graphics cards, and before those cards had T&L capabilities, all those calculations were done with custom code different for every game, tailored to meet the specific demands of that game. When the first graphics cards came to the consumer market, they were simply raster devices - you gave them screen-coordinates of vertices (vertices which have already been transformed, and projected from 3d coordinates to screen-space (which is 2d)), along with Z values for the Z-buffer, texture coordinates, lighting values, fog values, etc. and they drew the 2d polygons.
The programmer could use the functions built into the APIs for handling transformation and/or projection, but they were simply slower than doing it with your own code. FreeSpace 2 was coded like that.
The problem is, to use T&L, you HAVE to use the built-in API functions, since they automatically use what's available (If you haev T&L capable hardware, they use your hardware, otherwise, the CPU), and, while it not sound like so much from how I describe it, it is a huge amount of work that requries massive re-structuring of the code

 

Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Support for 16.7 million colors
Quote
Originally posted by Hades
Yeah, other than more colors, we also need higher resolution. I agree, you can't just make a background bigger, it looks really bad. We need support for things like 2000*2000 resolution.
As well as 16.7 million color TGA's, BMP's, and if somebody is really obssesed, TIF's


int(2000/256)+1 = 8 seperate bitmaps 256x 256.

why dont you just split them up, then do a little math on what posistions to put them.

seems 10 units on scale x,y=1 and division x,y=1 is the size of a 256 bitmap in fred2.

Just verfied this with a borderlined box.
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Offline IceFire

  • GTVI Section 3
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Support for 16.7 million colors
Quote
Originally posted by DTP


int(2000/256)+1 = 8 seperate bitmaps 256x 256.

why dont you just split them up, then do a little math on what posistions to put them.

seems 10 units on scale x,y=1 and division x,y=1 is the size of a 256 bitmap in fred2.

Just verfied this with a borderlined box.


Problem with that is that FS2 is still going to draw the bitmaps in such a funny way that the object will get skewed as you manuver.  I think its the way that the space area is drawn (its on a sphere or something).  Bitmaps would almost need to be drawn on 2D planes for something huge to look good.
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."