Author Topic: new glow point code  (Read 14320 times)

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Offline Bobboau

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ok I've gotten the model parent code to rotate any glowpoints around there model parent's offset, you need only to place the glow in it's absoulte world position and type in the submodel number of the parent object you want it to rotate around, I think it should work for turrets as well as other objects,
it subtracts the parent offset from the global position, then rotates around the offset then adds the offset back, it does not relitivate the normals becase there nelitive already,
I still have to make them no longer render when there parent is destroied
I made the normals for type 1 glows be relitive, like it should have been the whole time
also I think I may have pluged that bug in the fighter beams,
and I think I got all my code working again, I'll do some more testing tonight and try to commit
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DEUTERONOMY 22:11
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Offline Zarax

  • 210
My first lines on weapons.tbl are the standard ones.
I can mail you the whole file if you want.
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Offline Stunaep

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This is A-1 SUPAR. Make this work, edit all the models, and we've got ourselves a serious graphics update.
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Offline Bobboau

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well the error mesage is saying that in the first line it is finding
4
were it should be finding
#Primary Weapons
if you are useing any modded tables try useing the normal ones

and once I get this code done or nearly done I plan on updateing most of the models

also I'd like some more discusion on new features of the glowpoint code, things like that animated while turret fireing,
also sExps for disableing\enableing banks
« Last Edit: November 13, 2002, 01:07:18 pm by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Zarax

  • 210
another error:

Assert: hull_percentage_of_hits > 0.0f
File: D:\Games\projects\freespace2_public\fs2_open\code\Ship\Ship.cpp
Line: 1690

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

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that means the subsystems on one or more of you're ships is totaled to more than 100
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline LAM3O

  • 25
Wow very cool looking

 

Offline daveb

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Nice work Bobboau. Its good to see people actually learning through playing with the code.

 

Offline Anaz

  • 210
that is 1337...now if we had real-time lighting...and those spotlights would track across a hull....or in a neb, if they had a bright circle displayed on the polygonal neb infront of them it would look oh so pretty...
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Offline Solatar

  • 211
Headlights in nebula

 

Offline Anaz

  • 210
Quote
Originally posted by Hades
Headlights in nebula



hehe, how about big arse searchlights on a fenris...
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Bobboau

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:D I got a complement from dave!! wohohohoo!!!

I am going to make it so that you can have a diferen't texture loaded for nebula missions, and as you may see I set it to have a bigger glow in nebulas (though I'll probly remove that after haveing thought about it a bit)

and as I said dynamic lighting would be a major hit, but we may make a seperate chunk for it later
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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I have updated CVS with the new code, all the stuff warp models ect
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Scuddie

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Quote
Originally posted by Bobboau
dynamic lighting would be a major hit
Is dynamic lighting already in-game?  If so, you could just make an option for dynamic lighting soon, and those of us who have powerful systems (not me:() can have it displayed.  I say make it an option for the commandline.
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Offline Bobboau

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not for glowpoints, it would increse lighting calculations by like twenty orders of magnatude
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline vyper

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Quote
Originally posted by Bobboau
not for glowpoints, it would increse lighting calculations by like twenty orders of magnatude


Indeed, I was worried to run ur current build because I thought they WERE dynamic. :nervous:

D'you think this could be advanced with the dx8 upgrade?

P.S. Rar yer files Bob, it would've halved (actually more) the size of ur exe download. :p
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Offline Fineus

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I know I know sod all about coding but what effect would introducing Transform and Lighting into the game? Would it not do away with this stuff since the whole thing could be handeled by Direct X?

 

Offline RandomTiger

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DX8 has a maximum of lights thats dependant on the graphics card but even my GF4 is limited to 8, and to be honest even with HT&L it might not be a good an idea to use them all, I'd have to look into that.

I dont know about FS2 but games (if dynamic) tend (I believe) to hold a list all of all lights in the scene and use only key ones (like the sun) and the rest are the ones with the closest source.

So Bob could put them in the list and let FS2 deside if they render but you have to remember that our polycounts are fairly low which means less vertices to light which isnt as smooth and can lead to artifacts.

Something that close to the ship might show up of the edges of the polygons. Depends how bright you make it I guess.

EDIT: Looks like the lighting code isnt doing an closest light thing, just does as many as it has by the looks of it, up to 16 lights.
« Last Edit: November 15, 2002, 09:49:51 am by 848 »

 

Offline Scuddie

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Is Projected/Vertex lighting an option?
Bunny stole my signature :(.

Sorry boobies.

 

Offline daveb

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FS2 does indeed do dynamic lighting. If you check out lighting.cpp the way it works is that the "world" contains a global list of all lights, which can shrink or grow on a per frame basis. When an object is to be rendered, the code decides which lights are the most relevant (see light_filter_push_*). This call culls out lights that cannot affect the object in question and the rotates the light into the local coordinate of the model. The rendering code itself then uses this shortened, instanced list. This methodology maps directly to how T&L wants to work.