Author Topic: Question about your .exe  (Read 2432 times)

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Offline Bri_Dog

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Question about your .exe
When will your costum .EXEs be released? With R2? Or sooner?

And will it use any new features from the FS_Open.exe?
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Offline phreak

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Re: Question about your .exe
w/ R2 - maybe
sooner - maybe
FSO features -  no but i can hack something together if woo tells me what he changed.
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Offline Bri_Dog

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Question about your .exe
Coolness :yes:

Thanks.
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Offline Woomeister

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Re: Re: Question about your .exe
Quote
Originally posted by PhReAk
FSO features -  no but i can hack something together if woo tells me what he changed.

It'll be with R2, since we want to use some of the new ships. Here's what I changed if I remember right:

Increases ships.tbl size to 700kb
Increased max hud icons to 80
Insreases max number of ships from 130 to 200 (could use it upped to 250 I suppose)

I don't have the code on this PC so can't make any more changes to it, or even check what exactly I did.

 

Offline Galemp

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Question about your .exe
'Twould be nice to include glowmapping and no-CD checking as well... :blah: Then we could have an all-around useful replacement for the retail FS2 EXE.
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Offline Bri_Dog

  • 28
Question about your .exe
Quote
Originally posted by GalacticEmperor
'Twould be nice to include glowmapping and no-CD checking as well... :blah: Then we could have an all-around useful replacement for the retail FS2 EXE.



Glow maps would rule in Inferno :nod:
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Offline Woomeister

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Question about your .exe
glow maps kill lower end pcs when running Inferno :p
Sol gate is too much for them :D

Would still be nice though :)

 

Offline phreak

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Question about your .exe
well if someone wants to do glow maps then you can put them in the inferno archives :)
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Offline Woomeister

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Question about your .exe
Not much point if they become useless with the next release.

 

Offline Bri_Dog

  • 28
Question about your .exe
Isn't all you need to do is just add "-glow" to a .pcx file?
 
Like Tex1.pcx -glow   ?
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Offline phreak

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Question about your .exe
like tex1-glow.pcx

glowmaps use additive mapping:

black = transparent

so if a pixel was 128,128,128 and the corresponding pixel on the glowmap was 64,0,0 then the new color would be 192,128,128
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Offline Bri_Dog

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Question about your .exe
Quote
Originally posted by PhReAk
like tex1-glow.pcx

glowmaps use additive mapping:

black = transparent

so if a pixel was 128,128,128 and the corresponding pixel on the glowmap was 64,0,0 then the new color would be 192,128,128



And that's done by the game correct? It sees if the tecture has the glow tag and then alters the pixels?
« Last Edit: July 20, 2003, 02:54:23 pm by 392 »
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Offline phreak

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Question about your .exe
yea its done by the game. glowmaps arent lit so they will always appear bright. otherwise you could just do something using PS or PSP
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Offline Taristin

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Question about your .exe
I Dled the glowmaps, and played... certainly interesting, but some are too bright. I only wish I could get similar effects in TS6. :-/
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