Author Topic: Is Freespace suppose to look this good? =P (Image Heavy)  (Read 16071 times)

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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by Bobboau
that looks sort of like the cell shadeing code, you arn't useing the -cell comand line are you?

Nope. No command line parms at all.
-C

 

Offline Fry_Day

  • 28
Is Freespace suppose to look this good? =P (Image Heavy)
Descenterace, My Radeon 9800 Pro says - D3DPMISCCAPS_INDEPENDENTWRITEMASKS - No.
No multielement textures on R350 cards either.

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by WMCoolmon
http://members.cox.net/~wmcoolmon/images/ulyshine.gif
Tis what I get with my TNT2 as well.  The game looks great in OGL but the shine mapping seems to not work there, meh.  I'm gonna have to get a new vid card anyway, so this problem won't last.

 
Is Freespace suppose to look this good? =P (Image Heavy)
The engine checks support for D3DFMT_MULTI2_ARGB8 as a texture format.  D3DPMISCCAPS_INDEPENDENTWRITEMASKS refers to the ability to mask the output to a multielement texture, and so is irrelevant in this case.

BTW, when rendering to multiple render targets, is PShader output 0 sent to all of them, or are they treated as elements of a multielement texture?
« Last Edit: September 14, 2003, 04:53:21 pm by 1322 »
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 

Offline Inquisitor

Is Freespace suppose to look this good? =P (Image Heavy)
Need to sticky this and have stealth post these to the site, it's awesome. And testimony to the hard work of the team. Nice stuff :)
No signature.

 

Offline Fineus

  • I made this.
  • Administrator
  • 212
    • Hard Light Productions
Is Freespace suppose to look this good? =P (Image Heavy)
Stuck :)

 
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by Kalfireth
Stuck :)


wow i created a thread thats now stickied...

:p

Bob, I'm sorry i didnt get back to you last night, but i tested the OPEN GL on my Viddy card and the results are:

***I get a yellow flashy screen. *** and the game is hard to see. it flashes between the screen and the yellow flash.

Im guessing my card is having support issues with OPENGL, as well as with ModelView32 (it now crashes trying to load a POF). Also, I know Freelancer for example isnt compatible with ATI cards (which sucks ass***). so im trying to see if this is fixed in a patch. brb later on or tomorrow after class to let you know results.

 
Is Freespace suppose to look this good? =P (Image Heavy)
Here's the D3D THING the launcher compiled:

Modes:

Code: [Select]

189: (2048x1536)x32 bit, 75 rr
188: (2048x1536)x32 bit, 70 rr
187: (2048x1536)x32 bit, 66 rr
186: (2048x1536)x32 bit, 60 rr
185: (2048x1536)x16 bit, 75 rr
184: (2048x1536)x16 bit, 70 rr
183: (2048x1536)x16 bit, 66 rr
182: (2048x1536)x16 bit, 60 rr
181: (1920x1440)x32 bit, 85 rr
180: (1920x1440)x32 bit, 75 rr
179: (1920x1440)x32 bit, 60 rr
178: (1920x1440)x16 bit, 85 rr
177: (1920x1440)x16 bit, 75 rr
176: (1920x1440)x16 bit, 60 rr
175: (1920x1200)x32 bit, 100 rr
174: (1920x1200)x32 bit, 85 rr
173: (1920x1200)x32 bit, 75 rr
172: (1920x1200)x32 bit, 60 rr
171: (1920x1200)x16 bit, 100 rr
170: (1920x1200)x16 bit, 85 rr
169: (1920x1200)x16 bit, 75 rr
168: (1920x1200)x16 bit, 60 rr
167: (1920x1080)x32 bit, 100 rr
166: (1920x1080)x32 bit, 75 rr
165: (1920x1080)x32 bit, 60 rr
164: (1920x1080)x16 bit, 100 rr
163: (1920x1080)x16 bit, 75 rr
162: (1920x1080)x16 bit, 60 rr
161: (1856x1392)x32 bit, 90 rr
160: (1856x1392)x32 bit, 75 rr
159: (1856x1392)x32 bit, 72 rr
158: (1856x1392)x32 bit, 60 rr
157: (1856x1392)x16 bit, 90 rr
156: (1856x1392)x16 bit, 75 rr
155: (1856x1392)x16 bit, 72 rr
154: (1856x1392)x16 bit, 60 rr
153: (1800x1440)x32 bit, 90 rr
152: (1800x1440)x32 bit, 70 rr
151: (1800x1440)x32 bit, 60 rr
150: (1800x1440)x16 bit, 90 rr
149: (1800x1440)x16 bit, 70 rr
148: (1800x1440)x16 bit, 60 rr
147: (1792x1344)x32 bit, 90 rr
146: (1792x1344)x32 bit, 85 rr
145: (1792x1344)x32 bit, 75 rr
144: (1792x1344)x32 bit, 60 rr
143: (1792x1344)x16 bit, 90 rr
142: (1792x1344)x16 bit, 85 rr
141: (1792x1344)x16 bit, 75 rr
140: (1792x1344)x16 bit, 60 rr
139: (1600x1200)x32 bit, 120 rr
138: (1600x1200)x32 bit, 100 rr
137: (1600x1200)x32 bit, 85 rr
136: (1600x1200)x32 bit, 75 rr
135: (1600x1200)x32 bit, 70 rr
134: (1600x1200)x32 bit, 60 rr
133: (1600x1200)x16 bit, 120 rr
132: (1600x1200)x16 bit, 100 rr
131: (1600x1200)x16 bit, 85 rr
130: (1600x1200)x16 bit, 75 rr
129: (1600x1200)x16 bit, 70 rr
128: (1600x1200)x16 bit, 60 rr
127: (1280x1024)x32 bit, 160 rr
126: (1280x1024)x32 bit, 120 rr
125: (1280x1024)x32 bit, 100 rr
124: (1280x1024)x32 bit, 90 rr
123: (1280x1024)x32 bit, 85 rr
122: (1280x1024)x32 bit, 75 rr
121: (1280x1024)x32 bit, 70 rr
120: (1280x1024)x32 bit, 60 rr
119: (1280x1024)x32 bit, 47 rr
118: (1280x1024)x32 bit, 43 rr
117: (1280x1024)x16 bit, 160 rr
116: (1280x1024)x16 bit, 120 rr
115: (1280x1024)x16 bit, 100 rr
114: (1280x1024)x16 bit, 90 rr
113: (1280x1024)x16 bit, 85 rr
112: (1280x1024)x16 bit, 75 rr
111: (1280x1024)x16 bit, 70 rr
110: (1280x1024)x16 bit, 60 rr
109: (1280x1024)x16 bit, 47 rr
108: (1280x1024)x16 bit, 43 rr
107: (1280x768)x32 bit, 85 rr
106: (1280x768)x32 bit, 75 rr
105: (1280x768)x32 bit, 60 rr
104: (1280x768)x32 bit, 56 rr
103: (1280x768)x16 bit, 85 rr
102: (1280x768)x16 bit, 75 rr
101: (1280x768)x16 bit, 60 rr
100: (1280x768)x16 bit, 56 rr
99: (1152x864)x32 bit, 100 rr
98: (1152x864)x32 bit, 85 rr
97: (1152x864)x32 bit, 75 rr
96: (1152x864)x32 bit, 70 rr
95: (1152x864)x32 bit, 60 rr
94: (1152x864)x32 bit, 47 rr
93: (1152x864)x32 bit, 43 rr
92: (1152x864)x16 bit, 100 rr
91: (1152x864)x16 bit, 85 rr
90: (1152x864)x16 bit, 75 rr
89: (1152x864)x16 bit, 70 rr
88: (1152x864)x16 bit, 60 rr
87: (1152x864)x16 bit, 47 rr
86: (1152x864)x16 bit, 43 rr
85: (1024x768)x32 bit, 200 rr
84: (1024x768)x32 bit, 160 rr
83: (1024x768)x32 bit, 150 rr
82: (1024x768)x32 bit, 120 rr
81: (1024x768)x32 bit, 100 rr
80: (1024x768)x32 bit, 90 rr
79: (1024x768)x32 bit, 85 rr
78: (1024x768)x32 bit, 75 rr
77: (1024x768)x32 bit, 72 rr
76: (1024x768)x32 bit, 70 rr
75: (1024x768)x32 bit, 60 rr
74: (1024x768)x32 bit, 43 rr
73: (1024x768)x16 bit, 200 rr
72: (1024x768)x16 bit, 160 rr
71: (1024x768)x16 bit, 150 rr
70: (1024x768)x16 bit, 120 rr
69: (1024x768)x16 bit, 100 rr
68: (1024x768)x16 bit, 90 rr
67: (1024x768)x16 bit, 85 rr
66: (1024x768)x16 bit, 75 rr
65: (1024x768)x16 bit, 72 rr
64: (1024x768)x16 bit, 70 rr
63: (1024x768)x16 bit, 60 rr
62: (1024x768)x16 bit, 43 rr
61: (800x600)x32 bit, 200 rr
60: (800x600)x32 bit, 160 rr
59: (800x600)x32 bit, 120 rr
58: (800x600)x32 bit, 100 rr
57: (800x600)x32 bit, 90 rr
56: (800x600)x32 bit, 85 rr
55: (800x600)x32 bit, 75 rr
54: (800x600)x32 bit, 72 rr
53: (800x600)x32 bit, 70 rr
52: (800x600)x32 bit, 60 rr
51: (800x600)x32 bit, 56 rr
50: (800x600)x32 bit, 47 rr
49: (800x600)x16 bit, 200 rr
48: (800x600)x16 bit, 160 rr
47: (800x600)x16 bit, 120 rr
46: (800x600)x16 bit, 100 rr
45: (800x600)x16 bit, 90 rr
44: (800x600)x16 bit, 85 rr
43: (800x600)x16 bit, 75 rr
42: (800x600)x16 bit, 72 rr
41: (800x600)x16 bit, 70 rr
40: (800x600)x16 bit, 60 rr
39: (800x600)x16 bit, 56 rr
38: (800x600)x16 bit, 47 rr
37: (640x480)x32 bit, 200 rr
36: (640x480)x32 bit, 160 rr
35: (640x480)x32 bit, 120 rr
34: (640x480)x32 bit, 100 rr
33: (640x480)x32 bit, 90 rr
32: (640x480)x32 bit, 85 rr
31: (640x480)x32 bit, 75 rr
30: (640x480)x32 bit, 72 rr
29: (640x480)x32 bit, 60 rr
28: (640x480)x16 bit, 200 rr
27: (640x480)x16 bit, 160 rr
26: (640x480)x16 bit, 120 rr
25: (640x480)x16 bit, 100 rr
24: (640x480)x16 bit, 90 rr
23: (640x480)x16 bit, 85 rr
22: (640x480)x16 bit, 75 rr
21: (640x480)x16 bit, 72 rr
20: (640x480)x16 bit, 60 rr
19: (640x400)x32 bit, 75 rr
18: (640x400)x32 bit, 60 rr
17: (640x400)x16 bit, 75 rr
16: (640x400)x16 bit, 60 rr
15: (512x384)x32 bit, 75 rr
14: (512x384)x32 bit, 60 rr
13: (512x384)x16 bit, 75 rr
12: (512x384)x16 bit, 60 rr
11: (400x300)x32 bit, 75 rr
10: (400x300)x32 bit, 60 rr
9: (400x300)x16 bit, 75 rr
8: (400x300)x16 bit, 60 rr
7: (320x240)x32 bit, 75 rr
6: (320x240)x32 bit, 60 rr
5: (320x240)x16 bit, 75 rr
4: (320x240)x16 bit, 60 rr
3: (320x200)x32 bit, 75 rr
2: (320x200)x32 bit, 60 rr
1: (320x200)x16 bit, 75 rr
0: (320x200)x16 bit, 60 rr


D3D8 Caps:

caps.Caps.D3DCAPS_READ_SCANLINE:                                yes

caps.Caps2.D3DCAPS2_CANCALIBRATEGAMMA:                          no
caps.Caps2.D3DCAPS2_CANRENDERWINDOWED:                          yes
caps.Caps2.D3DCAPS2_CANMANAGERESOURCE:                          no
caps.Caps2.D3DCAPS2_DYNAMICTEXTURES:                            no
caps.Caps2.D3DCAPS2_FULLSCREENGAMMA:                            yes
caps.Caps2.D3DCAPS2_NO2DDURING3DSCENE:                          no

caps.Caps3.D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD:           no

caps.PresentationIntervals.D3DPRESENT_INTERVAL_IMMEDIATE:       yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_ONE:             yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_TWO:             no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_THREE:           no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_FOUR:            no

caps.CursorCaps.D3DCURSORCAPS_COLOR:                            no
caps.CursorCaps.D3DCURSORCAPS_LOWRES:                           no

caps.DevCaps.D3DDEVCAPS_CANBLTSYSTONONLOCAL:                    yes
caps.DevCaps.D3DDEVCAPS_CANRENDERAFTERFLIP:                     yes
caps.DevCaps.D3DDEVCAPS_DRAWPRIMTLVERTEX:                       yes
caps.DevCaps.D3DDEVCAPS_EXECUTESYSTEMMEMORY:                    yes
caps.DevCaps.D3DDEVCAPS_EXECUTEVIDEOMEMORY:                     yes
caps.DevCaps.D3DDEVCAPS_HWRASTERIZATION:                        yes
caps.DevCaps.D3DDEVCAPS_HWTRANSFORMANDLIGHT:                    yes
caps.DevCaps.D3DDEVCAPS_NPATCHES:                               no
caps.DevCaps.D3DDEVCAPS_PUREDEVICE:                             yes
caps.DevCaps.D3DDEVCAPS_QUINTICRTPATCHES:                       no
caps.DevCaps.D3DDEVCAPS_RTPATCHES:                              no
caps.DevCaps.D3DDEVCAPS_RTPATCHHANDLEZERO:                      no
caps.DevCaps.D3DDEVCAPS_SEPARATETEXTUREMEMORIES:                no
caps.DevCaps.D3DDEVCAPS_TEXTURENONLOCALVIDMEM:                  yes
caps.DevCaps.D3DDEVCAPS_TEXTURESYSTEMMEMORY:                    no
caps.DevCaps.D3DDEVCAPS_TEXTUREVIDEOMEMORY:                     yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXSYSTEMMEMORY:                   yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXVIDEOMEMORY:                    yes

caps.PrimitiveMiscCaps.D3DPMISCCAPS_BLENDOP:                    no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPPLANESCALEDPOINTS:      no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPTLVERTS:                no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_COLORWRITEENABLE:           yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCCW:                    yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCW:                     yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLNONE:                   yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_LINEPATTERNREP:             yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_MASKZ:                      yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_TSSARGTEMP:                 yes

caps.RasterCaps.D3DPRASTERCAPS_ANISOTROPY:                      yes
caps.RasterCaps.D3DPRASTERCAPS_ANTIALIASEDGES:                  yes
caps.RasterCaps.D3DPRASTERCAPS_COLORPERSPECTIVE:                no
caps.RasterCaps.D3DPRASTERCAPS_DITHER:                          yes
caps.RasterCaps.D3DPRASTERCAPS_FOGRANGE:                        yes
caps.RasterCaps.D3DPRASTERCAPS_FOGTABLE:                        no
caps.RasterCaps.D3DPRASTERCAPS_FOGVERTEX:                       yes
caps.RasterCaps.D3DPRASTERCAPS_MIPMAPLODBIAS:                   yes
caps.RasterCaps.D3DPRASTERCAPS_PAT:                             yes
caps.RasterCaps.D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE:           yes
caps.RasterCaps.D3DPRASTERCAPS_WBUFFER:                         yes
caps.RasterCaps.D3DPRASTERCAPS_WFOG:                            no
caps.RasterCaps.D3DPRASTERCAPS_ZBIAS:                           yes
caps.RasterCaps.D3DPRASTERCAPS_ZBUFFERLESSHSR:                  no
caps.RasterCaps.D3DPRASTERCAPS_ZFOG:                            no
caps.RasterCaps.D3DPRASTERCAPS_ZTEST:                           yes

caps.ZCmpCaps.D3DPCMPCAPS_ALWAYS:                               yes
caps.ZCmpCaps.D3DPCMPCAPS_EQUAL:                                yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATER:                              yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATEREQUAL:                         yes
caps.ZCmpCaps.D3DPCMPCAPS_LESS:                                 yes
caps.ZCmpCaps.D3DPCMPCAPS_LESSEQUAL:                            yes
caps.ZCmpCaps.D3DPCMPCAPS_NEVER:                                yes
caps.ZCmpCaps.D3DPCMPCAPS_NOTEQUAL:                             yes

caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA:                yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTALPHA:                      yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTCOLOR:                      yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTALPHA:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCALPHA:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ONE:                            yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHA:                       yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHASAT:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCCOLOR:                       yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ZERO:                           yes

caps.DestBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA:               yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTALPHA:                     yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTCOLOR:                     yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTALPHA:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCALPHA:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_ONE:                           yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHA:                      yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHASAT:                   no
caps.DestBlendCaps.D3DPBLENDCAPS_SRCCOLOR:                      yes
caps.DestBlendCaps.D3DPBLENDCAPS_ZERO:                          yes

caps.AlphaCmpCaps.D3DPCMPCAPS_ALWAYS:                           yes
caps.AlphaCmpCaps.D3DPCMPCAPS_EQUAL:                            yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATER:                          yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATEREQUAL:                     yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESS:                             yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESSEQUAL:                        yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NEVER:                            yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NOTEQUAL:                         yes

caps.ShadeCaps.D3DPSHADECAPS_ALPHAGOURAUDBLEND:                 yes
caps.ShadeCaps.D3DPSHADECAPS_COLORGOURAUDRGB:                   yes
caps.ShadeCaps.D3DPSHADECAPS_FOGGOURAUD:                        yes
caps.ShadeCaps.D3DPSHADECAPS_SPECULARGOURAUDRGB:                yes

caps.TextureCaps.D3DPTEXTURECAPS_ALPHA:                         yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHAPALETTE:                  no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP:                       yes
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP_POW2:                  yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPCUBEMAP:                    no
caps.TextureCaps.D3DPTEXTURECAPS_MIPMAP:                        yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPVOLUMEMAP:                  no
caps.TextureCaps.D3DPTEXTURECAPS_NONPOW2CONDITIONAL:            yes
caps.TextureCaps.D3DPTEXTURECAPS_PERSPECTIVE:                   yes
caps.TextureCaps.D3DPTEXTURECAPS_POW2:                          yes
caps.TextureCaps.D3DPTEXTURECAPS_PROJECTED:                     yes
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caps.TextureCaps.D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE:      yes
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caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP_POW2:                yes

caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:          no
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caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_BORDER:          no
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caps.LineCaps.D3DLINECAPS_ALPHACMP:                             yes
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caps.LineCaps.D3DLINECAPS_ZTEST:                                yes

Max texture width:  2048
Max texture height: 2048
Max volume extent:  256

Max texture repeat: 2048
Max texture aspect: 2048
Max anisotropy:     16
Max vertex W:       10000000000.000000

Guard band (l,t,r,b): 0.000000 0.000000 0.000000 0.000000

Extents adjust: 0

caps.StencilCaps.D3DSTENCILCAPS_DECR:                           yes
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caps.StencilCaps.D3DSTENCILCAPS_INCRSAT:                        yes
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caps.StencilCaps.D3DSTENCILCAPS_ZERO:                           yes

caps.FVFCaps.D3DFVFCAPS_DONOTSTRIPELEMENTS:                     no
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caps.FVFCaps.D3DFVFCAPS_TEXCOORDCOUNTMASK:                      yes

caps.TextureOpCaps.D3DTEXOPCAPS_ADD:                            yes
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caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHAPM:            yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAP:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAPLUMINANCE:            no
caps.TextureOpCaps.D3DTEXOPCAPS_DISABLE:                        yes
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caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE2X:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE4X:                     yes
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caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG1:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG2:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_SUBTRACT:                       yes

Max texture blend stages:  8
Max simultaneous textures: 3

caps.VertexProcessingCaps.D3DVTXPCAPS_DIRECTIONALLIGHTS:        yes
caps.VertexProcessingCaps.D3DVTXPCAPS_LOCALVIEWER:              yes
caps.VertexProcessingCaps.D3DVTXPCAPS_MATERIALSOURCE7:          yes
caps.VertexProcessingCaps.D3DVTXPCAPS_POSITIONALLIGHTS:         yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TEXGEN:                   yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TWEENING:                 yes
caps.VertexProcessingCaps.D3DVTXPCAPS_NO_VSDT_UBYTE4:           no

Max active lights:             8
Max user clip planes:          6
Max vertex blend matrices:     4
Max vertex blend matrix index: 0

Max point size: 256.000000
Max Prim count:    65535
Max Vertrx index:  65535
Max Streams:       8
Max Stream stride: 1024

Vertex shader version:   0.0
Max vertex shader const: 0

Pixel shader version:    0.0
Max pixel shader value:  0

Edited by Kal: Code tags added, for shrinky goodness.

 

Offline Stealth

  • Braiiins...
  • 211
Is Freespace suppose to look this good? =P (Image Heavy)
i'm working on getting the FSSCP's "Screenshots" section of the website at the moment... also working on getting hold of a script that will allow users to upload their own screenshots to the site, or link to them, or whatever.

 
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by Stealth
i'm working on getting the FSSCP's "Screenshots" section of the website at the moment... also working on getting hold of a script that will allow users to upload their own screenshots to the site, or link to them, or whatever.


Cool, for now thats a good idea.

**Thanks Kal for fixing my code***

BOB: That D3D compile was for the "Original Drivers" that came with the card, I havent tested the newer catalyst drivers i DL last night.

Venom, your OTT effects are nice (explosions and vaporization sprites). Good ish*

 

Offline Stealth

  • Braiiins...
  • 211
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by deep_eyes


Cool, for now thats a good idea.


i can't take credit ;) :D

it was Inquisitor's idea :D

 
Is Freespace suppose to look this good? =P (Image Heavy)
Oh...my...God.

:eek2:

Instead of just having higher-resolution explosion sprites, how about having fancy particle explosions with fireballs and smoke and stuff like in jDoom? Note that there aren't any good screenshots of this on the site, so you'll have to see the effect in-game to get a real feel for it. Install the game, start the launcher, go to the Add-Ons tab, turn on 'Heavy rocket smoke trails' and one of the '3d fireballs set's. Start the game, open the console (with ~, same as Quake), type 'give wa' (weapons and ammo), select the rocket launcher, and shoot it at a wall. That should give you a beautiful fireball+smoke effect, as well as a flame->smoke trail from the rocket's engine. Now imagine missile trails and explosions like that in FreeSpace.

Note that you'd have to have a particle density inversely proportional to the size of the explosion (ie, same number of particles per blast regardless of the size of the blast), or the Colossus going up would cause one's framerate to best be measured in frames per hour. :) Exactly what particle density to use could be specified with the 'particles' setting in 'options->detail' in-game, so TNT2 users won't get their framerate killed by particle explosions, but high-end video card users will be able to get really pretty explosions. The lowest setting should probably display the usual sprites instead of particle explosions, for users of really ancient video cards, like 3Dfx hardware.

 
Is Freespace suppose to look this good? =P (Image Heavy)
Why bother with 'particle density'?  Just code the engine to produce, say, 20 particles per blast.  The problem with putting effects like that into FreeSpace is having to update particle position all the time.  How does FS2 store currently-active effects?  Is it anything like my FX Stack structure in Project Vertigo, where new effects are added by the physics engine?

For example:
Beam laser is determined to have hit a ship.  Damage routine adds a 'spark plume' FX to the stack, with such information as direction of plume, lifetime of effect (about .5 seconds), and speed of sparks.  On the next rendering cycle the engine loops through the FX Stack, passing the duration of the last frame to each FX's rendering function which then updates the location of its sparks and determines if its active lifetime has expired before rendering itself.  If its lifetime has expired, it deletes itself from the stack.

Now, I know FS2 isn't object-oriented, so if it were to use the above system the FX Stack would be group of structs or unions holding FX data, and they would be passed in turn to a global FX rendering function, whose functionality would depend on the type of FX passed to it.
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by Descenterace
Why bother with 'particle density'?  Just code the engine to produce, say, 20 particles per blast.  The problem with putting effects like that into FreeSpace is having to update particle position all the time.  How does FS2 store currently-active effects?  Is it anything like my FX Stack structure in Project Vertigo, where new effects are added by the physics engine?

The particle density is conceptual. Coding the engine to produce n particles per blast is an implementation of that concept.

Quote
For example:
Beam laser is determined to have hit a ship.  Damage routine adds a 'spark plume' FX to the stack, with such information as direction of plume, lifetime of effect (about .5 seconds), and speed of sparks. On the next rendering cycle the engine loops through the FX Stack, passing the duration of the last frame to each FX's rendering function which then updates the location of its sparks and determines if its active lifetime has expired before rendering itself.  If its lifetime has expired, it deletes itself from the stack.

Ironically enough, that isn't too different from the ship hit effect's particle spew...

Quote
Now, I know FS2 isn't object-oriented, so if it were to use the above system the FX Stack would be group of structs or unions holding FX data, and they would be passed in turn to a global FX rendering function, whose functionality would depend on the type of FX passed to it.

Probably yet another static struct array, like Ships and Objects. :sigh: An alternative is to use dynamic memory allocation ('new' and 'delete' operators) and STL vectors to store this stuff. This is C++. Though most of FS2 is not object-oriented and does not use dynamic memory allocation, it can't hurt to start doing so here, right? ;7

 

Offline Flaser

  • 210
  • man/fish warsie
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by _argv[-1]
Oh...my...God.

:eek2:

Instead of just having higher-resolution explosion sprites, how about having fancy particle explosions with fireballs and smoke and stuff like in jDoom?


My exact ideas. If we try to make better effects, it's 100% computer generated stuff we should make.
It'll be a b**ch with resources, but it could look wonderful.

Still I have to agree with bumping the 256color limit - it's a major drawback for artist, since they have to spend their time converting and reconverting their textures using complicated palletes.

Higher res. exlosion maps could be used for middle class Pc-s, or would be useful as a shockwave effect as long as Bobb doesn't fininsh his explosion code - or for machines that would have the memory and CPU to handle a bigger texture, but not a new CPU dependant effect.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Higher res. exlosion maps could be used for middle class Pc-s, or would be useful as a shockwave effect as long as Bobb doesn't fininsh his explosion code - or for machines that would have the memory and CPU to handle a bigger texture, but not a new CPU dependant effect.


bobs computer i think is a mid range system. his reaction to seeing his exe's produce this much detail caused him and everyone else to blow a gasket! :thepimp:

but yes, a system (using the launcher possibly) could say what can and cannot be done. on good 700+ systems, hi res would sufice. on lower end systems standard fs2 hi res would be its best option. just gotta implament code to do this.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Is Freespace suppose to look this good? =P (Image Heavy)
Ihave an Athlon xp 3000+
ati radeon 9800 pro 128mb
and an N-force 2 mobo

Myframe rates have been needles to say, quite good
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

 
Is Freespace suppose to look this good? =P (Image Heavy)
I have REALLY got to upgrade my processor...

OK, so an Athlon XP 1700+ working next to a Radeon 9700 Pro can churn out some pretty impressive framerates, but Unreal 2 is choking.  And Project Vertigo requires features that my graphics card does not possess.

All I can say is, thank God for the Reference device.
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 
Is Freespace suppose to look this good? =P (Image Heavy)
Quote
Originally posted by Descenterace
I have REALLY got to upgrade my processor...

OK, so an Athlon XP 1700+ working next to a Radeon 9700 Pro can churn out some pretty impressive framerates, but Unreal 2 is choking.  And Project Vertigo requires features that my graphics card does not possess.

All I can say is, thank God for the Reference device.


U2 works fine without choking on my rinky dink celeron 433... lol anyway bob, ima repost the link of the thread i posted in sci fi meshes. they like it so far...

Click Here............

maybe we can get some of them to make models!

 
Is Freespace suppose to look this good? =P (Image Heavy)
A BLOODY WHAT???  CELERON 433?!

We are talking about the same Unreal 2, aren't we?  Full name: 'Unreal 2: The Awakening'?  Three CDs?  Has spectacular graphics and lighting effects?  Last enemy to be fought is the Tosc, which carries a singularity generator on, if I remember correctly, its left arm?

Jeez... If I set the resolution higher than 800x600 it starts to choke.  OK, so that IS at nearly maximum detail.  I mean, the game isn't worth playing unless you're gonna put the texture and mesh detail right to the stops.  But even a friggin' Athlon 1700 has trouble...  I can't believe that a Celeron 433 could even INSTALL the game, let alone run it!
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker