Author Topic: Uhh..., where is the Jump Node??  (Read 3864 times)

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Uhh..., where is the Jump Node??
Using Bob´s Build 06_03 (it´s the same with 06_10, but this one produces some strange artifacts, too) i can´t see the jump nodes (remember, these green lines in space) any longer. Just everything else seems ok. I hardly noticed it before, but after tryind another build and see the nodes again, i find this really disturbing. On the other hand, i don´t want to miss the env mapping, bob implemented.

My flags set: -spec -glow -pcx32 -jpgtga -cell -phreak -ship_choice_3d -2d_poof -bobshield  -ambient_factor 85 -bobshield

Any idea??

BTW: modular table file support and env-mapping in one build, fast and stable :nod: a dream would come true. Hey Bob, ever thought of marrying WMCoolmon :lol:

Greetings,
Psychonaut

 

Offline StratComm

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Uhh..., where is the Jump Node??
well I highly doubt that -bobshield needs to be in there twice, but that probably isn't the problem.  Try turning off -cell though, there aren't really graphics for it right now period, and it could potentially be killing off your nodes.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Uhh..., where is the Jump Node??
And your framerates......

Remind me, what does -phreak do exactly?
just another newbie without any modding, FREDding or real programming experience

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Uhh..., where is the Jump Node??
I just played around a bit. Don´t know the effect of the-phreak option. I think it has something to do with that cloak-thing. The game runs almost very smooth, especially after i found out, that unchecking the -mipmap option results in a drastically increase of the framerate.

 

Offline Taristin

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Uhh..., where is the Jump Node??
phreak makes a different scanning pattern...

The nodes being missing could be what he was talking about when he said he needed a new node pof because the old format was incompatable with FS_Open.


So... check the modding form for a thread by bob asking for a new jump node pof, and download the crappy placeholder one he gave.
Freelance Modeler | Amateur Artist

 
Uhh..., where is the Jump Node??
THX Raa. That was the solution. But not really, Bob´s node looks awful. I´m not a modeller, so i have to play without a node.

 

Offline Taristin

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Uhh..., where is the Jump Node??
It looks aweful so that people will get disgusted with it and make a new one...   I would, but I'm lazy. Perhaps in a few weeks or so, when I remember. Or if I keep getting hounded by PMs or ICQ spam sessions. But since I doubt that'll happen, we'll all have to use that ugly mesh.



Or rely on another modeller. I'm not the only one, y'know! :hopping: :lol:
Freelance Modeler | Amateur Artist

 

Offline StratComm

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Uhh..., where is the Jump Node??
Why exactly can't someone just recompile the old one?
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Taristin

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Uhh..., where is the Jump Node??
It's a different model type all together..  IIRC.  It's only vertex's (vertexi?) not actual polies...
Freelance Modeler | Amateur Artist

 

Offline Bobboau

  • Just a MODern kinda guy
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Uhh..., where is the Jump Node??
the old one used flat pollys, rather than the tmappolys that _everything_ else uses, there is no way to effectively suport flatpolys with how our HT&L system was set up, so it has been reverting to the old system for the last few months, wich is costing us about 10 FPS on a 9800 pro, so a new model is needed, the old one can't be used becase the model needs to be entierly trianular, and simply triangulateing the old model would look uggly.
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Offline WMCoolmon

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Uhh..., where is the Jump Node??
Shouldn't this be reverting back to the old one, with 10 fps loss and all, if the new one isn't found?

This is just to maintain the almighty backwards compatibility, mind you.
-C

 

Offline Goober5000

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Uhh..., where is the Jump Node??
Quote
Originally posted by WMCoolmon
Shouldn't this be reverting back to the old one, with 10 fps loss and all, if the new one isn't found?

This is just to maintain the almighty backwards compatibility, mind you.
Yes, it should.

  

Offline Bobboau

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Uhh..., where is the Jump Node??
it is! thats what is causeing the 10 FPS loss
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 WMCoolmon

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Re: Uhh..., where is the Jump Node??
Quote
Originally posted by Psychonaut
Using Bob´s Build 06_03 (it´s the same with 06_10, but this one produces some strange artifacts, too) i can´t see the jump nodes (remember, these green lines in space) any longer. Just everything else seems ok. I hardly noticed it before, but after tryind another build and see the nodes again, i find this really disturbing. On the other hand, i don´t want to miss the env mapping, bob implemented.  


...?
-C

 

Offline Silent Warrior

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Uhh..., where is the Jump Node??
Um... I must be seeing things! I fired up FS2_Open 3.6 this friday or something (after reverting to Catalyst 4.4 for teh shin1ez), went into Police Action, relished in the shininess (Thought: Would WC Prophecy ever benefit from THAT!), kicked some nasty ass. And then I suddenly noticed that the jump nodes were visible this time around. Golly! Is this "infinitely crappy" placeholder node-model included with 3.6, or did I just get lucky?
I can't go home again until I find a stone a rose a door.
Choo choo, and that is the truth.

 

Offline Lightspeed

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Uhh..., where is the Jump Node??
no idea. I CAN see the jump nodes, but theyre all grey and brown and stuf... Looking kinda weirdo.
Modern man is the missing link between ape and human being.

 

Offline Taristin

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Uhh..., where is the Jump Node??
*fires Up 3dMax*

Quick question... will they still be displayed as green wireframes of the model, or will it be the model I make?

Edit: BTW; Lighty: The Dashor's going to Aldebaaran. ;)
Freelance Modeler | Amateur Artist

 

Offline Flaser

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Uhh..., where is the Jump Node??
The later AFAIK. - Though with some clever textures, the whole wiframe stuff could be retained.
"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

 

Offline Lightspeed

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Uhh..., where is the Jump Node??
Psst Raa... it is spelled Aldebaran.
Modern man is the missing link between ape and human being.

 

Offline Taristin

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Uhh..., where is the Jump Node??
:nervous:  Perhaps in Terran...
Freelance Modeler | Amateur Artist