Author Topic: Shinemaps development thread [updated weekly!]  (Read 76808 times)

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Offline Lightspeed

  • Light Years Ahead
  • 212
Shinemaps development thread [updated weekly!]
As Shine2.0 is not to be finished within a reasonable amount of time (and DaB and Turambar are pretty much inactive ATM) i've decided to post-pone Shine2.0's original aim for now (hi-res versions for all FS2 textures) and work on a down-stripped version, Shine1.5. The only difference will be that it does NOT base the shine/env/glow maps on an improved high-res base texture, but pretty much the retail base texture (with some minor exceptions). This, of course, greatly speeds up progress. Of course, already finished Shine2.0 high res maps will be included in Shine1.5, as well as any high-res maps from DaBrain or someone else that are released will be included and mapped.

Also, there's been some changes to the concept:
  • There will be ONE development build instead of thousands of individual files
  • The base and shine textures will come in DDS format. While the format is unsuitable for backgrounds and effects, it looks okay with textures (specifically on the high-res ones) and provides a significant speed-up compared to using TGAs or PCXes - not to mention offers smaller download sizes ;)
  • Included with the zip will be STATIC glowmaps (from the improved ANIs), as the ANI glowmaps are known to cause some slowdown.
  • There will be additional downloads for the animated glowmaps coming in two flavours: A performance optimized version (recommended - this is not low-res, just reasonable) as well as a high-res version (which may cause the most horrific of slow-downs). Myself, I use the performance optimized version, and it's hard to see a difference, normally (unless you're VERY close up). The high-res version is mainly for developers that want high-res versions for renders, or to create own textures out of them.
  • Included with the Texture development build, you'll find a version history showing what was newly added, what was updated, and in which build this was the case.
  • Includes a readme with a little FAQ and some general explanations, as well as an explanation for the build naming scheme


To get this working properly you will have to remove any previous versions of shine2.0 as the TGA / ANI files would take precedence over the included DDS files. Note that at the time being this is by no means complete yet, so using the "alpha-env" command line will still look messy on quite a few textures in-game.

Download link for the textures:
 
Shine LT-Build20.0

Download links for the animated glowmaps:

Glow LTL-build12.0

High-res developer set:
Glow LTH-build12.0.zip (NOT INTENDED FOR INGAME USE - slowdown is guaranteed)

Download links and news can also be found in the WIP area on Milliways.

Same issue as always: Comments, bug reports, screenies, and questions welcome and needed (in this thread).

This thread will be updated with a new dev build every FRIDAY
« Last Edit: January 22, 2005, 02:26:44 pm by 1317 »
Modern man is the missing link between ape and human being.

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Shinemaps development thread [updated weakly!]
It's Friday today! Oh... wait. ;) Nice new colours in your sig, btw.
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Liberator

  • Poe's Law In Action
  • 210
Shinemaps development thread [updated weakly!]
Maybe it should be stickified?
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Turambar

  • Determined to inflict his entire social circle on us
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Shinemaps development thread [updated weakly!]
Lightspeed!  do you want my hires Herc 2?
its in DaBrain's old revival thread
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Lightspeed

  • Light Years Ahead
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Shinemaps development thread [updated weakly!]
I'll use it. Thanks for reminding me.
Modern man is the missing link between ape and human being.

 

Offline Setekh

  • Jar of Clay
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    • Hard Light Productions
Shinemaps development thread [updated weakly!]
Oh, and newsified.
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Lightspeed

  • Light Years Ahead
  • 212
Shinemaps development thread [updated weakly!]
Gee Turambar, you kept me busy the last er.... three (four?) hours finishing your high-res texture and env/glow/shinemapping it.

Nevertheless - here it is - the Hercules Mark II heavy assault fighter.



Original high-res texture by Turambar, quite a bit of reworking by me, as well as shine/glow/envmapping.

Question to the coders: did someone fiddle around with envmapping again? It seems to look a bit... different on new builds, and not neccessarily better (reflections are even smaller than they were - I can post screenies showing the problem better if you want) :doubt:
Modern man is the missing link between ape and human being.

 

Offline Liberator

  • Poe's Law In Action
  • 210
Shinemaps development thread [updated weakly!]
Is there a command switch for DDS textures?  The Uly, Herc 1, ect are white.  Wait, DDS isn't supported in OGL yet is it?:hopping:

Can someone point me to a new build, I'm using YAB2 and my D3D is hosed.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Lightspeed

  • Light Years Ahead
  • 212
Shinemaps development thread [updated weakly!]
Yes, there will probably be issues with OGL. Best bet would be to batch convert the textures yourself. I don't know if they will work properly in OGL at all, since envmapping and the like are NOT supported in OpenGL.
Modern man is the missing link between ape and human being.

 

Offline Liberator

  • Poe's Law In Action
  • 210
Shinemaps development thread [updated weakly!]
Already did that, I don't have any performance issues with 8 bit textures, just 32 bit.  Of course this computer is using a first-generation Mobility Radeon(7000 equiv.) so that is to be expected.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Shinemaps development thread [updated weakly!]
Taylor says that he'll be putting out a new build this weekend, with some OGL goodies, so DDS incorporation is not out of the question.
The Trivial Psychic Strikes Again!

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Shinemaps development thread [updated weakly!]
I tool a look through your zips last night and noticed a couple of problems:

1 - Minor:  Dragon glowmap fighter03-01a-glow.pcx will not work because the file in your zip has it named fighter-03-01a-glow.pcx, with an extra "-" after "fighter"

2 - Moderate:  It came to my attention that the main animated glowmap for the Basilisk in the low-res pack, is the same as the one in the hi-res pack.  Now, if you were concerned enough about the Seraphim's LOD0 animated glowmap at 977Kb to drop to its LOD1 in the low-res pack, then why didn't you do the same for the Basilisk's LOD0 at 1275KB?  Perhaps a slight oversight.

Later!
The Trivial Psychic Strikes Again!

 

Offline jdjtcagle

  • 211
  • Already told you people too much!
Shinemaps development thread [updated weakly!]
:eek2:

I wish someone would find out my problem... and fast!!!
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Offline taylor

  • Super SCP/Linux Guru
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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Trivial Psychic
Taylor says that he'll be putting out a new build this weekend, with some OGL goodies, so DDS incorporation is not out of the question.

The current OGL code supports DDS fine.  I fixed it for 3.6.  There did turn out to be a bug though, it assumes that there is at least one mipmap level.  Lightspeed's new graphics have none so although the texture got loaded into memory it never got sent to the card.

This is fixed now and will be in the upcoming build.  The new build release got delayed a little while I'm testing a fix for a problem Lightspeed found.  I'll test the fixes a bit more then move them to my stable tree and release that build at some point today.

 

Offline Liberator

  • Poe's Law In Action
  • 210
Shinemaps development thread [updated weakly!]
coolness...:D
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Janos

  • A *really* weird sheep
  • 28
Shinemaps development thread [updated weakly!]
Sticky this now.
lol wtf

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
Shinemaps development thread [updated weakly!]
well, okay. if you insist.

*spreads peanut butter all over thread*
"Gunnery control, fry that ****er!" - nuclear1

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Shinemaps development thread [updated weakly!]
I can't do much work ATM because I think I should do something for the mods I work on first.In addition I got many requests for doing stuff here and there.

For the moment I can't do anything cause my beloved Raid0 went down. :(
One of my Quantum HD is probably on the way to god now ;)


Good work on the HercII. But I kinda miss the metalic look, which makes it look "real".

If real life gives me some spare time I'll continue my high res work.
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Offline Black Wolf

  • Twisted Infinities
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  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Shinemaps development thread [updated weakly!]
Lightspeed: Question - why is the GTVA using Glow-in-the-dark paint?
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
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Offline Janos

  • A *really* weird sheep
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Shinemaps development thread [updated weakly!]
OK.

Where do I install these? :(

edit: And the mysterious Nebula Patch as well. Do these go to effects or maps? HALP
lol wtf