Author Topic: Shinemaps development thread [updated weekly!]  (Read 90919 times)

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Offline aldo_14

  • Gunnery Control
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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed

I'm afraid I don't have any good screenshots this week, though :p

http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Ravana.jpg

http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Sathanas.jpg


I can see someones been busy mastering the art of irony......

 

Offline taylor

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed
Hmm, I thought PCX is, ANI not.

Right, ANI is still restricted to it's 8-bit palette and never goes 16-bit.  It's the only acception to the rule... almost.  For OpenGL at least everything is 16-bit or higher when it's sent to the video card.  This is a change from the icculus.org code and I don't know who did it but I haven't figured out how to change it back and still have things work.  So basically the video memory usage for an ANI is the same as a 16-bit PCX, nearly twice what it would be as a DDS.

Memory usage of DXT5 is about the same as an ANI of the same dimensions.  The real benefit of DDS in this case is that it's sent as is to the video card.  ANI, like PCX and everything else, has extra processing done on it so that it's properly setup for the video card.  That extra processing obviously slows things down.

I'm not going step in and blindly advocate DDS over ANI since both still have their place.  It just needs to be looked at on a case-by-case basis: a lot of frames would probably work better as a DDS but that depends on the quality sacrifice, smaller number of frames would still work ok for ANI but the difference of footprint in system memory and video memory need to ba taken into account.  Remember that more people have a lot of system memory but maybe only 128 megs of video memory.  There are missions now, with everybody's graphics in use, that need over 200 megs of system memory for textures and a bit more than that of video memory.

 

Offline Turambar

  • Determined to inflict his entire social circle on us
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  • You can't spell Manslaughter without laughter
Shinemaps development thread [updated weakly!]
h4h4, i laff@ j00 all!!
1 gig system ram and 256 (GDDR3) on my card
mwahahahahahahaha!!!
*thunder and lightning*

*cough*
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 Trivial Psychic

  • 212
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Shinemaps development thread [updated weakly!]
So Lighty... I'm guessing that you'll be taking a break this weekend from releaseing texture packs, what with the Hollidays and everything.  If you are, I'd just like to know in advance so I'm not waiting in vain for something that won't arrive for another week.  Of course, then there's New Years so you might be... somewhat "debilitated" ;) , depending on how you chose to celebrate the event.
The Trivial Psychic Strikes Again!

 
Shinemaps development thread [updated weakly!]
*bump*

Next time can you release them in a vp , please?
My Sytem

Wer das liest ist doof!

  

Offline Lightspeed

  • Light Years Ahead
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Shinemaps development thread [updated weakly!]
Probably not 'till they're done.

Taylor: Ahh, so PCX uses 16-bit memory in ANIs as well? Darn.
Modern man is the missing link between ape and human being.

 

Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
Shinemaps development thread [updated weakly!]
So... no new build, right? No prob.
Freelance Modeler | Amateur Artist

 

Offline taylor

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed
Taylor: Ahh, so PCX uses 16-bit memory in ANIs as well? Darn.

Well it's a yes and a no.  It's 8-bit in system memory, 16-bit in texture memory.  Rather deceptive and one of the things I would like to fix when opportunity allows.

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
Shinemaps development thread [updated weakly!]
@ LS

were you drunk when you decided to paint yellow around the thruster area?
[(WWF - steroids + ties - spandex) / Atomic Piledrivers] - viewing audience = C-SPAN

My god.. He emptied the gasoline tank from the van onto your cat, lit him on fire, threw him in the house and dove for cover.  :wtf: Family indeed.  ~ KT

Happiness is belt fed.

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
Shinemaps development thread [updated weakly!]
it's a pity LS's shines don't work like they do in OGL as they do in the software mode of Directx.
them's purdy.

ohwell, guess i haveta wait until vertex shading is implimented. :)
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Taristin

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Drew
@ LS

were you drunk when you decided to paint yellow around the thruster area?


Are you blind? Have a look at the original V texture. Note how the yellow glows, and is cast on other parts. It's clear they were supposed to glow. But every glowmap before it neglected that.
Freelance Modeler | Amateur Artist

 

Offline Lightspeed

  • Light Years Ahead
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Shinemaps development thread [updated weakly!]
Listen to Cap'n Tor'h.
Modern man is the missing link between ape and human being.

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
Shinemaps development thread [updated weakly!]
neh
[(WWF - steroids + ties - spandex) / Atomic Piledrivers] - viewing audience = C-SPAN

My god.. He emptied the gasoline tank from the van onto your cat, lit him on fire, threw him in the house and dove for cover.  :wtf: Family indeed.  ~ KT

Happiness is belt fed.

 

Offline Lightspeed

  • Light Years Ahead
  • 212
Shinemaps development thread [updated weakly!]
Note in advance: There will be a release this week (or around monday), things just got a bit delayed by New Year and all.

Just incase you wondered :)
Modern man is the missing link between ape and human being.

 

Offline Taristin

  • Snipes
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    • Skelkwank Shipyards
Shinemaps development thread [updated weakly!]
...w00t?
Freelance Modeler | Amateur Artist

 

Offline Lightspeed

  • Light Years Ahead
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Shinemaps development thread [updated weakly!]
You're gonna be happy, as far as I can tell it finishes Vasudan capships :nod:
Modern man is the missing link between ape and human being.

 

Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
Shinemaps development thread [updated weakly!]
...w00t!
Freelance Modeler | Amateur Artist

 

Offline Liberator

  • Poe's Law In Action
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Shinemaps development thread [updated weakly!]
*narrator*
"And their was rejoicing throughout the land."
*crowd*
Yay!
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

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Shinemaps development thread [updated weakly!]
And the HLP community did go for more that 2 weeks between texture pack releases... who were then forced to eat Lightspeed's Minstrels... and there was much rejoicing.
The Trivial Psychic Strikes Again!

 

Offline Lightspeed

  • Light Years Ahead
  • 212
Shinemaps development thread [updated weakly!]
New release is uploading as we speak. Includes the rest of the vasudan capital ship textures, as well as a fully upgraded Artemis D.H. It took (almost literally) ages to finish that one in particular :p



Modern man is the missing link between ape and human being.