Author Topic: Shinemaps development thread [updated weekly!]  (Read 100948 times)

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Offline Taristin

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Shinemaps development thread [updated weakly!]
too plastic looking for me...
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Offline DaBrain

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Shinemaps development thread [updated weakly!]
I think it looks pretty rough.

Notice: The map on the side is a tile map I've not yet touched.
It has no alpha channel, so it looks like a mirror.
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Offline MetalDestroyer

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Shinemaps development thread [updated weakly!]
Magnificent !! Good job. I can't wait for more HTL Texture.

 

Offline Taristin

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Shinemaps development thread [updated weakly!]
I guess I'm just against the idea of simulating a bump map with the textures, since that never looks right from any other angle than the one the light is shining from.
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Shinemaps development thread [updated weakly!]
Sorry for bumping this, but I have a question regarded to this specific set and I can't find the solution anywhere else.

When I downloaded the texture pack and put the contents of the zip in my data/maps folder, when I now go ingame to fly a mission, I can't select a ship or weapon, and it tells me "Player Alpha 1 must select a wing!"  and then ingame, none of the other fighters are there (only the capships)

How can I solve this?
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Offline karajorma

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Shinemaps development thread [updated weakly!]
The Shinemaps are all in media vp files so you might want to just grab them from there.
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Shinemaps development thread [updated weakly!]
Quote
Originally posted by karajorma
The Shinemaps are all in media vp files so you might want to just grab them from there.

Eh, some of these are different though I think.  I had the media vp (3.6.6) before and I put these textures in and there's some new ones it seems (IE: Like the one that makes the Leviathan/Fenris and Cain/Lilith different)
how do i shot gun???

 

Offline karajorma

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Shinemaps development thread [updated weakly!]
That should be in the media VPs too.

Hmmm. On checking it looks like you're right those ships are missing from mv_models (I wonder why no one has spotted that before).

EDIT : Hmm they're not missing. Just oddly placed in the VP file. I don't know why that is having an effect on your machine though. Things should still work.

The problem you're getting is because the contents of the package weren't meant to be simply dumped in one folder. No doubt you're getting a conflict between a file that was already present and one you've just added.

I think the best thing to do is wait and see what WMC has to say about the matter.
« Last Edit: June 30, 2005, 05:15:06 am by 340 »
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Shinemaps development thread [updated weakly!]
Quote
Originally posted by karajorma
That should be in the media VPs too.

Hmmm. On checking it looks like you're right those ships are missing from mv_models (I wonder why no one has spotted that before).

EDIT : Hmm they're not missing. Just oddly placed in the VP file. I don't know why that is having an effect on your machine though. Things should still work.

The problem you're getting is because the contents of the package weren't meant to be simply dumped in one folder. No doubt you're getting a conflict between a file that was already present and one you've just added.

I think the best thing to do is wait and see what WMC has to say about the matter.

hmm that might explain a lot of things.  (that's the reason I went to this thread, I figured they were lacking from the media VP's and must be somewhere else)

I solved the problem by putting the models and tables in the correct folder, but then I had to make another pilot to work (dunno why I had to, but that fixed it)

Since we're on the subject of the media VPs and this file batch, should my herc II be looking like the one posted in the picture on the first page of this thread?  It doesn't.  My ships have never been "shiny" or reflective to light but I don't know enough about modeling at all to know if that's what the "shinemaps" take care of or if it's something else.

Maybe it has to do with that mediavp problem too. :O.
how do i shot gun???

 

Offline karajorma

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Shinemaps development thread [updated weakly!]
If you're using an ATI card and catalysts 4.5 or above you won't see the shinemaps unless you run in openGL mode.
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Shinemaps development thread [updated weakly!]
Quote
Originally posted by karajorma
If you're using an ATI card and catalysts 4.5 or above you won't see the shinemaps unless you run in openGL mode.

I'm running an NVidia 6600GT so that's not the problem.
how do i shot gun???

 

Offline karajorma

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Shinemaps development thread [updated weakly!]
Odd. As long as you've turned them on in the launcher I can't see any reason why shines wouldn't work.
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Shinemaps development thread [updated weakly!]
Oh man I just got them working (never had before, realized I needed the tags in the shortcut target.  I feel like an idiot)

Oh. My. God.  I never knew the graphical improvements were THIS dramatic.   I am speechless.

However, I still have to use the textures in this thread for the "different" ones (IE:  If I just use the media VPs, Fenris/Leviathins look the same still, as with Cains and Liliths, and various other fighter textures.. I think.  I am sure about the cruiser thing though)
how do i shot gun???

 

Offline Fenrir

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Shinemaps development thread [updated weakly!]
Okay, I got a few questions to pester y'all with:

How does one go about using those background nebulae in Lighty's screenshots? I'd assume it has to do with the download on Miliway's main page, but putting them in the effects folder doesn't seem to work. I'm pretty sure the ones in these screenshots aren't the ones in the mv_adveffects vp...

Finally, much of this stuff isn't in the 3.6.6 release, and how much of it should be in the next build?

 
Shinemaps development thread [updated weakly!]
I solved my problem.  It was that I had an old ships.tbl.  The one provided by this texture pack was the up to date tbl file, and when I put it back in, it used the correct cruiser.

I don't know how I had the old one.. but yeah.. maybe there needs to be a link with the correct ships.tbl somewhere with the scp dl (if there isn't already)
how do i shot gun???

 

Offline StratComm

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Shinemaps development thread [updated weakly!]
You should be able to remove all table files with the MediaVPs.  Those have table files in them that are set to override each other when additional content is available.
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
I started working on this one, bur never finished it.


Well, I'm working on it again. The shinemap is crappy for now. ;)

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Offline Singh

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Shinemaps development thread [updated weakly!]
Neat :yes:

The Boanergeres really needs a facelift in the polygon department though :)


On a somewhat off-topic note; what do you use to view .dds files anyway? Photoshop 9.0 refuses to recognize the format totally :/
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Offline DaBrain

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Shinemaps development thread [updated weakly!]
I-View32

and

The DDS plugin for Photoshop

www.developer.nvidia.com
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
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Offline Singh

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Shinemaps development thread [updated weakly!]
Thanks :)
`
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(