Author Topic: lets get moveing again  (Read 1256 times)

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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
lets get moveing again
Sticks! why havn't you started work on the over-exposure feature yet?
hu, get to work! now! minion
and while we're on the subject, what ever happened to shadowing and bumpmaps? though that was something RT expressed intrest in.
who thinks it would be fun to experement in volumetrics? would be good for the nebula and thruster glows.
how's the point sprite thingy working out, I looked over the d3d particle module and I've played around with it though what I did mostly whent around RT's batching code (I used a totaly diferent batching system)
isn't anyone going to try implementing a scripted animation system?
hell last few days I've been thinking of ways to implement geo-mod.

k'mon, it's post 3.6, why don't we get back to the fun stuf :D
Bobboau, bringing you products that work... in theory
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creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Yeah, I have a dumb (or brilliant) question about geo-mod.

Now, for the decals code you have to figure out where on a ship a shot impacted, right...

So why can't FS2 find the nearest vertex on the model and then modify its position towards the model center? Aren't they just vector coordinates? Or are models automatically loaded into VRAM (and therefore unaccessible except through API funcs) or something?
-C

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
biggest problem currently is; one model for all ships of a class

any geometry changes we do to a ship will show up in all other ships

aside from that, rebuilding an index buffer is quite expensive currently (it basicly runs through a compileing sequence, pof geometry is not optomised for index buffers). but the thing you describe is not geo-mod, geo-mod would require boolien subtraction of one object from another, and we'd need to keep a colision system that can handle it, I was thinking a model format were you could swap out a polygon for a list of polygons might be good for this, that way you just tack onto the end of the geometry some more polygons derived from another one and in that poly you give a redirection to the bunch you just made at the end, and those polys each could also be swaped out for a list, some sort of optomiser would need to go through and prune orphened polygons though.
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 Goober5000

  • HLP Loremaster
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    • Goober5000 Productions
I'm working on integrating persistent variables into the loadout and other pre-mission stuff.

I'm also doing the multiple IFF mod conversion.

I'm going to try working on multiple ship docking too... don't tell anyone, but I think I thought of something that might work. :nervous:

I don't know what order I'll code these in, so I'll just announce them as they come.

 

Offline Sticks

  • 29
Sorry, I've been insanely busy lately, not to mention an HD crash that basically set my work back a couple months.

I am hoping to get back into the swing of things this week though, as things are starting to cool off work-wise.
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus

 

Offline Lightspeed

  • Light Years Ahead
  • 212
Quote
Originally posted by Goober5000
I'm going to try working on multiple ship docking too... don't tell anyone, but I think I thought of something that might work. :nervous:


*goes to tell everyone* j/k

I really hopes your idea will result in success - this has been one of the most-wanted things ;7

I think someone should really fix that glow/hull intersection problem.
Modern man is the missing link between ape and human being.