Author Topic: RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!  (Read 5514 times)

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Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!
Ok here it is people. Take it, try it out, report anything suspicious.

Code: [Select]
Index: code/weapon/beam.cpp
===================================================================
--- code/weapon/beam.cpp (Revision 7338)
+++ code/weapon/beam.cpp (Arbeitskopie)
@@ -986,6 +986,9 @@
 // mprintf(("killing beam becase it isn't ok to be fireing\n"));
  beam_delete(moveup);
  } else {
+ // add a muzzle light for the shooter
+ beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
+
  // if the warming up timestamp has expired, start firing
  if(timestamp_elapsed(moveup->warmup_stamp)){
  // start firing
@@ -993,9 +996,6 @@
 // mprintf(("killing beam becase it shouldn't have started fireing yet\n"));
  beam_delete(moveup);
  }
-
- // add a muzzle light for the shooter
- beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
  }
  }
 
@@ -1013,6 +1013,8 @@
 // mprintf(("killing beam becase it isn't ok to fire\n"));
  beam_delete(moveup);
  } else {
+ // add a muzzle light for the shooter
+ beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
  // if we're done warming down, the beam is finished
  if(timestamp_elapsed(moveup->warmdown_stamp)){
 // mprintf(("euthaniseing beam\n"));
@@ -1544,7 +1546,10 @@
  bwi = &wip->b_info;
 
  // some noise
- noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
+ if( bm->warmup_stamp<0&&bm->warmdown_stamp<0 )  // disable noise when warming up or down
+ noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
+ else
+ noise = 1.0f;
 
  // widest part of the beam
  float light_rad = beam_get_widest(bm) * blight * noise;
@@ -1566,11 +1571,27 @@
  float fg = (float)wip->laser_color_1.green / 255.0f;
  float fb = (float)wip->laser_color_1.blue / 255.0f;
 
+ float pct = 0.0f;
+
+ if (bm->warmup_stamp != -1) { //calculate muzzle light intensity
+ // get warmup pct
+ pct = BEAM_WARMUP_PCT(bm);
+ } else
+ // if the beam is warming down
+ if (bm->warmdown_stamp != -1) {
+ // get warmup pct
+ pct = MAX(1.0f - BEAM_WARMDOWN_PCT(bm)*1.3f,0.0f);
+ }
+ // otherwise the beam is really firing
+ else {
+ pct = 1.0f;
+ }
  // add a unique light
  // noise *= 0.1f; // a little less noise here, since we want the beam to generally cast a bright light
- light_add_point_unique(&near_pt, light_rad * 0.0001f, light_rad, 1.0f, fr, fg, fb, OBJ_INDEX(objp));
+ light_add_point_unique(&near_pt, light_rad * 0.0001f, light_rad, pct, fr, fg, fb, OBJ_INDEX(objp));
 }
 
+extern int Use_GLSL;
 // call to add a light source to a large object
 void beam_add_light_large(beam *bm, object *objp, vec3d *pt0, vec3d *pt1)
 {
@@ -1609,7 +1630,25 @@
 
  // add a unique light
  noise *= 0.1f; // a little less noise here, since we want the beam to generally cast a bright light
- light_add_tube(pt0, pt1, 1.0f, light_rad, 1.0f * noise, fr, fg, fb, OBJ_INDEX(objp));
+
+ vec3d near_pt, a, b;
+ float dist;
+
+ vm_vec_sub(&a, pt1, pt0);
+ vm_vec_normalize_quick(&a);
+ vm_vec_dist_to_line(&objp->pos, pt0, pt1, &near_pt, &dist); // Calculate nearest point for fallback fake tube pointlight
+ vm_vec_scale_add(&b, &near_pt, &a, bwi->beam_muzzle_radius * (-3.0f)); // Valathil: Move the light away from the ship somewhat
+
+ if(dist> light_rad + objp->radius ){
+ return; // Too far away
+ }
+
+ if( Use_GLSL > 1)
+ light_add_tube(pt0, pt1, 1.0f, light_rad, 1.0f * noise, fr, fg, fb, OBJ_INDEX(objp));
+ else
+ light_add_tube(pt0, &b, 1.0f, light_rad, 1.0f * noise, fr, fg, fb, OBJ_INDEX(objp));
+
+
 }
 
 // mark an object as being lit
@@ -1675,35 +1714,15 @@
 
  // from the beam passing by
  case 1:
- // object type
- switch(Objects[l->objnum].type){
- case OBJ_SHIP:
- Assert(Objects[l->objnum].instance >= 0);
-
- // large ships
- if(Ship_info[Ships[Objects[l->objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
- beam_add_light_large(l->bm, &Objects[l->objnum], &l->bm->last_start, &l->bm->last_shot);
- }
- // small ships
- else {
- beam_add_light_small(l->bm, &Objects[l->objnum]);
- }
- break;
-
- // asteroids get small lights
- case OBJ_ASTEROID:
- beam_add_light_small(l->bm, &Objects[l->objnum]);
- break;
-
- // debris gets small lights
- case OBJ_DEBRIS:
- beam_add_light_small(l->bm, &Objects[l->objnum]);
- break;
- }
+ Assert(Objects[l->objnum].instance >= 0);
+ beam_add_light_large(l->bm, &Objects[l->objnum], &l->bm->last_start, &l->bm->last_shot); //Valathil: Everyone gets tube lights now WOHOO
  break;
 
  // from a collision
  case 2:
+ // Valathil: Dont render impact lights for shaders, handled by tube lighting
+ if( Use_GLSL > 1)
+ break;
  // a few meters from the collision point
  vm_vec_sub(&dir, &l->bm->last_start, &l->c_point);
  vm_vec_normalize_quick(&dir);
Index: code/graphics/gropengllight.cpp
===================================================================
--- code/graphics/gropengllight.cpp (Revision 7338)
+++ code/graphics/gropengllight.cpp (Arbeitskopie)
@@ -91,7 +91,7 @@
  switch (FSLight->type) {
  case LT_POINT: {
  // this crap still needs work...
- GLLight->ConstantAtten = 0.0f;
+ GLLight->ConstantAtten = 1.0f;
  GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
 
  GLLight->Specular[0] *= static_point_factor;
@@ -102,15 +102,36 @@
  }
 
  case LT_TUBE: {
+
+ GLLight->ConstantAtten = 1.0f;
+ GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
+ GLLight->QuadraticAtten = (1.0f / MAX(FSLight->rada_squared, FSLight->radb_squared)) * 1.25f;
+
  GLLight->Specular[0] *= static_tube_factor;
  GLLight->Specular[1] *= static_tube_factor;
  GLLight->Specular[2] *= static_tube_factor;
 
- GLLight->SpotDir[0] = FSLight->vec2.xyz.x * 1.5f;
- GLLight->SpotDir[1] = FSLight->vec2.xyz.y * 1.5f;
- GLLight->SpotDir[2] = FSLight->vec2.xyz.z * 1.5f;
- GLLight->SpotCutOff = 90.0f;
+ GLLight->Position[0] = FSLight->vec2.xyz.x; // Valathil: Use endpoint of tube as light position
+ GLLight->Position[1] = FSLight->vec2.xyz.y;
+ GLLight->Position[2] = FSLight->vec2.xyz.z;
+ GLLight->Position[3] = 1.0f;
 
+ if( Use_GLSL > 1) {
+
+ // Valathil: When using shaders pass the beam direction (not normalized IMPORTANT for calculation of tube)
+ vec3d a;
+ vm_vec_sub(&a, &FSLight->vec2, &FSLight->vec);
+ GLLight->SpotDir[0] = a.xyz.x;
+ GLLight->SpotDir[1] = a.xyz.y;
+ GLLight->SpotDir[2] = a.xyz.z;
+ GLLight->SpotCutOff = 90.0f; // Valathil: So shader dectects tube light
+ }
+ else {
+ GLLight->SpotDir[0] = 1.0f; // Valathil: When not using shaders pass a fake spotdir
+ GLLight->SpotDir[1] = 0.0f;
+ GLLight->SpotDir[2] = 0.0f;
+ GLLight->SpotCutOff = 180.0f; //Valathil: Should be a point light not a spot; using tube only for the light sorting
+ }
  break;
  }
 

main-f.sdr
Code: [Select]
#ifdef FLAG_LIGHT
uniform int n_lights;
#endif

#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
#endif

#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
#endif

#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
#endif

#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool alpha_spec;
varying vec3 envReflect;
#endif

#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
varying mat3 tbnMatrix;
#endif

#ifdef FLAG_FOG
varying float fogDist;
#endif

varying vec4 position;
varying vec3 lNormal;

#if SHADER_MODEL == 2
  #define MAX_LIGHTS 2
#else
  #define MAX_LIGHTS 8
#endif

#define SPEC_INTENSITY_POINT 5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
#define SPECULAR_FACTOR 1.75
#define SPECULAR_ALPHA 0.1
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
#define ENV_ALPHA_FACTOR 0.3
#define GLOW_MAP_INTENSITY 1.5
#define AMBIENT_LIGHT_BOOST 1.0

void main()
{
vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space
vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = gl_TexCoord[0].xy;

 #ifdef FLAG_LIGHT
  #ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec3 normal;

normal.rg = (texture2D(sNormalmap, texCoord).ag * 2.0) - 1.0;
  #ifdef FLAG_ENV_MAP
vec3 envOffset = vec3(0.0);
envOffset.xy = normal.xy;
  #endif
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal = tbnMatrix * normal;
float norm = length(normal);
if( length(normal) > 0.0)  // fix broken normal maps
normal /= norm ;
else
normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
  #else
vec3 normal = lNormal;
  #endif

vec3 lightDir;
lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);
float dist;
#pragma optionNV unroll all
for (int i = 0; i < MAX_LIGHTS; ++i) {
  #if SHADER_MODEL > 2
if (i > n_lights)
break;
  #endif
float specularIntensity = 1.0;
float diffuseIntensity = 1.0;
float attenuation = 1.0;
float tubeEffect = 0.0;
float NdotHV = 0.0;
vec3 beamDir = vec3(0.0);
// Attenuation and light direction
  #if SHADER_MODEL > 2
if (gl_LightSource[i].position.w == 1.0) {
  #else
if (gl_LightSource[i].position.w == 1.0 && i != 0) {
  #endif
// Positional light source
dist = distance(gl_LightSource[i].position.xyz, position.xyz);

lightDir = (gl_LightSource[i].position.xyz - position.xyz);

specularIntensity = SPEC_INTENSITY_POINT;

  #if SHADER_MODEL > 2
if (gl_LightSource[i].spotCutoff < 91.0) {  // Tube light
vec3 nearest = gl_LightSource[i].position.xyz;
float beamlength = length(gl_LightSource[i].spotDirection);
beamDir = normalize(gl_LightSource[i].spotDirection);
float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir); // Get nearest point on line
if(neardist < 0.0)
{
nearest = gl_LightSource[i].position.xyz + beamDir * (neardist); // Move back from the endpoint of the beam along the beam by the distance we calculated
lightDir = nearest - position.xyz;
dist = length(lightDir);
}
specularIntensity *= 10.0; // Stupid FS scales back the Tube lights for NO REASON
diffuseIntensity *= 5.0;
}
  #endif
attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));

} else {
// Directional light source
lightDir = normalize(gl_LightSource[i].position.xyz);
specularIntensity = SPEC_INTENSITY_DIRECTIONAL; // Directional light
}

// Ambient and Diffuse
lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation);
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, normalize(lightDir)), 0.0)) * attenuation) * diffuseIntensity;
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, -beamDir), 0.0)) * attenuation) * diffuseIntensity; // 2nd diffuse pass to compensate for tube light direction
// Specular
NdotHV = clamp(dot(normal, normalize(eyeDir + normalize(lightDir))), 0.0, 1.0);
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
}

lightAmbientDiffuse = lightAmbient + lightDiffuse;
 #else
lightAmbientDiffuse = gl_Color;
lightSpecular = gl_SecondaryColor;
 #endif

 #ifdef FLAG_DIFFUSE_MAP
 // Base color
vec4 baseColor = texture2D(sBasemap, texCoord);
 #else
vec4 baseColor = gl_Color;
 #endif
 
vec4 fragmentColor;
fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);
fragmentColor.a = baseColor.a;

 #ifdef FLAG_SPEC_MAP
 // Spec color
fragmentColor.rgb += lightSpecular.rgb * (texture2D(sSpecmap, texCoord).rgb * SPECULAR_FACTOR);
fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);
 #else
fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);
 #endif

 #ifdef FLAG_ENV_MAP
 // Env color
  #ifdef FLAG_NORMAL_MAP
vec3 envReflectNM = envReflect + envOffset;
vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;
fragmentColor.a += (dot(textureCube(sEnvmap, envReflectNM).rgb, textureCube(sEnvmap, envReflectNM).rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += textureCube(sEnvmap, envReflectNM).rgb * envIntensity;
  #else
vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;
fragmentColor.a += (dot(textureCube(sEnvmap, envReflect).rgb, textureCube(sEnvmap, envReflect).rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += textureCube(sEnvmap, envReflect).rgb * envIntensity;
  #endif
 #endif

 #ifdef FLAG_GLOW_MAP
 // Glow color
fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
 #endif

 #ifdef FLAG_FOG
fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
 #endif

gl_FragColor = fragmentColor;

#ifdef FLAG_LIGHT
//gl_FragColor.rgb = vec3(dist/15000.0);
#endif
}
« Last Edit: July 13, 2011, 01:15:09 pm by Valathil »
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Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: RELEASE: New beam lighting OPEN BETA
Which code should people have top copy, if we want to test it ? The first one seems to be a C/C++ code with some weird comment caracters. And You didn't give any tips on how to use the first code for non developer.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: RELEASE: New beam lighting OPEN BETA
Well, if you do not know how to apply code patches and build your own executables, this is (for the moment) not for you.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: RELEASE: New beam lighting OPEN BETA
Sadly yes i have to agree with the E
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Offline Kolgena

  • 211
Re: RELEASE: New beam lighting OPEN BETA
Waiting patiently for a build with the first block of code incorporated, if it will ever exist before going into trunk.


not like I can test right now without my laptop, but whatever

 

Offline Luis Dias

  • 211
Re: RELEASE: New beam lighting OPEN BETA
^ Wat Kol said.

  

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: RELEASE: New beam lighting OPEN BETA
FFS guys. Ok main-f.sdr and main-v.sdr go into data/effects folder. Use this at your OWN risk. If something doesn't work don't bother anyone else about it. If you cant get it to work delete the files again and wait for final release. Comments about the effect and suggestions for improvements are very welcome though.
File name: beam_lighting.rar File size: 4.86 MB
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┃┃┏┫┃┏┳━━┓┏━━┓┃┗━┳━━┳━━┳━━┓
┃┃┣┫┗┛┫┃━┫┃┏┓┃┃┏┓┃┏┓┃━━┫━━┫
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┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: RELEASE: New beam lighting OPEN BETA
Did you just put up a link to a ****ty "I make you wait" DL site that eventually leads to a Dl that doesn't actually work on purpose, or ?

I mean, it's not like if there wasn't a crapton of hosting websites that don't have that kind of crap. Or it's not like if there wasn't a nice attachment function integrated to the forum.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Re: RELEASE: New beam lighting OPEN BETA
Did you just put up a link to a ****ty "I make you wait" DL site that eventually leads to a Dl that doesn't actually work on purpose, or ?

Did you just waste a post whinging about it? This is an important thread - don't gum it up with mess and drama.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: RELEASE: New beam lighting OPEN BETA
It's just that I thought it was an Open Beta. Looks like it's actually closed to everyone that doesn't have a paying account on fileserve.com.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Luis Dias

  • 211
Re: RELEASE: New beam lighting OPEN BETA
It doesn't work Valathil, here let me show you my log......


:lol: just kidding don't shoot me :).

 

Offline Black Wolf

  • Twisted Infinities
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  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Re: RELEASE: New beam lighting OPEN BETA
:rolleyes:

Bloody hell you're needy sometimes.

www.mediafire.com/download.php?vapqy8lwdaimo2u

From now on, let's try to keep the topic drama free.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline sigtau

  • 29
  • unfortunate technical art assclown
Re: RELEASE: New beam lighting OPEN BETA
^ This.

Aside from Black Wolf's post, the original fileserv link *does* work, scroll down until you see "Slower Download" on the right, click on it, and type the Captcha code.  Scroll back up, wait for the timer, and the download link will appear.

Worked just fine for me.
Who uses forum signatures anymore?

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: RELEASE: New beam lighting OPEN BETA
Exactly what I did, it starts the download, but I always get an corrupted archive of random size at the end.

Now BW's link work. How hard was that.
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Offline Echelon9

  • 210
Re: RELEASE: New beam lighting OPEN BETA
Thanks Valathil, initial compile and test on Mac shows it's working.

Here is the pack of Mac binaries, patch and the two shader files ready to drop in.

SHA(Valathil lighting v1.zip)= fa8aa47fc3d08bee408d05084534940891111c44
MD5(Valathil lighting v1.zip)= 185203a6336a21ae52fda4c6a3d5980d
« Last Edit: July 09, 2011, 09:11:54 pm by Echelon9 »

 

Offline Kolgena

  • 211
Re: RELEASE: New beam lighting OPEN BETA
Does anyone else feel that it might be better to have the spool up/down beam glows closer than 300 units to the fire point? I think it could look better if the glow was small but there, then suddenly larger (not necessarily brighter) from tube light the instant the beam fires. As it is now, it's sort of a spool up to maximum that gets sustained upon firing and lacks oomph.

This could reduce the artifacts from spawning a light far from the hull as well. I know the engine used to use 300 units before, but beam lighting was so much worse back then that a little inaccuracy like that wasn't nearly as noticeable.


 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: RELEASE: New beam lighting OPEN BETA
keep in mind that firing ship still has only point light not tube light. tried to make it tube light, doesn't look very good. lacked oomph as you put it. but a jump in intensity is doable yes
EDIT: here is with intensity jump
http://www.mediafire.com/?si24ce41cf1y4rm

(yes mediafire so matt doesnt  :( again  :pimp:)
« Last Edit: July 10, 2011, 12:25:01 pm by Valathil »
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Offline Kolgena

  • 211
Re: RELEASE: New beam lighting OPEN BETA
Oh, right. Forgot about that.

Is it possible to easily do a jump in position? Start at say 100, then move to 300 once firing?

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: RELEASE: New beam lighting OPEN BETA
that would look really ****ty i find the intensity jump sufficient look at it
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Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
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Re: RELEASE: New beam lighting OPEN BETA
Is there any footaģe of this? I'm not sure what "beam lightning" entails. But it sounds enthralling. :)
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