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Posted by venom2506 on 12-05-2001 01:08 PM:

quote:
Originally posted by Shrike
Nah, I was actually thinking about..... uh...... using the conversion matrix on one.


whoops! the gun melted!

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Posted by IceFire on 12-05-2001 05:17 PM:

Yay for Conversion Matrix

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Posted by Shrike on 12-05-2001 06:41 PM:

quote:
Originally posted by venom2506
whoops! the gun melted!
So did the planet!

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Posted by Ace on 12-06-2001 01:11 AM:

If a ship can mount a conversion matrix, how many CMs would fit on a planet now?

Edit: To make Venom happy (who wanted to see a ringed planet) and IceFire happy (who wanted a screenshot here goes.



Both use Dark's planet model, the left is an FS2 shot with a few ships snipped out and such. The maps are 512x512 on the planets, but I haven't yet gotten D3D registry tweaks in on my FS2 copy which you can notice by the craters being a little fuzzy, etc. (it looks about the same as the FS2 shot in FS1 though)

I'm going to have to tweak with lighting and smooth shading though. Having shadows rendered onto the planets looks better, but FS doesn't agree with it... (mainly due to not having much luck with the smooth shading)

Edit#2: This planet map is entirely Lunarcell, the gas giant though is from cleaned up pics of Saturn's rings mixed with custom done clouds

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Posted by IceFire on 12-06-2001 04:55 AM:

The next version of PCS is supposed to have smooth shading. Bobboau says that the other converter and smooth shading done in TS works as well.

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Posted by Ace on 12-06-2001 05:04 AM:

The other converter (Gary's, right?) is what I've been trying to use. (I've had a bit of an aversion to PCS from hearing that it lacked features like that)

I'll probably then will want to PCS the Yaaru and the planets once the latest version is out. (since PCS does everything automatically I believe)

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Posted by Shrike on 12-06-2001 09:28 AM:

Neat. Try to get a really subtle 'spoke' effect in the rings then set them spinning....should look neat.

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Posted by Ace on 12-07-2001 12:14 AM:

Already done

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Posted by Shrike on 12-07-2001 03:27 AM:

Cool. Couldn't tell from the pic.

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Posted by IceFire on 12-07-2001 02:26 PM:

Well! Why not!

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Posted by aldo_14 on 12-07-2001 07:35 PM:

Damn...must make maps....

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Posted by Wildlife on 12-07-2001 10:09 PM:

super ace

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Posted by Shrike on 12-07-2001 10:23 PM:

quote:
Originally posted by IceFire
Well! Why not!
Because..... I forgot to depolarize the quantum transform?

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Posted by Ranger1 on 12-12-2001 06:36 PM:

quote:
Originally posted by Ace
Both use Dark's planet model, the left is an FS2 shot with a few ships snipped out and such. The maps are 512x512 on the planets, but I haven't yet gotten D3D registry tweaks in on my FS2 copy which you can notice by the craters being a little fuzzy, etc. (it looks about the same as the FS2 shot in FS1 though)

I'm going to have to tweak with lighting and smooth shading though. Having shadows rendered onto the planets looks better, but FS doesn't agree with it... (mainly due to not having much luck with the smooth shading)




What are these d3d registry tweaks I hear about? I know they have to do with Direct 3D but I am not sure exactly what they do. Do they make things look better in FS2 if you are using a GF since they don't support glide? If someone could please post or contact me about it because I would like to know what it does, if it effects all games, and how I got about tweaking it.

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Posted by IceFire on 12-12-2001 08:01 PM:

http://www.descent-freespace.com/ddn/kb/registry/ - all you every needed to know.

The big deal for D3D users is the change in maximum texture size and in texture dividers.

In FS2, the dividers are much less...but in FS1 they are at 4 since most D3D cards didn't have the power at the time. If you have RivaTNT and up, change the divider to 1 or 2. GeForce users go for 1. Thats with FS1.

With FS2, just change the max texture size to 512 and it'll look a bit better than before....and alot of mods are starting to use 512 textures.

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Posted by Ranger1 on 12-12-2001 09:12 PM:

When I play FS1 on my gf2 I can see through some parts of the big capship and installation models. Will these tweaks fix that prob?

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Posted by Ace on 12-13-2001 12:08 AM:

Actually I've only recently got my card in, and a similar problem occurs with capships and installations.

I've been too busy to check the VBB for any solutions at the present, but the planet models are uneffected fortunately.

I have installed the tweaks, and it doesn't fix the GF2 bug with FS1, however once I do figure out the solution, or someone points me to it, I'll make sure to have the installer set up to automatically do the tweaks to fix the bug and install the high-res for those using GF2 and higher cards.

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Posted by Ranger1 on 12-13-2001 07:54 AM:

Thank god. I hate messing around in my registry on my own because I do not know that much about it. A installer that installs the tweaks would be great.

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Posted by venom2506 on 12-13-2001 08:21 AM:

quote:
Originally posted by Ranger1
Thank god. I hate messing around in my registry on my own because I do not know that much about it. A installer that installs the tweaks would be great.


there's one in the Babylon Project demo.

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Posted by Raven on 12-13-2001 01:30 PM:

At least in FS1, those big planet models, when they were turned to the star, with the lightning you could see their poligons, wich looked awful.... is this going to happen to yours Ace???

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