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Re: Re: Re: Re: Actually, speaking of voices...
quote:
Originally posted by Xaphod_x
I've always wanted to visit Transylvania. (sp?)
I was watching a wildlife programme about wolves that was mostly filmed there the other day. The place looks absolutely beautiful.
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eng Horatiu Popovici
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TBP needs more glow maps.
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bsc Ian Andrews
"I have a lot of projects in the fire." - my mate Jules
Glow maps will be release 2.1 hopefully
we should have full open source support by then too.
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quote:
Originally posted by IPAndrews
TBP needs more glow maps.

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eng Horatiu Popovici
quote:
Originally posted by IPAndrews
TBP needs more glow maps.

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eng Horatiu Popovici
no, given a choice between points and maps I think maps woud be the better,you can't do glowing windows and self iluminated hulls with glow points
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Bobboau, bringing you products that work ......... In theory
no, given a choice between points and maps I think maps woud be the better,you can't do glowing windows and self iluminated hulls with glow points
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Bobboau, bringing you products that work ......... In theory
I see Tomcat's point - considering that glow maps slow the game down quite a lot, it'd probly be best to only use them on necessary parts..
The SCP glowmaps for example are used in some circumstances merely for adding tiny running lights - which is a bit wasteful, because I was under the impression that that was really what glowpoints are for.
On many larger ships we need a mixture of both, but until/unless the speed issue is sorted I agree that their use should be kept as minimum as possible without compromising appearances.
For many ships a 2bit "lit, unlit" bitmap would suffice, which might save memory.. I think this was brought up on the SCP forum at some point.
I also recall the original Freespace having something for doing self illumination in the glide code.. and this didn't slow the game down at all.. might be worth seeing if that method can be made to work in D3D.
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Forgive my stupidity.
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The Fish Institution
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I see Tomcat's point - considering that glow maps slow the game down quite a lot, it'd probly be best to only use them on necessary parts..
The SCP glowmaps for example are used in some circumstances merely for adding tiny running lights - which is a bit wasteful, because I was under the impression that that was really what glowpoints are for.
On many larger ships we need a mixture of both, but until/unless the speed issue is sorted I agree that their use should be kept as minimum as possible without compromising appearances.
For many ships a 2bit "lit, unlit" bitmap would suffice, which might save memory.. I think this was brought up on the SCP forum at some point.
I also recall the original Freespace having something for doing self illumination in the glide code.. and this didn't slow the game down at all.. might be worth seeing if that method can be made to work in D3D.
__________________
Forgive my stupidity.
---
The Fish Institution
http://www.fishinstitution.com
lit/unlit is not how the glow maps work, they are not illumination maps, the maps are exactly what the effect will look like on the model, and they don't slow things down *that* much, but yes it would be a good idea to seperate textures into groupes that need glow mapping and thouse that don't, for instance the star fury only needs it on the cockpit, but the way it is mapped you need a glow map for the entire half of the ship that uses the same texture
you can use glow maps all over the place with little impact on frame rate if you do it corectly, hell it isn't that bad if you do it the completly wrong way
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Bobboau, bringing you products that work ......... In theory
lit/unlit is not how the glow maps work, they are not illumination maps, the maps are exactly what the effect will look like on the model, and they don't slow things down *that* much, but yes it would be a good idea to seperate textures into groupes that need glow mapping and thouse that don't, for instance the star fury only needs it on the cockpit, but the way it is mapped you need a glow map for the entire half of the ship that uses the same texture
you can use glow maps all over the place with little impact on frame rate if you do it corectly, hell it isn't that bad if you do it the completly wrong way
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Bobboau, bringing you products that work ......... In theory
quote:
Originally posted by Bobboau
no, given a choice between points and maps I think maps woud be the better,you can't do glowing windows and self iluminated hulls with glow points

__________________
eng Horatiu Popovici
quote:
Originally posted by Bobboau
no, given a choice between points and maps I think maps woud be the better,you can't do glowing windows and self iluminated hulls with glow points

__________________
eng Horatiu Popovici
quote:
Originally posted by Xaphod_x
DUDE
quote:
SWEEEET!!
quote:
DU-UDE!! [/B]
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"If you go to Z'ha'dum you will die"
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(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
quote:
Originally posted by Xaphod_x
DUDE
quote:
SWEEEET!!
quote:
DU-UDE!! [/B]
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"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
It is a fragment from a movie..
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eng Horatiu Popovici
a stupid movie, about two guys looking for there car after a night of drug inuced fun
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Bobboau, bringing you products that work ......... In theory
now i understand.
(sort of)
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"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
now i understand.
(sort of)
__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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