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-- High polycount models (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=8572)


Posted by redmenace7 on 03-23-2003 07:11 AM:

High polycount models

Just to clue everyone who is not following the SCP they are getting close to completing the merge of Direct X 8. This will aloow a great deal of new features graphics wise in freespace 2 such as high polycounts and maybe a Vorlon planet killer. And as mentioned before fully funtional vorlon cookies what ever the heck they are.


Posted by Ashark on 03-23-2003 10:05 AM:

i want vorlon milk too

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Posted by FSF Ashrak on 03-23-2003 10:05 AM:

i want vorlon milk too

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Posted by Mr. Fury on 03-23-2003 11:04 AM:

DX8 alone won't allow anything. The game actually runs little slower with DX8. But DX8 is the base for new features, such as Hardware Transformations and Lightning.

The limitations of Vorlon planetkiller are subobjects if I remember correctly, and that is not depending on DX.

Bleh, I can hear IP running this way to correct me with a hammer.

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Posted by Mr. Fury on 03-23-2003 11:04 AM:

DX8 alone won't allow anything. The game actually runs little slower with DX8. But DX8 is the base for new features, such as Hardware Transformations and Lightning.

The limitations of Vorlon planetkiller are subobjects if I remember correctly, and that is not depending on DX.

Bleh, I can hear IP running this way to correct me with a hammer.

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Posted by redmenace7 on 03-23-2003 06:33 PM:

oh really? hmm and sub objects are difficult to stably increase the limits ofright? same with the subsystems?


Posted by IceFire on 03-23-2003 07:43 PM:

DX8 does not equal instant improvement...I'd still rather us focus on creating models with virtually the same requirements that we have no and instead focusing the extra FPS gained on special effects. I think our ships look quite good, even low poly. Bump mapping and faster frame rates would be worth it.

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Posted by BabProj Team on 03-23-2003 07:43 PM:

DX8 does not equal instant improvement...I'd still rather us focus on creating models with virtually the same requirements that we have no and instead focusing the extra FPS gained on special effects. I think our ships look quite good, even low poly. Bump mapping and faster frame rates would be worth it.

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Posted by JamieK on 03-26-2003 05:00 PM:

why don't you just make a brand new game while you're at it. lol


Posted by JamieK on 03-26-2003 05:00 PM:

why don't you just make a brand new game while you're at it. lol


Posted by redmenace7 on 03-26-2003 05:14 PM:

technically they are.


Posted by Xaphod_x on 03-27-2003 12:58 AM:

quote:
Originally posted by IceFire
Bump mapping and faster frame rates would be worth it.

*SPECULAR* highlights definitely a must.

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Posted by Xaphod_x on 03-27-2003 12:58 AM:

quote:
Originally posted by IceFire
Bump mapping and faster frame rates would be worth it.

*SPECULAR* highlights definitely a must.

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Posted by BabProj Team on 03-27-2003 02:00 AM:

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.


Those too!

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Posted by IceFire on 03-27-2003 02:00 AM:

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.


Those too!

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Posted by Edwin on 03-27-2003 03:23 AM:

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.




what are they?

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Posted by Edwin on 03-27-2003 03:23 AM:

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.




what are they?

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Posted by Xaphod_x on 03-27-2003 03:58 AM:

you don't know??

it's SO simple edwin.. basically

I = Ia ka + Ii (kd(L . N) + ks(R . V) ^n)

Clear?

I'm referring to glossy shiny highlights on sides of ships, Edwin.

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Posted by Xaphod_x on 03-27-2003 03:58 AM:

you don't know??

it's SO simple edwin.. basically

I = Ia ka + Ii (kd(L . N) + ks(R . V) ^n)

Clear?

I'm referring to glossy shiny highlights on sides of ships, Edwin.

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Posted by Edwin on 03-27-2003 11:41 PM:

cool

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