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redmenace7
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Registered: Jul 2002
Location:
Posts: 271

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.

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Old Post 03-23-2003 07:11 AM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

i want vorlon milk too

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Old Post 03-23-2003 10:05 AM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

i want vorlon milk too

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Old Post 03-23-2003 10:05 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

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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Old Post 03-23-2003 11:04 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

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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Last edited by Mr. Fury on 03-23-2003 at 11:05 AM

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Old Post 03-23-2003 11:04 AM
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redmenace7
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Registered: Jul 2002
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oh really? hmm and sub objects are difficult to stably increase the limits ofright? same with the subsystems?

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Old Post 03-23-2003 06:33 PM
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
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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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Old Post 03-23-2003 07:43 PM
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BabProj Team
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Registered: Apr 2001
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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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Old Post 03-23-2003 07:43 PM
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JamieK
Murdock

Registered: Jun 2002
Location: London, UK
Posts: 682

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

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Old Post 03-26-2003 05:00 PM
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JamieK
Murdock

Registered: Jun 2002
Location: London, UK
Posts: 682

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

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Old Post 03-26-2003 05:00 PM
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redmenace7
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Registered: Jul 2002
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technically they are.

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Old Post 03-26-2003 05:14 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

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

*SPECULAR* highlights definitely a must.

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Old Post 03-27-2003 12:58 AM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

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

*SPECULAR* highlights definitely a must.

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Old Post 03-27-2003 12:58 AM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
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quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.


Those too!

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Old Post 03-27-2003 02:00 AM
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IceFire
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Registered: Jul 2000
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Posts: 8392

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.


Those too!

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- IceFire
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Old Post 03-27-2003 02:00 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.




what are they?

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Old Post 03-27-2003 03:23 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by Xaphod_x

*SPECULAR* highlights definitely a must.




what are they?

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Old Post 03-27-2003 03:23 AM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

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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Old Post 03-27-2003 03:58 AM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

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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Forgive my stupidity.
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Old Post 03-27-2003 03:58 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

cool

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Old Post 03-27-2003 11:41 PM
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