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venom2506
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Registered: Apr 2001
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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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Old Post 12-05-2001 01:08 PM
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IceFire
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Yay for Conversion Matrix

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Old Post 12-05-2001 05:17 PM
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Shrike
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quote:
Originally posted by venom2506
whoops! the gun melted!
So did the planet!

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Old Post 12-05-2001 06:41 PM
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Ace
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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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Old Post 12-06-2001 01:11 AM
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IceFire
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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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Old Post 12-06-2001 04:55 AM
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Ace
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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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Old Post 12-06-2001 05:04 AM
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Shrike
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Neat. Try to get a really subtle 'spoke' effect in the rings then set them spinning....should look neat.

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Old Post 12-06-2001 09:28 AM
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Ace
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Already done

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Old Post 12-07-2001 12:14 AM
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Shrike
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Cool. Couldn't tell from the pic.

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Old Post 12-07-2001 03:27 AM
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IceFire
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Well! Why not!

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Old Post 12-07-2001 02:26 PM
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aldo_14
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Damn...must make maps....

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Old Post 12-07-2001 07:35 PM
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Wildlife
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super ace

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Old Post 12-07-2001 10:09 PM
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Shrike
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quote:
Originally posted by IceFire
Well! Why not!
Because..... I forgot to depolarize the quantum transform?

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Old Post 12-07-2001 10:23 PM
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Ranger1
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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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Old Post 12-12-2001 06:36 PM
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IceFire
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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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Old Post 12-12-2001 08:01 PM
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Ranger1
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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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Old Post 12-12-2001 09:12 PM
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Ace
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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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Old Post 12-13-2001 12:08 AM
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Ranger1
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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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Old Post 12-13-2001 07:54 AM
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venom2506
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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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Old Post 12-13-2001 08:21 AM
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Raven
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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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Old Post 12-13-2001 01:30 PM
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