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Grey Wolf 2009
Murdock
Registered: Mar 2001
Location:
Posts: 120 |
Got it d/loaded.... Now I just need to figure out how to edit it...
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04-25-2002 02:46 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
So guys, tell me....how easy is it to do:
- DirectX 8.0 (or so) support - I assume this would confer speed and effect advantages?
- Blinking lights on ships
- Specular maps
- Bump maps
- Turrets on the side of ships
- Lens Flares
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- The Babylon Project Team
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04-25-2002 02:50 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
So guys, tell me....how easy is it to do:
- DirectX 8.0 (or so) support - I assume this would confer speed and effect advantages?
- Blinking lights on ships
- Specular maps
- Bump maps
- Turrets on the side of ships
- Lens Flares
__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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04-25-2002 02:50 AM |
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Bones
I'm New! Laugh At Me!
Registered: Apr 2002
Location: California, USA
Posts: 6 |
<<-- 
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I dont have a "Drinking Problem" - I drink, get drunk, fall down - no problem
[url=http://165thBDHR.com]165th BDHR[/url]
Last edited by Bones on 04-25-2002 at 02:53 AM
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04-25-2002 02:52 AM |
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Orange
VWBB Admin

Registered: Jul 2000
Location: Apple Valley, MN
Posts: 2403 |
uh.. what?
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Assistant Operations Director for Volition Watch
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04-25-2002 02:54 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
> - DirectX 8.0 (or so) support - I assume this would confer speed > and effect advantages?
Difficult. Mostly because its a lot of legwork and compatibility stuff.
> Blinking lights on ships
Depending on how you want to do it - extremely simple to moderately interesting.
> Specular maps
Again, depending how fancy you want to get, easy to hard.
> Bump maps
See above 
> Turrets on the side of ships
Harder than you might think. It shouldn't be, but the way that whole system was written, it is.
> Lens Flares
Trivial.
Last edited by daveb on 04-25-2002 at 03:00 AM
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04-25-2002 02:58 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
> - DirectX 8.0 (or so) support - I assume this would confer speed > and effect advantages?
Difficult. Mostly because its a lot of legwork and compatibility stuff.
> Blinking lights on ships
Depending on how you want to do it - extremely simple to moderately interesting.
> Specular maps
Again, depending how fancy you want to get, easy to hard.
> Bump maps
See above 
> Turrets on the side of ships
Harder than you might think. It shouldn't be, but the way that whole system was written, it is.
> Lens Flares
Trivial.
Last edited by daveb on 04-25-2002 at 03:00 AM
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04-25-2002 02:58 AM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location:
Posts: 214 |
quote: Originally posted by IceFire
So guys, tell me....how easy is it to do:
- DirectX 8.0 (or so) support - I assume this would confer speed and effect advantages?
- Blinking lights on ships
- Specular maps
- Bump maps
- Turrets on the side of ships
- Lens Flares
This is strictly from a man who has only coded tables and sexps so bear with me.
DirectX 8.0 (or so) support: Not sure how it would help but it might, if we can do it. Perhaps there's a "Developer's Guide to DirectX" by Microsoft somewhere we can look at.
Blinking lights on ships: If animated textures are possible, than blinking surface lights are. 'Point' lights I'm not sure about, but there's always the code for muzzle flashes we can play with. Something along the lines of an invisible laser bolt with no damage, but with a green or red muzzle glow? Or, an 'engine' surface complete with glow. See the PVI Karnak C, a reactor, for an example of what I mean. Trouble is that engine glows don't illuminate the area.
Specular maps: I don't quite understand.
Bump maps: It's possible to do, have a 3D file for every texture, the same size, and textured in 3D. But in the FS2 engine? I think if it can be done it should be more along the lines of 'detail mapping' where it only bumpmaps if you're really close.
Turrets on the side of ships: Don't we already have this?
Lens Flares: We have them on engines and suns, what else d'you want?
__________________
Palpy uber alles!
-Woolie Wool
Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
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04-25-2002 03:03 AM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location: Imperial Palace, Coruscant
Posts: 272 |
quote: Originally posted by IceFire
So guys, tell me....how easy is it to do:
- DirectX 8.0 (or so) support - I assume this would confer speed and effect advantages?
- Blinking lights on ships
- Specular maps
- Bump maps
- Turrets on the side of ships
- Lens Flares
This is strictly from a man who has only coded tables and sexps so bear with me.
DirectX 8.0 (or so) support: Not sure how it would help but it might, if we can do it. Perhaps there's a "Developer's Guide to DirectX" by Microsoft somewhere we can look at.
Blinking lights on ships: If animated textures are possible, than blinking surface lights are. 'Point' lights I'm not sure about, but there's always the code for muzzle flashes we can play with. Something along the lines of an invisible laser bolt with no damage, but with a green or red muzzle glow? Or, an 'engine' surface complete with glow. See the PVI Karnak C, a reactor, for an example of what I mean. Trouble is that engine glows don't illuminate the area.
Specular maps: I don't quite understand.
Bump maps: It's possible to do, have a 3D file for every texture, the same size, and textured in 3D. But in the FS2 engine? I think if it can be done it should be more along the lines of 'detail mapping' where it only bumpmaps if you're really close.
Turrets on the side of ships: Don't we already have this?
Lens Flares: We have them on engines and suns, what else d'you want?
__________________
Do Vasudans have teeth?
-Petrarch
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
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04-25-2002 03:03 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
Im so exited I think I'm gona puke
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Bobboau, bringing you products that work ......... In theory
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04-25-2002 03:05 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
Im so exited I think I'm gona puke
__________________
Bobboau, bringing you products that work ......... In theory
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04-25-2002 03:05 AM |
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venom2506
Murdock
Registered: Apr 2001
Location:
Posts: 495 |
Specular maps: I don't quite understand.
reflectiveness of the surface if you want -flat or shining
Bump maps: It's possible to do, have a 3D file for every texture, the same size, and textured in 3D. But in the FS2 engine? I think if it can be done it should be more along the lines of 'detail mapping' where it only bumpmaps if you're really close.
hmm? bump maps, no need for 3d anything. darkness or brighness of the actual maps are set thanx to an alternative greyscale map, which will give an illusion of relief based on shadowings of dark surfaces (or bright depending on the situation)
Turrets on the side of ships: Don't we already have this?
barreled ones
Lens Flares: We have them on engines and suns, what else d'you want?
there's none on suns 
[/B][/QUOTE]
__________________
[URL=http://www.3dap.com/hlp/hosted/ott/index.html]Over the Top[/URL]
[url=http:/http://www.3dactionplanet.com/hlp/hosted/inferno/]Inferno[/url]
[url=http://terra.sourceforge.net/]Machina Terra[/url]
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04-25-2002 03:11 AM |
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venom2506
Murdock
Registered: Apr 2001
Location:
Posts: 495 |
Specular maps: I don't quite understand.
reflectiveness of the surface if you want -flat or shining
Bump maps: It's possible to do, have a 3D file for every texture, the same size, and textured in 3D. But in the FS2 engine? I think if it can be done it should be more along the lines of 'detail mapping' where it only bumpmaps if you're really close.
hmm? bump maps, no need for 3d anything. darkness or brighness of the actual maps are set thanx to an alternative greyscale map, which will give an illusion of relief based on shadowings of dark surfaces (or bright depending on the situation)
Turrets on the side of ships: Don't we already have this?
barreled ones
Lens Flares: We have them on engines and suns, what else d'you want?
there's none on suns 
[/B][/QUOTE]
__________________
[URL=http://www.3dap.com/hlp/hosted/ott/index.html]Over the Top[/URL]
[url=http:/http://www.3dactionplanet.com/hlp/hosted/inferno/]Inferno[/url]
[url=http://terra.sourceforge.net/]Machina Terra[/url]
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04-25-2002 03:11 AM |
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Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273 |
quote: Originally posted by daveb
> - DirectX 8.0 (or so) support - I assume this would confer speed > and effect advantages?
Difficult. Mostly because its a lot of legwork and compatibility stuff.
> Blinking lights on ships
Depending on how you want to do it - extremely simple to moderately interesting.
> Specular maps
Again, depending how fancy you want to get, easy to hard.
> Bump maps
See above 
> Turrets on the side of ships
Harder than you might think. It shouldn't be, but the way that whole system was written, it is.
> Lens Flares
Trivial.
1) Whatever.... if it's done, great.
2) If it's really simple, why didn't you do it before? (kidding)
3 + 4) Bump would be good, specular (to the IW2 degree anyhow) doesn't fit FS as much IMO.
5) *Curses profusely, then curses again*
6) See number 2. 
quote: Originally posted by GalacticEmperor
Specular maps: I don't quite understand.
Turrets on the side of ships: Don't we already have this?
Lens Flares: We have them on engines and suns, what else d'you want?
1) Shiny maps. See IW2 for an example.
2) Rotating turrets.
3) Weapons, perhaps? Something like the big guns from StarLancer would be great.
__________________
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.
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04-25-2002 03:11 AM |
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Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273 |
quote: Originally posted by daveb
> - DirectX 8.0 (or so) support - I assume this would confer speed > and effect advantages?
Difficult. Mostly because its a lot of legwork and compatibility stuff.
> Blinking lights on ships
Depending on how you want to do it - extremely simple to moderately interesting.
> Specular maps
Again, depending how fancy you want to get, easy to hard.
> Bump maps
See above 
> Turrets on the side of ships
Harder than you might think. It shouldn't be, but the way that whole system was written, it is.
> Lens Flares
Trivial.
1) Whatever.... if it's done, great.
2) If it's really simple, why didn't you do it before? (kidding)
3 + 4) Bump would be good, specular (to the IW2 degree anyhow) doesn't fit FS as much IMO.
5) *Curses profusely, then curses again*
6) See number 2. 
quote: Originally posted by GalacticEmperor
Specular maps: I don't quite understand.
Turrets on the side of ships: Don't we already have this?
Lens Flares: We have them on engines and suns, what else d'you want?
1) Shiny maps. See IW2 for an example.
2) Rotating turrets.
3) Weapons, perhaps? Something like the big guns from StarLancer would be great.
__________________
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.
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04-25-2002 03:11 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
quote: 5) *Curses profusely, then curses again*
If I were an enterprising h4xor, tearing out that whole system and replacing it with something much better would be an interesting project. That's what makes stuff like this "fun".

Last edited by daveb on 04-25-2002 at 03:14 AM
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04-25-2002 03:14 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
quote: 5) *Curses profusely, then curses again*
If I were an enterprising h4xor, tearing out that whole system and replacing it with something much better would be an interesting project. That's what makes stuff like this "fun".

Last edited by daveb on 04-25-2002 at 03:14 AM
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04-25-2002 03:14 AM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location: Imperial Palace, Coruscant
Posts: 272 |
I still don't get the whole 'turrets on sides of ships' question. The Hecate has barreled turrets, why can't you put them on the side of a ship? I think I'm missing something.
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Do Vasudans have teeth?
-Petrarch
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
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04-25-2002 03:16 AM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location:
Posts: 214 |
I still don't get the whole 'turrets on sides of ships' question. The Hecate has barreled turrets, why can't you put them on the side of a ship? I think I'm missing something.
__________________
Palpy uber alles!
-Woolie Wool
Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
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04-25-2002 03:16 AM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
i'm currently scratching my head like a monkey doing a math problem trying to figure out how i can stick in running lights hehe
reading other peoples code without them there to explain what they were thinking is a pain.
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04-25-2002 03:27 AM |
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