Dynamic FX limit breaking.
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So how is it done in plasmafire then?
BTW, I was a bit wrong, in plasmafire dynamic light FX disappeared after about 300 - 400 projectiles, not 50 - 60.
Maybe these dx8 t0 dx9 converter by Boris Vorontsov that fixes it??
Waiting for Firekiss to spot a bit light(dynamic light in this case) on this.
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w0dk4 and OP are correct; DX8 only supports 8 point lights. Modern games use shaders to fake additional lights as far as I’m aware, but Freelancer does not support such shaders.
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Can you confirm that PF has more than 8 lightsources?
And include a screen please. Im tired of ppl saying “this and that works” whereas in reality it doesnt.
It was the same for missile use in random missions by npcs, they just dont work, yet 90% say “in my FL they work” - no they dont. -
It would be too taxing to have more than 8 point lights anyways. The technology behind them is outdated compared to the speed you can get out of shaders. We should be thankful we already have dynamic light support, considering the bewilderingly bad lighting in FL overall.
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Will try without hints.
1. Take this http://enbdev.com/enbseries_gtasa_v0073a.zip
2. Learn this http://en.wikipedia.org/wiki/High_Level_Shader_Language
3. Make effects.txt by writing own HLSL code to beak limit of 8 lightsources in requirement format of ENB Series effects post process
4. Done.Sushi, w0dk4, FF - is it right way?
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Think stable variant = plugin + own HLSL code
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It’s much more involved than ENB I’m afraid. ENB is just a wrapper that adds post-processing. To do this you need to do more than a wrapper, you need to replace a lot of the functionality.
It’ll take you longer to do it than to wait for us to release it
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Thinking about permanent flashing lights hmhmhmhmhm…
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Got MaxActiveLights - what does this mean? As is?
This parameter must be written under your videocard ID in the flconfigdatabase.txt