FL might support Bump Maps and other features
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Looks like the flames have died down a little and the dust is starting to settle.
Anyone in the know care to explain a little about what difference the custom shaders make. This is to do with pixel rendering and lighting or something isn’t it. Does it make any difference to the way textures are displayed on ships etc? I’ve noticed how crappy planet textures are in FL compared to some other games like spaceforce and darkstar one which are dx9 games, that’s better lighting etc yeah? Are you making this sort of thing possible with the custom shaders?
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i see a lot off negative awnsers here in this topic from OPR8R
and that count’s for a lot off post from him.
when i dont like something than is that a personal thing,then it is not the meaning that i take down the stuff where other works oni have seen that you love medals,and i have 1 medal for you
then i concrats you with the
Lt. Cmdr a…… medal
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Timmy51m wrote:
Looks like the flames have died down a little and the dust is starting to settle.Anyone in the know care to explain a little about what difference the custom shaders make. This is to do with pixel rendering and lighting or something isn’t it. Does it make any difference to the way textures are displayed on ships etc? I’ve noticed how crappy planet textures are in FL compared to some other games like spaceforce and darkstar one which are dx9 games, that’s better lighting etc yeah? Are you making this sort of thing possible with the custom shaders?
FL planets look crappy because they have very low-res textures, coupled with an engine that has no anisotropic filtering built-in (needs to be forced in drivers). The new games may or may not use shaders to create the planets, but texture quality is the main culprit.
Shaders can be used for so many things I don’t know where to begin. They’re at the foundation of many new effects in modern games - glass effects, water effects, reflections, per-pixel lighting, shadows, normal maps, displacement maps, etc. Shaders let you do an insane amount of stuff. Just run a Google search on the subject, you’ll see.
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Anyway OPR8R, don’t let the door hit you on the way out {…}Don’t worry though, you’ll always be a great source of siggable quotes!
+1
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FriendlyFire wrote:
I know I’ve been more… Snappy, lately. Long story. Guess I’m getting grumpy like STwell, we are a pair! I can handle it by taking a snipe at ya from time to time, hope you can do the same and we’ll get along well!
Reminder #368… I would love a set of nice smileys here, I got them for my forums easily enough - please?
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So FF is taking over from ST as chief flamehead so ST can concentrate on his new role as captain grammar whore! What a tag team, time to disapear before I get burned for opening my mouth and bitch slapped for a deliberate spelling mistake.
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Tsk! Tsk! Timmid Timmy Runs Away from Brer Rabbit!!?? Kewl!! Bad Rep, huh!!
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I didn’t come here to talk about OP, but about the DX9 support for FL. Is there any estimation for its release? (When the full version of FW:TOW is released?) Or when you are ‘goddamn pleased to release it because you’re the god of modding?’.
Speaking about shaders (and allowed that this DX9 extension is released), can I use NVIDIA’s trusty FX Composer for my (future) needs?
Sorry for grave-digging, but the search tab gave me these results.
Excellent work W0dk4.
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All of our work is done manually I’m afraid. I have no idea what FX Composer requires to work.