Planet problems
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Ah, thanks for that. I was afraid to mess with that one because it was tied to ships as well. I first tried 250k and regular planets flickered horribly. 60k is a nice medium, far enough not to notice the poly flipping and on the border of sph flickering.
edit, my planet is 4k radius btw, 8,000m diameter
I am cooking up something cool for Christmas
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Aye, I meant that without changing the value from its default, youâd need some pretty darn big planets to have an issue. If you raise it, then the bug shows up rather quickly, which is a pain.
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FriendlyFire wrote:
The flickering is caused by the atmosphere. If you donât care to have one, just make it entirely transparent and youâll be set. Granted, planets look rather ugly without any sort of atmosphere, but itâs a tradeoff.Did you guys figure out a solution to it, because thatâs what Iâm getting now. I see in some of your videos huge planets with working atmospheres with no glitches.
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Yes, one of the first things we worked on was fixing planet atmospheres. Iâve also largely reconstructed them from scratch, as can easily be noticed if you compare vanilla ones with ours.
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Itâs part of the DirectX 9 client hook. âSharingâ it would involve sharing a few thousand lines of C++ code. Itâs not exactly something you can do in isolation.
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FLHook has had plenty of updates on the Subversion repository. No, they donât have neat version numbers and packages, but theyâre what many servers use at the moment.
Be aware that those new versions require a partial rewrite of your plugins.
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w0dk4 wrote:
Ya, I hope we can release FLHook v2.0 soon, long overdue. Its currently a work in progress on the SVN and as FF said, we updated it quite a lot - especially the SDK with newly reversed stuff.And, wodka, please also pay some attention to compatibility.
Upgrade a mother software case incompatible is frustrating for me. You need check whose new sdk and so on to rebuild a new plugin.
And i think there some good plugins already under the status of unmaintainable, because of code lost, people afk and other reason.
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On the .sph file, in the nodes, I understand the first 4. Example:
M0 = -x /left
M1 = +z /front
M2 = +x /right
M3 = -z /back
M4 = ? +y /top (maybe)
M5 = ? -y /bottom (maybe)I know they have to be flipped vertical, the first 4 nodes, but which way to flip the last 2? Flipping the last 2 vertical isnât right, as the edges donât match.
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Iâve never had to flip any texture for mapping onto SPH files, so Iâm not sure what you mean by that.
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Always DDS. TGA serves no purpose, especially for planets, which should always have square power of 2 textures.
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The UTFEditor will always have the âFlipâ box checked, whether the texture should be flipped or not. If the texture is a DDS, you should NOT flip the texture, ever. Just untick the box to see it as it will be used by the game.
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The game will flip TGA textures upside down. It will leave DDS textures intact.
UTF Editor by default displays textures upside down, regardless of format.
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Thanks FF, got it to work, though flickering is a issue now. Used the hack, no go. Anything over 200k away from your spot flickers. (wonders how Swat did it in thier Sol system, seen it on youtube ) But I have another question. I asked before, did a search on it here first, about FL material types. The link to LSâs old forum is dead. Anyone have the types and what exactly the do?