FL might support Bump Maps and other features
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FL supports animated textures so your in luck….
Look at the explosion FX for examples. -
I knows that m8… just not the type im looking for
those animations are simple… placed on texture map like sprites… what im after im after is the Full texture ones like in D3 that are actually one large rolling texture… I know’s mini-me has done this on billboards but im looking more for asteroids (bio) & ship textures… be great just to load the texture via UTF and then add a anim node telling it wich way to “roll”… like a marque mainly…
dont think i can link a .ALE animation to a shipmat … just yet anyway lol
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Gisteron wrote:
is there some reference to have a Sc_flags and Sc_name node?Nope, just Sc and Sp. You’ll have to add SPECULARENABLE = true to [RenderPipeline], but I still don’t guarantee they’ll work. For a bit of a laugh, try FILLMODE = 2 - that’ll draw everything as wireframe (making text illegible).
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can someone check it these features can be enabled
(These are real features (that fl supports) from keylist.ini)
DBG_AI_TOOL
DBG_ALTER_CAMERA_BACK
DBG_ALTER_CAMERA_DOWN
DBG_ALTER_CAMERA_UP
DBG_BLINK_WARP
DBG_CONSOLE
DBG_DESTROY_TARGET
DBG_FIRE_FORWARD
DBG_FPS
DBG_FPS_GRAPH
DBG_INFO (posably the debug screen in Freeworlds top left corner)
DBG_INFO_2
DBG_INTERFACE_VIEW
DBG_NAVMAP_DRAW_SHIPS
DBG_NAVMAP_DRAW_ZONES
DBG_NAVMAP_SHOW_ALL
DBG_NAVMAP_TELEPORT
DBG_OPTIONS (might be the advanced options menu adoxa is lookin for)
DBG_SHOW_MISSION
DBG_TEST_EFFECT
DBG_TEXTURES
USER_WARP (:-D Warp/jump from Starlancer :-D)
USER_ZOOM_IN
USER_ZOOM_OUT
USER_TURN_SHIP -
holy #$%% FL HAD SHADOWS!!!
http://www.gamespot.com/pc/sim/freelancer/images/0/122/?full_size=1
http://www.gamespot.com/pc/sim/freelancer/images/0/121/?full_size=1
Any ideas how to get them back?? -
Just realized this anomaly was added because DA didn’t want to scrap the warp anim http://www.gamespot.com/pc/sim/freelancer/images/0/96/?full_size=1
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The DBG_ keys don’t exist, the other keys aren’t used. Here is the complete list of keys that aren’t used.
USER_BUTTON USER_ENGINE_TOGGLE USER_RADAR_ZOOM_OUT USER_EVENTS USER_SET_THROTTLE USER_STATUS_MODE USER_STACKABLE_CANCEL USER_THROTTLE_0 USER_TOGGLE_MAINFRAME USER_NO USER_THROTTLE_10 USER_NN USER_YES USER_THROTTLE_20 USER_NAVMAP USER_SAVE_GAME USER_THROTTLE_25 NN_TOGGLE_OPEN USER_USE_ITEM USER_THROTTLE_30 USER_ACTIONS USER_ACTIVATE_ITEM USER_THROTTLE_40 USER_MANEUVER USER_NEXT_ITEM USER_THROTTLE_50 USER_SET_MANEUVER_DIRECTION USER_PREV_ITEM USER_THROTTLE_60 USER_MANEUVER_WINDOW USER_SET_TARGET USER_THROTTLE_70 USER_MANEUVER_AFTERBURNER USER_NEXT_WEAPON_SUBTARGET USER_THROTTLE_75 USER_MANEUVER_CRUISE USER_PREV_WEAPON_SUBTARGET USER_THROTTLE_80 USER_MANEUVER_TRADE_LANE USER_ZOOM_IN USER_THROTTLE_90 USER_ACTIVATE_MANEUVER USER_ZOOM_OUT USER_THROTTLE_100 USER_JAMMER USER_ZOOM_TOGGLE USER_RADAR USER_STEALTH USER_VIEW_RESET USER_RADAR_ZOOM USER_CLOAK USER_CHASE_CAMERA_MODE USER_RADAR_ZOOM_IN USER_TURN USER_WARP ```Some keys are used, but have no effect; the only one I know for sure is USER_FULLSCREEN.
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Not surprised they scrapped those shadows, they have to be the worst I’ve ever seen in any game
p.s - STENCILENABLE = true (should enable shadows)
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Gisteron wrote:
guess the zoom in and zoom out has been enabled in FW:TOW, right?tomsons26 wrote:
yup so is DBG_INFO DBG_FPS n DBG_FPS_GRAPHErm, no. They’ve never worked and never will. w0d didn’t just find switches and re-enabled them; HE CODED THE ENTIRE THING MANUALLY.
Gosh guys didn’t you get my previous message? Unless you’re willing to get your hands dirty with code, all you’ll find is a bunch of dead code and leftovers. Or wait… Do you think you’re the first ones to do what you’re doing? HA! There’ve been other people in this game’s 7 years of shelf life. They’ve done the same digging as you are doing and came to the same conclusion as I’ve been saying all along: you’re wasting your time.
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USER_RADAR
possibly left over from the FL Pre-beta 3D radarand pre-alpha
http://image.com.com/gamespot/images/screenshots/1999_2/99_0225_pc_digan/screenshot_screen001.jpg -
You’re showing me a messed up envmapbasic and calling that “not having to wait after w0dk4”?
I’m sorry, but you officially don’t know what you’re talking about
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actually funny to read
that saved my dayof course tomsons you can see shadows on that pic
thats because during that time FL used a different render manager (which does not exist anymore)
actually it was nothing but a kind tech demo which never was going to be introduced to the final game as it didnt match up with the performance of the PCs at that time
maybe you should ask yourself why never any pics were releases showing the shadows of an asteroid fieldnot even the beta version did contain shadows or bump maps (i know that for sure)
bump mapping can be emulated … ive tried that… it does work on very few graphic cards and the performance goes down the drain
im not even putting much hope in a dx9 version as the few pics and vids ive seen so far have mostly hurt my eyesoh and ehmm…
that pic that you posted here (http://image.com.com/gamespot/images/screenshots/1999_2/99_0225_pc_digan/screenshot_screen001.jpg)
that is not even Freelancer, that game is called starlancer (its freelancers prequel), the cockpit is from a predator and the battleship belongs to the alliance -
OP, spare us from the backhanded comments please. What w0dk4 is doing with his DX9 port is probably the sole way FL’s graphics engine could be somewhat raised to near-modern levels of fidelity. If you don’t like it, feel free to stay stuck in 2003 era graphics.
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You can also look here for the complete list of key commands
http://digitalbrilliance.com/Evo-Forums_-file-viewtopic-t-_281.html