FL might support Bump Maps and other features
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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
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well, the specularity thingy didn’t work over here. must say, haven’t changed the material type (its a DcDtOcOt with transparency=0 and a Dc color; added Sp with 1.0f and the same color in Sc). is there something i’ve done wrong or is it just not supported?
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http://www.youtube.com/watch?v=KtlNbmlvGM8&feature=related
its this buildBut if its a only tech demo then way it was at E3 at1999, 2000,and 2001
http://www.youtube.com/watch?v=G97uuygdJ38&feature=related
O and DA originaly planed to Release FL in 2001And Starlancer has a different UI color and arrangement an the textures are 32 bit not 16 and 8 bit bmp’s usin palletes
http://www.firingsquad.com/games/starlancer/images/11.jpgO and about the scraped features if you look the 2001 trailer cosely you will see about 37 SCRAPED features
OPR8R if you have the Beta can you upload it please
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But if its a only tech demo then way it was at E3 at1999, 2000,and 2001
http://www.youtube.com/watch?v=G97uuygdJ38&feature=related
O and DA originaly planed to Release FL in 2001well digital anvil planned alot of stupid stuff and the plans changed as fast as the developers and project managers came and went again (afterall FL was never supposed to be what it is… now)
And Starlancer has a different UI color and arrangement an the textures are 32 bit not 16 and 8 bit bmp’s usin palletes
http://www.firingsquad.com/games/starlancer/images/11.jpgat no point ive said that its the final release of SL, but it for sure is SL with the SL ships, the SL cockpits, the SL graphics -> software mode
OPR8R if you have the Beta can you upload it please
no i cant, or better said… i wont
its just not worth to break the agreements -
OPR8R wrote:
@FF - so oppinions contrary to the official TSP one are not allowed anymore?
fine
oh and my work never stuck with the 2003 graphics… i just use different methods to create eyecandyOhh, I’m scared. You don’t notice you only come out of your cave to slander? This isn’t a matter of opinions: making the game ported to DX9 WILL ALWAYS RESULT IN BETTER FIDELITY.
If you can’t get that, then there is no hope.
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Cover your eye’s people, blood, snott and all sorts of nasty slimey stuff is about to start flying around the room! It’s a good old fashioned duke em up.
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now i remember why i have left TSP
normal statements and oppinions still appear to lead to unreasonable blames and hostilities herei wrote just one post to shed some light on a subject, i have not violated any rules, i have not insulted anyone, i have not hurt somebodies feelings (except yours obviously), actually ive not done anything wrong except that i didnt agree with your oppinion, oh mighty king
all i did was to say that i dont like the screenshots and the vids ive seen so far about this dx9 and you come up with this hostility, your unreasonable blames, even comments that are close to insults + SHOUTING
Im surprised that im not banned for having a different oppinion.nothing has changed
have a nice day FF -
adoxa wrote:
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).
Interesting, so you can set up the specularity color and power for each texture individually, but linking it to a proper specular map texture is not possible…
Did I got that right?
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I don’t think so. It doesn’t look like there’s any type name to go with it (see the strings from 2274C in shading.dll), so I doubt it’ll be used. Still, I could be wrong, haven’t actually tried (nor will I, although I did add 'em to XML Project, just in case).