Planet problems
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It’s part of the DirectX 9 client hook. “Sharing” it would involve sharing a few thousand lines of C++ code. It’s not exactly something you can do in isolation.
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Hum…. I know you guys are genius on development bright code and software, but when FOW release so modders like me can use it to enhance their work by using FOW’s techniques? Time is short. Please.
BTW, FLHook is long without update.
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FLHook has had plenty of updates on the Subversion repository. No, they don’t have neat version numbers and packages, but they’re what many servers use at the moment.
Be aware that those new versions require a partial rewrite of your plugins.
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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.
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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 isn’t right, as the edges don’t match.
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I’ve never had to flip any texture for mapping onto SPH files, so I’m not sure what you mean by that.
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Are you saving as dds or tga?
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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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Maybe this will help you understand. Look in the txm file, and click a node. When the picture comes up, on the bottom right corner, it say flip. I packed it all up if you try it out and see where the messed up cords are.
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The UTFEditor will always have the “Flip” 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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So let me some it up, even if it’s flipped in utf, that doesn’t mean its flip ingame unless I do it in photoshop, correct? Sorry, just wanna make sure FF.
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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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Cool beans, I test when I get on my comp. Cheers.
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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 LS’s old forum is dead. Anyone have the types and what exactly the do?
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Try this link, don’t know if it has what you are looking for…
http://dl.dropbox.com/u/10971457/Freelancer/Digital Brilliance backup.tar.gz
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Wow, LS. Alot of good stuff in there. I haven’t found it in there. Here’s what I meant:
Fl material type:
DcDt
Oc
EcYou use to have a page that named them all and what they did. Don’t know if you remember what they were.
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D = Diffuse
O = Opacity
E = Emissive
c = Color
t = Texture
Two = two-sidedThat’s basically all you need to know.
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Thanks FF, that’s exactly what I was asking. One more thing, in the atmosphere nodes there are i.e. fade, alpha, etc. Will these do anything for the other the other material nodes? I tried and saw no results.
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Nah, it’s a special node type, just like Nebula in starspheres. They have unique properties.
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