bobboau
a76ebd336e
specular code should be bugless now,
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cell shadeing has been added activated via the comand line '-cell',
3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
2003-08-22 07:35:09 +00:00
bobboau
0ace2693ee
update for the specmapping code includeing
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suport for seperate specular levels on lights and
optional strings for the stars table
code has been made more organised,
though there seems to be a bug in the state selecting code
resulting in the HUD being rendered incorectly
and specmapping failing ocasionaly
2003-08-16 03:52:24 +00:00
bobboau
fb698a7a28
Specular 'shine' mapping;
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useing a phong lighting model I have made specular highlights
that are mapped to the model,
rendering them is still slow, but they look real purdy
also 4 new (untested) comand lines, the XX is a floating point value
-spec_exp XX
the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
-spec_point XX
-spec_static XX
-spec_tube XX
these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
static is the local stars,
point is weapons/explosions/warp in/outs,
tube is beam weapons,
for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
2003-08-12 03:18:34 +00:00
phreak
9293801be0
optimized the way cloaking is handled
2003-08-06 17:24:57 +00:00
phreak
c302bb1409
lighting in the render functions now work for opengl as they do in d3d
2003-07-15 16:09:46 +00:00
phreak
4a166a2751
models that are fully cloaked draw front-to-back
2003-07-15 02:37:59 +00:00
phreak
d6c95e36a6
changed the model_setup_cloak() function to allow an alpha value
2003-07-15 02:36:54 +00:00
phreak
16d3f993db
changes for cloaking implemented
2003-07-04 02:28:37 +00:00
phreak
1e4365fd32
debris is now properly fogged
2003-06-08 17:31:37 +00:00
phreak
d9a9f9e750
added some code that took advantage of opengl fogging stuff
2003-06-04 15:28:24 +00:00
Goober5000
458634292a
implemented the custom hitpoints mod
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--Goober5000
2003-04-29 01:03:24 +00:00
unknownplayer
3a7cc9cc63
The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
2003-03-18 10:07:06 +00:00
Goober5000
4214c8c99f
fixed some misspellings
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--Goober5000
2003-03-18 01:44:31 +00:00
penguin
fa45233e73
Added #ifdef WIN32 around non-standard header file io.h
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- penguin
2003-03-02 05:56:56 +00:00
penguin
e15dc894fe
Moved Gr_scaler_zbuffering definition to top of file
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- penguin
2003-03-02 05:55:51 +00:00
penguin
57fae5f5d0
ANSI C++ - namespace clash on ai_rotation; renamed type to ai_rotation_t
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- penguin
2003-03-02 05:54:23 +00:00
bobboau
08dd102c24
fixing my bug fix for the warp model, and not being able to find it
2003-02-25 16:46:01 +00:00
bobboau
03fb48d8aa
fixed a bunch of fighter beam bugs,
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most notabley the sound now works corectly,
and they have limeted range with atenuated damage (table option)
added bank specific compatabilities
2003-02-25 06:22:50 +00:00
phreak
aa412718e4
enabled RGB lighting for OpenGL
2003-01-30 23:19:14 +00:00
Goober5000
09b61901c5
fixed a few bugs in Bobboau's implementation of the glow sexps; also added
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help for the sexps in sexp_tree
--Goober5000
2003-01-21 17:24:16 +00:00
bobboau
67faca1076
added several sExps for turning glow points and glow maps on and off
2003-01-20 05:40:50 +00:00
Goober5000
6256e4a634
got rid of nameplate stuff (superceded by texture replacement)
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--Goober5000
2003-01-19 06:44:39 +00:00
bobboau
d4f242427d
redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
2003-01-19 01:07:43 +00:00
Goober5000
f0899ed35b
Allowed selection of either $Texture Replace, which keeps track of individual
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replacement textures for a ship, or $Duplicate Model Texture Replace, which
duplicates a model and reskins it. Use $Duplicate Model Texture Replace
if you want to substitute an animated texture or a transparent texture.
--Goober5000
2003-01-17 04:57:17 +00:00
Goober5000
881306223e
added capability to the $Texture replace code to substitute the textures
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without needing and extra model, however, this way you can't substitute
transparent or animated textures
--Goober5000
2003-01-17 01:48:50 +00:00
Goober5000
4373cdde4f
yay! got texture replacement to work!!!
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--Goober5000
2003-01-16 06:49:11 +00:00
Goober5000
dd8fbddae1
NOW the model duplicates work! :p
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still gotta do the textures, but it shouldn't be hard now
--Goober5000
2003-01-15 23:23:30 +00:00
Goober5000
1b66a0101e
assigning duplicate models to ships now works; committing so I have a base
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to fall back to as I work on texture replacement
--Goober5000
2003-01-15 08:57:23 +00:00
Goober5000
ff0c118dab
moved texture loading around a bit; added Texture_replace in preparation
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for some cool stuff
--Goober5000
2003-01-15 05:18:13 +00:00
phreak
1ec16a0dce
fixed a small error in bob's glowmap code
2003-01-09 21:22:36 +00:00
Goober5000
81227d877a
fixed the giant thruster glow bug
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--Goober5000
2003-01-09 05:55:55 +00:00
Goober5000
4320767bc6
snagged a potential bug
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--Goober5000
2003-01-09 05:52:25 +00:00
Goober5000
a67d462b4c
cleaned up some stuff with model_set_thrust and a commented Assert that
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shouldn't have been
--Goober5000
2003-01-06 19:33:22 +00:00
bobboau
12f8b745d2
disabled decals (for now), removed the warp ray thingys,
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made some better error mesages while parseing weapons and ships tbls,
and... oh ya, added glow mapping
2003-01-05 23:41:51 +00:00
Goober5000
e2a757bbbe
Full-fledged ballistic primary support added! Try it and see! :)
2002-12-10 05:43:35 +00:00
bobboau
2dbc7e5277
inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
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collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
DTP
6d9921f6c5
lowered MAX_POLYGON_MODELS FROM 198 to 128 for safety reasons since we bumped back MAX_SHIP_TYPES to 130
2002-12-04 09:44:34 +00:00
Goober5000
e6118e84fc
fixed misspelling
2002-12-02 23:56:12 +00:00
Goober5000
88011c314a
commented out an unneeded variable (ship *shipp) in model_really_render
2002-12-02 23:16:45 +00:00
Goober5000
9ed133d2f0
fixed mispelling of "category" as "catagory"
2002-12-02 23:14:17 +00:00
bobboau
1534138f83
added nameplate code
2002-11-14 06:15:03 +00:00
bobboau
0a93058abc
added warp model and type 1 glow points
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and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +00:00
randomtiger
afe941612f
Made Phreaks alternative scanning style optional under the command line tag "-phreak"
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Fixed bug that changes HUD colour when targetting debris in a full nebula. - RT
2002-10-22 23:02:40 +00:00
bobboau
c4c099ac0b
inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam sheild hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
2002-10-19 19:29:29 +00:00
penguin
0c503be8d1
The big include file move
2002-08-01 01:41:11 +00:00
DTP
92640cdc73
Forgot to Bump MAX_MODEL_SUBSYSTEMS from 128 to 200
2002-07-29 08:31:52 +00:00
DTP
22d3bddd00
BUMPED MAX_POLYGON_MODELS TO 198 , MAX_SHIP_TYPES - 2 = 198
2002-07-29 08:28:00 +00:00
penguin
12da216e48
Fixed endian-ness of new "GLOW" IDs
2002-07-12 02:44:18 +00:00
wmcoolmon
c53db880a8
Added Bobboau's glow code; all comments include "-Bobboau"
2002-07-10 18:42:14 +00:00
penguin
3463682f1a
Back-port to MSVC
2002-07-07 19:56:00 +00:00