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
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
Made a slight AI adjustment to how ships choose to attack turrets (they now have a 25% chance of attacking a beam turret which has fired at them from another ship)
plain files only for now. fs2_open.exe -mod X will look for files in fs2/ X /all-legal-subdirectories. no checking/creating dirs yet. directories must be there.