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More Sauerbraten suggestions

by Mad Merv on 03/29/2006 04:05, 122 messages, last message: 04/27/2006 23:08, 40889 views, last view: 05/05/2024 02:15

I posted a bunch of sauerbraten suggestions for the editor UI, AI and weapon scripts under "Most Wanted Features".

another idea came to mind: the ability to manipulate the location of mapmodels by selecting them and holding "M" and using the mouse wheel for height; mouse movements could move it on a 2d plane -- holding "R" while a mapmodel is selected could use a 3d trackball effect to rotate the model, with the mouse wheel resetting its rotation to 45 degree angles. if the middle mouse is pressed, it could do the other axis

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#104: Re: ..

by Passa on 04/23/2006 10:34, refers to #103

those settings are lame, those settings in game have NEVER worked for me..

its annoying, some games rely on driver settings and some have the settings in their menu

plus if you play old games (quake 2, 3, ut2003/4, warcraft3 whatever..) you need the driver setting

so in short thats not a needed feature

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#105: ..

by Mad Merv on 04/23/2006 13:13

i dunno Passa, it greatly improves the visual look and helps to cover up glitches; see: F.E.A.R.

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#106: Re: ..

by kurtis84 on 04/23/2006 16:01, refers to #105

Learn to use your driver settings...that would be a whole lot easier than bloating sauer with redundant features.

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#107: ..

by Mad Merv on 04/23/2006 17:56

Having a default full screen anisotropic filtering is not just a driver setting

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#108: Re: ..

by rancor on 04/23/2006 19:46, refers to #106

I looked up what it would take to do this, and I doubt that it would take more then 50 lines of code. Which I don't think anyone would count as bloat. As for the other part, I already explained why it would be useful to me.

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#109: ..

by Mad Merv on 04/23/2006 20:20

Re: Rancor
I looked up what it would take to do this, and I doubt that it would take more then 50 lines of code. Which I don't think anyone would count as bloat. As for the other part, I already explained why it would be useful to me.

What would it be?

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#110: Re: ..

by rancor on 04/23/2006 22:38, refers to #109

Mainly so that I don't need to change the settings in driver configuration every time I run sauer. Its a pretty serious pain on linux, since the setting doesn't save between logins with Nvidia's driver. I also feel that it is a feature that any modern engine should have.

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#111: Re: ..

by kurtis84 on 04/23/2006 23:14, refers to #110

Actually, you should be able to save individual settings for each game if you're running nvidia drivers....if that feature doesn't work in linux, I don't know what to tell you.

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#112: normal maps

by Aardappel_ on 04/24/2006 00:58

if you want to know why they are not in sauerbraten yet, please search this forum. Yes they will be added eventually, but there's a few roadblocks.

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#113: Re: normal maps

by Passa on 04/24/2006 03:09, refers to #112

normal maps?

or are you talking about the anisotropic filtering?

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#114: Re: normal maps

by kurtis84 on 04/24/2006 03:11, refers to #113

normal maps are part of a layered texture...it gives a 3d appearance to a texture. Something to do with the shader system I would assume.

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#115: ?TC Elite?

by Death at another P C on 04/24/2006 15:27

Mad Marry
What is the TC: Elite website i like what I heard

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#116: ..

by hampus_ on 04/24/2006 15:29

http://www.truecombat.com/

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#117: anisotropic filtering

by rancor on 04/25/2006 02:09

OK,I went and hacked together a patch that enables anisotropic filtering, which can be downloaded here: http://www.iit.edu/~lcooper4/patches/anisotropic_filtering.patch
While it is possible that I implemented it incorrectly, it seems unlikely.

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#118: Re: normal maps

by Pxtl on 04/25/2006 14:49, refers to #114

Normal maps are a way to fake geometry without actually having polygons be spent on it. Basically, instead of letting Gauraud or Phong shading guess how to shade each pixel of the texture based on the surrounding polys, Normal maps say "shade this pixel as if it were facing that way". What the map itself contains is just a pixel-by-pixel list of facings.

Now, as you see, the point is to do higher detail than what's on the geometry than exists. If you just wanted to use it to smooth and shine geometry, you can just use Gouraud (which is what old games use) or Phong (which is harder and what Sauer uses) and get the exact-same-effect. Only if you make super-high-poly models, then reduce the polycount on them and render the old high-poly version into normal-maps do you actually get useful normal maps.

So, who wants to go out and make us some super-high-detail player models, then down-poly them and render them into normal-maps?

Otherwise, all this talk about normal maps is worthless.

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#119: ..

by Mad Merv on 04/27/2006 21:30

i just want bump mapping and reflectivity mapping corrected on the pistol.. the hand shouldn't look plastic, but should have a slight bump like skin, which diffuses the lighting..

also, alpha textures would be neat

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#120: ..

by makkE on 04/27/2006 21:38

That´s in the works. Spec maps and all that. Keep in mind merv, if you want spec/ bump maps, etc, the stuff I posted in the spam assasin thread doesn´t (really) apply.
Still, the uv-mapping would in your case serve any spec/bump/normalmaps, but the pure colour map could still be much smaller /probably 64² or 128² would be enough on the pistol. (meaning a colour map that would use overall uv´s, but would be as small as possible, since it has only plain colours)

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#121: ..

by makkE on 04/27/2006 21:40

So you could have a 64² colour map, and a 512² normal or spec or bump map in the future.

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#122: ..

by makkE on 04/27/2006 21:42

What you could do for now, is have the hand be a seperate model. Then you can specify a low or no specularity for it via md2.cfg files

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#123: ..

by makkE on 04/27/2006 23:08

Well I only know spec maps are planned, not when they will be implemented. Just saying if you want to use em, keep your proper uv´s, just use less pixels if you have only plain colours.

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