Good to hear you're moving to Git, much better than Svn.
Could have a little patch so noCompression flag is simply ignored when graphics are set to medium/low... I'll bother someone to look into it when they have the time.
Search found 95 matches
- 2012-03-25, 14:40
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Skybox bit depth.
- Replies: 6
- Views: 16412
- 2012-03-24, 23:48
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Skybox bit depth.
- Replies: 6
- Views: 16412
Re: Skybox bit depth.
Ahh, there we go, looks perfect now. You might as well svn that change, even midrange 2003 graphics cards have enough vram to fit a big uncompressed skybox. Segway - When Cafu stable comes out, will you then have two svn branches? Stable and testing would be good since experimental patches can be pl...
- 2012-03-24, 11:55
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Skybox bit depth.
- Replies: 6
- Views: 16412
Re: Skybox bit depth.
Ya bit depth is correct.
http://i.imgur.com/TsRpW.jpg
Here's on the tech demo map, very obvious banding on the gradient background, the original PNGs are just fine.
I'm guessing it's because the engine converts it down too much, gotta change that so the renderer has a better image to display.
http://i.imgur.com/TsRpW.jpg
Here's on the tech demo map, very obvious banding on the gradient background, the original PNGs are just fine.
I'm guessing it's because the engine converts it down too much, gotta change that so the renderer has a better image to display.
- 2012-03-24, 01:36
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Skybox bit depth.
- Replies: 6
- Views: 16412
Skybox bit depth.
Right now my skyboxes look pretty bad because of the low bit depth, they're 24-bit pngs but the game looks to turn them down to 16-bit which makes them pretty ugly.
Anyone know a fix for this?
In the future HDR skyboxes would be nice, although they use a fair amount of vram.
Anyone know a fix for this?
In the future HDR skyboxes would be nice, although they use a fair amount of vram.
- 2012-03-23, 16:27
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Creating Texture Maps
- Replies: 13
- Views: 44413
Re: Creating Texture Maps
Diffuse is just a plain texture, normals are made from heightmaps, specular is the shininess. I've used gimp, paint.net, photoshop. First making a tiling normal, then painting height/normal and spec. There's a bunch of normal map generating software, free too, plugins for the mentioned programs and ...
- 2012-03-16, 06:31
- Forum: Cafu Engine Support and Discussion
- Topic: Low frame rates on Ubuntu 10.04 LTS
- Replies: 3
- Views: 5028
Re: Low frame rates on Ubuntu 10.04 LTS
Strange, haven't had that problem when I tried, are you sure hardware acceleration is working and not just 2d?
- 2012-03-10, 12:54
- Forum: Coding and Scripting
- Topic: Dynamic GUI size
- Replies: 16
- Views: 33070
Re: Dynamic GUI size
Post it here and Carsten can up it to svn.
Sure Cafu's GUI will look broken in the meantime but I'm going to redo the GUI later anyways.
Sure Cafu's GUI will look broken in the meantime but I'm going to redo the GUI later anyways.
- 2012-03-10, 11:26
- Forum: Coding and Scripting
- Topic: Dynamic GUI size
- Replies: 16
- Views: 33070
Re: Dynamic GUI size
I said you should change to float because 640x480 is too low a resolution for modern GUI design which is almost always developed for 1024x768 and 1920x1080. Could you at least change it to 1024x768 in the meantime, I haven't looked at the GUI code but I'm guessing that's a matter of changing 2 const...
- 2012-03-09, 12:26
- Forum: Coding and Scripting
- Topic: Dynamic GUI size
- Replies: 16
- Views: 33070
Re: Dynamic GUI size
A big and simple improvement to the GUI system would be to change from 640*480 screen space scaled to a floating point.
0,0 being the middle, 1,1 top right, -1,-1 bottom left.
0,0 being the middle, 1,1 top right, -1,-1 bottom left.
- 2012-03-06, 15:10
- Forum: Editing and Mapping with CaWE
- Topic: Very large terrains - Passage
- Replies: 7
- Views: 18593
Re: Very large terrains - Passage
Ya, it's as simple as that, there's a bunch of different ways of doing that but that's what it boils down to, in games like Fallout the chunks aren't prefect squares, just odd shaped pieces of world strung together with triggers saying what each connects to and it renders a few ahead, also uses LoD ...
- 2012-03-06, 07:16
- Forum: Editing and Mapping with CaWE
- Topic: Very large terrains - Passage
- Replies: 7
- Views: 18593
Re: Very large terrains - Passage
MMO architectures varies wildly from one game to another. A lot of MMOs are a simple giant world completely devoid of interaction with player/npc threads and a database for inventory. For more advanced MMOs with dynamic worlds the world is generally a large matrix of instances, these instances are s...
- 2012-03-05, 01:02
- Forum: Editing and Mapping with CaWE
- Topic: Very large terrains - Passage
- Replies: 7
- Views: 18593
Re: Very large terrains - Passage
You'll probably want to introduce level streaming for an MMO, have a master heightmap and paintmap chopped up into small chunks which the client can load as they get within a certain distance. Would also have to have entities in groups... which is easier since the client doesn't even need to be awar...
- 2012-03-04, 23:09
- Forum: Cafu Engine Support and Discussion
- Topic: Cafu Dedicated
- Replies: 5
- Views: 6328
Re: Cafu Dedicated
What do you mean by "key based user system"? A key based user system is an approach similar to how Teamspeak works. When you create the server it generates a master key for administering remotely, while people who connect with their username have their own unique key generated by client and server....
- 2012-03-04, 08:43
- Forum: Cafu Engine Support and Discussion
- Topic: Cafu Dedicated
- Replies: 5
- Views: 6328
Cafu Dedicated
I've asked a friend who's a skilled programmer knowledgeable in networking to look into Cafu to implement a better dedicated server and implement IPv6. He'll be reading through for a while and I was wondering if everyone, especially Carsten, input what changes they feel are critical to improving the...
- 2012-02-28, 08:52
- Forum: Cafu Engine Support and Discussion
- Topic: Material types? Sound triggers?
- Replies: 1
- Views: 2849
Material types? Sound triggers?
Either I've failed to find it or it doesn't exist; is there an assignable material type for textures? Either text or numerical group value. This simple feature is essential for a wide variety of things, if you shoot it what sound does it make, what kind of mark does does it leave, if you walk on it ...