Search found 1062 matches

by tzlaine
Tue Apr 13, 2010 1:35 am
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 23263

Re: Shipyard

1. rgb -> diffuse red, diffuse green, diffuse blue; a -> specular/gloss 2. rgb -> normal x, normal y, normal depth; a-> [unused (or decal 2?)] 3. rgb -> glow 1, glow 2, glow 3; a -> decal Another thought occurs to me: this scheme doesn't have any alpha channel for the diffuse texture. This would se...
by tzlaine
Sun Apr 11, 2010 8:24 pm
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 23263

Re: Shipyard

What do you mean by "a b/w image and use this to determine the intensity of the self-illumination, but take the color from the color map"? Does this mean that the glow color is taken to be (diffuse red, diffuse green, diffuse blue)? Exactly. If that's the case, is the glow channel just 0.0 or 1.0? ...
by tzlaine
Sun Apr 11, 2010 8:18 pm
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 23263

Re: Shipyard

If you take the glow colour from the diffuse texture, then the glow at any pixel has to be the same colour as the diffuse texture. This means that the glow can't be a different colour, so if there can't be self-illumination of a pixel with a different colour from a different pixel. For example, if ...
by tzlaine
Sun Apr 11, 2010 8:14 pm
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 23263

Re: Shipyard

What do you mean by "a b/w image and use this to determine the intensity of the self-illumination, but take the color from the color map"? Does this mean that the glow color is taken to be (diffuse red, diffuse green, diffuse blue)? Exactly. If that's the case, is the glow channel just 0.0 or 1.0? ...
by tzlaine
Sun Apr 11, 2010 5:17 pm
Forum: Programming
Topic: Version 0.320 - ship rendering, lighting and shaders
Replies: 31
Views: 4312

Re: Version 0.320 - ship rendering, lighting and shaders

Though it's doubtful that we'd maintain that FPS while everything is moving and shooting, this is really good news!
by tzlaine
Sun Apr 11, 2010 4:01 am
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 23263

Re: Shipyard

5) How flexible is your exporting capability? I ask because right now, we use 4 textures (color, glow, normal, ans specular/gloss), but we only use a total of 11 channels in those images. (As an aside, we are currently ignoring the gloss channel too.) Modern video hardware stores everything as RGBA...
by tzlaine
Thu Apr 08, 2010 5:20 pm
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 23263

Re: Shipyard

The stuff in the shipyard is really shaping up! Some things to consider: 1) Can you commit the fighter model? 2) Have a look at this: http://www.eveonline.com/devblog.asp?a=blog&bid=732 It's an EVE-Online Dev Blog about how they use their textures/materials system to provide a single model with lots...
by tzlaine
Mon Apr 05, 2010 9:14 pm
Forum: Graphics
Topic: 0.4 combat UI
Replies: 84
Views: 25981

Re: 0.4 combat UI

Maybe we're just talking about different things. This is how the starlane entry points are going to work, tentatively (Geoff and I are still working out some details). Each entry point (zone, really) is: - Ann ellipse - Near the edge of the battle map - On the battle map - Outside the outermost orbi...
by tzlaine
Mon Apr 05, 2010 6:08 pm
Forum: Graphics
Topic: 0.4 combat UI
Replies: 84
Views: 25981

Re: 0.4 combat UI

FWIW, the DD describes starlane entrance points as being ellipses. You have them here as polar grid squares. In the light of the recent commits, I'd like to see this clarified. An elliptical entrance zone would intersect with the combat area. Is this a good idea? Shouldn't it be separate, an extens...
by tzlaine
Mon Mar 29, 2010 2:24 pm
Forum: Compile
Topic: Issues mainly with GiGi
Replies: 7
Views: 1287

Re: Issues mainly with GiGi

As soon as Chris Henning finishes the GIL::io reimplementation, that GG copy of GIL goes away. He's been working on it for a year or two, which is why I broke down and fixed the PNG loading. He has my changes, so the next version should be nearly 100% PNG compliant. Are you talking about "his" next...
by tzlaine
Mon Mar 29, 2010 2:23 pm
Forum: Programming
Topic: FleetWnd: Adding divider between data panels
Replies: 35
Views: 3016

Re: FleetWnd: Adding divider between data panels

Hey all! Working on my 2nd fix: * Figure out a good way to move up and down the partition between the top third of the panel that shows fleets and the bottom panel that shows ships within the selected fleet. Some way to drag a partition would be appropriate. This needs to work whether or not there ...
by tzlaine
Sun Mar 28, 2010 7:54 pm
Forum: Compile
Topic: Issues compiling/running freeorion
Replies: 13
Views: 3887

Re: Issues compiling/running freeorion

any idea what to look for? i'm rebuilding ogre and gigi right now, then look again. Unfortunately, no. My comment was just a guess. It could also be that the stack was corrupted by whatever bug exists, and that's why argv was munged. Sorry I can't be more helpful, but there's a lot that could go wr...
by tzlaine
Sun Mar 28, 2010 7:51 pm
Forum: Compile
Topic: Issues mainly with GiGi
Replies: 7
Views: 1287

Re: Issues mainly with GiGi

Geoff, it's usually pro forma to ask the file's author/maintainer before committing such a change. Sorry... I thought it looked unproblematic. I probably also should have done a diff to check. It would still be nice to remove any dependence in CombatWnd for GG to be located in ../GG/ All the GIL so...
by tzlaine
Sun Mar 28, 2010 1:56 am
Forum: Compile
Topic: Issues compiling/running freeorion
Replies: 13
Views: 3887

Re: Issues compiling/running freeorion

(gdb) bt #0 0xb7fe1424 in __kernel_vsyscall () #1 0xb72316e0 in raise () from /lib/libc.so.6 #2 0xb7232f15 in abort () from /lib/libc.so.6 #3 0xb722a90e in __assert_fail () from /lib/libc.so.6 #4 0xb789af71 in Ogre::LogManager::createLog(std::string const&, bool, bool, bool) () from /usr/lib/libOgr...
by tzlaine
Sun Mar 28, 2010 1:55 am
Forum: Compile
Topic: Issues compiling/running freeorion
Replies: 13
Views: 3887

Re: Issues compiling/running freeorion

Another thing is, when running "make install" it actually copies the binaries freeorion/freeoriond/freeorionca to /usr/local/ and all the rest to /usr/local/default/default. By applying the attached patch it's possible to reduce this to 1 default. I didn't write the CMake install targets with insta...