Topic: Babylon 5 Starship Commander  (Read 10613 times)

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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #40 on: June 17, 2008, 10:30:25 am »
Started to add Low-level Shader support (normal, bump, and all sorts of other shaders).  Been a real bitch so far with lots of crashes and bug fixes.
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Offline Akira_Commander567

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Re: Babylon 5 Starship Commander
« Reply #41 on: June 17, 2008, 10:33:24 am »
You'll get it eventually. Beshides, what's a Shader?
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #42 on: June 18, 2008, 07:17:05 am »
A shader allows for advanced graphics depending on the video card.  Only 1 bug to go for shader support.  Of course, its the hardest one to fix :(

Wiki is your friend:
http://en.wikipedia.org/wiki/Pixel_shaders

The preferred method of doing render to texture is through the GL_EXT_framebuffer_object extension. Another option is using pbuffers, but those are expensive and highly platform dependent, and thus will not be explained in this FAQ.

The first thing you will want to do is read the GL_EXT_framebuffer_object specification.  The specification is 183 pages long.


Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT

frakking openGL
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Offline Akira_Commander567

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Re: Babylon 5 Starship Commander
« Reply #43 on: June 18, 2008, 08:28:28 am »
Ok, thanks, that was bugging me. I thought it was a ship.
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #44 on: June 18, 2008, 10:19:11 am »
Last shader bug squashed.  Now on to phase 2: writing shaders (bump mapping, illumination and bloom are probably first up.).  DRL works and I need to turn it WAY down (screenshot later today). The hyperspace mission area looks HOT and gassy now.

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Offline Akira_Commander567

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Re: Babylon 5 Starship Commander
« Reply #45 on: June 18, 2008, 10:33:07 am »
AWESOME!!!! Finally I can see your progress. I'm enjoying it greatly.
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Offline knightstorm

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Re: Babylon 5 Starship Commander
« Reply #46 on: June 18, 2008, 07:47:02 pm »
One of B5's trademarks is its attempt to replicate Newton's laws of motion.  Is their anyway for you to depict that in the game?  Possibly have fighters flip and fly in retrograde like they do on the series..
« Last Edit: June 19, 2008, 08:52:59 pm by knightstorm »

Offline Akira_Commander567

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Re: Babylon 5 Starship Commander
« Reply #47 on: June 18, 2008, 07:51:05 pm »
Make sure you get those in as well.
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #48 on: June 22, 2008, 10:29:48 pm »
I can now rotate bases and planets in 3D.  Need a break from the shaders.  Have bloom working.  Normal and spec maps work - but my color map has z-sorting issues. 

How about this:  I'm thinking of adding dockable and fly-in bases (think of the spacedock), with working doors.
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Offline knightstorm

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Re: Babylon 5 Starship Commander
« Reply #49 on: June 22, 2008, 11:15:26 pm »
Never really saw that effect in B5, but it would be nice to have for the Star Trek mod.

Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #50 on: June 24, 2008, 04:43:49 pm »
Freighters and ships dock all the time (or enter the B5 station, for one).  The door effect is used AFAIK even in the opening credits of B5.   I always wanted to properly enter a Starbase - not the way you kinda do in SFC2.
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #51 on: June 25, 2008, 07:43:09 am »
I was bored.  I am adding freighters that can add/drop cargo pods (like in Freelancer).  Started cutting up and modularizing a Large Freighter (see "Midnight on the Firing Line" for freighter type.  Will add the logic later.
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Offline I, Mudd.

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Re: Babylon 5 Starship Commander
« Reply #52 on: June 27, 2008, 06:08:21 am »
I've been watching your progress on this since you mentioned it over at the now gone TCS, and I must say ...wow! - I am greatly anticipating getting a hold of this ... (insert maniacal chuckle ...)

WELL DONE.

:D

JM.

Offline Rod ONeal

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Re: Babylon 5 Starship Commander
« Reply #53 on: June 28, 2008, 06:21:03 am »
Last shader bug squashed.  Now on to phase 2: writing shaders (bump mapping, illumination and bloom are probably first up.).  DRL works and I need to turn it WAY down (screenshot later today). The hyperspace mission area looks HOT and gassy now.




Agreed! This is very impressive.

Is that the FPS in the upper corner of the image?
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #54 on: June 28, 2008, 09:34:55 am »
Yep.  I get normally 110 to 120 FPS but the jumpgate has 30K polys (ouch)
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #55 on: June 30, 2008, 08:59:27 am »
Armor status display (see bottom of ship).  Inner ring is primary hull, outer ring is fwd/aft/starboard/port.  This is version #1.  Things to do are add alpha channel and possibly textures.  Can easily do spheres and six-sided shields



BTW, this is a serious fur-ball.  Died in 15 sec.
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Offline Rod ONeal

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Re: Babylon 5 Starship Commander
« Reply #56 on: July 02, 2008, 02:00:43 am »
Sorry to bug you, but a couple of questions, please?

How many polies are onscreen in the above screen shot?

What's your system's specs?

At 10fps you've obviously extended the limits a bit here. ;) I'm curious because the game engine for SFC4 hasn't been finalized yet. I'm trying to see if this might be a good game engine for the project. I hope you don't mind me picking your brains.

Thanks, either way.
If Romulans aren't cowards, then why do they taste like chicken?

Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #57 on: July 02, 2008, 09:48:49 pm »
The jumpgate 30K, each fighter 4000 (12 fighters), so about 78K.  No LoD has been done yet, as the asset development chain is tedious (Conitec MDL7 MED export as fbx, import to milkshape and export as Torque dts). I know 3dsmax can do it easier (has good exporter) but for another month I won't be able to own it.

GeForce 7950 with a Athlon FX-57 and 2GB DDR (its fast, but dual-core is not all it is advertised)

My new home/ employer:
www.nhtv.nl

They are doing some really cool experimental stuff using raycasting.
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Offline Rod ONeal

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Re: Babylon 5 Starship Commander
« Reply #58 on: July 03, 2008, 04:30:03 am »
Thanks for the answers. I appreciate you taking your time. 8)
If Romulans aren't cowards, then why do they taste like chicken?

Offline Spartan-039

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Re: Babylon 5 Starship Commander
« Reply #59 on: July 04, 2008, 04:37:49 pm »
Quite impressive, I'm amazed that ya'll people have so much time on ya'lls hands.
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