Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - rolz

Pages: 1 ... 3 4 [5] 6 7 ... 19
61
Support / How to sign an applet?
« on: January 23, 2006, 07:55:56 am »
Here's a step-by-step example of how to do this

http://java.sun.com/developer/technicalArticles/Security/Signed/

skip steps 6,7,8

62
Projects / Technopolies
« on: January 22, 2006, 05:43:41 pm »
- terrain is now generated on the fly, this will allow maps to be really huge and continuous.
- some improvements for game quests/scenario

Auto generated terrain. Works fine with shadows.
*Removed*

Olbridge Map so far:
(lots of small dots near radford are trees. the small orange square is the bunker)
*Removed*

63
Feedback / F*** off all you spammers!
« on: January 19, 2006, 08:19:13 am »
... and you got fresh spam message in news section, in 3 hours after unblocking it. Looks as if spambots actually read announcements ;)

64
Projects / New terrain look
« on: January 18, 2006, 01:59:49 pm »
Yes, fine transitions look better when applied to the 3d terrain:
*Removed*

some more additions:

- Olbridge location has been converted to a single big map (it should take about 10-20 minutes to reach from one corner to another)
- It appeared that texture generation takes some time (172 textures, 128x128 each - 10-30sec.), so i decided to generate them at first start and store on disk.
- added some improvements to terrain generator. Basicly, what i want is to generate terrain and decorations on the fly - to allow smooth changes between locations.

65
Projects / Technopolies
« on: January 17, 2006, 08:43:33 pm »
- improved texture generation

Textures are now generated using more clever algorithm:

Fine transitions between textures:
*Removed*

Coarse transitions:
*Removed*

Not sure what of these two methods is better, they both make terrain look better than ever before. ;)

66
Projects / Technopolies
« on: January 13, 2006, 08:57:41 am »
Yes, I actually use 2048x16 texture for bitmap fonts. Will try to see if if can be changed to 1024x32

67
Projects / Technopolies
« on: January 12, 2006, 05:51:02 pm »
I think it should be around 30-60 fps, at least this is how it works on integrated shitty videocard.

Please try switching different settings, especially "terrain details" - set to 10-20% (this should reduce geometry complexity and give significant improvement on your CPU). Additionally, try running the game in windowed mode - i am not sure, but fullscreen mode reported to be slow on some cards.


and .. - game development is in progress, i hope there is a place for improvements

68
Support / Applying multitexture to single poly in object
« on: January 12, 2006, 10:11:51 am »
Just downloaded the patch - works great, except the fogging problem.
I have a couple ideas how to overcome it:

- switch to vertex fogging (looks less realistic than pixel but it works)
- restrict camera to z rotations only - this will prevent player from seeing borders of visibility area (which are not completelly hidden with vertex fog) and stick to classic RPG izometriс view (as in Diablo, BG, NWN)

so far, it looks like this:
*Removed*

And, thanks again for prompt responce !  Great job, btw. Exactly same thing as i had in mind.

69
Support / Applying multitexture to single poly in object
« on: January 11, 2006, 08:16:30 pm »
more teasers

*Removed*

70
Support / Applying multitexture to single poly in object
« on: January 11, 2006, 09:27:46 am »
Helge,

Thanks for the reply, I wouldnt consider switching from AWT GL to native lwjgl without good reasons. ;)


Regarding multitexturing - Terrain decorations and shadows were redesigned to use multitexturing - and they really look awesome now:  
*Removed*

71
Support / Applying multitexture to single poly in object
« on: January 10, 2006, 09:14:38 am »
Thanks for the support, hope to see this feature working soon.

 Regarding fullscreen opengl renderer - I would like to ask for your guidance.
 The problem is that i am still getting reports of compatibility issues with AWT+opengl on some gf2mx cards. The user either gets the blank screen (with only 2D interface) or the performance is about 10 fps on pretty good hardware, which makes me thing something is wrong.

  I am concerned this is some weird bug with lwjgl/AWT/drivers combination, and chances are i just won't be able to solve it.  I am not sure what is the best solution for this cause, actually i had 2 things in mind:

 - stick with AWT/GL combination, with no guarrantee that problems will be solved
 - switch to regular LWJGL renderer which works, but then i would have to redo all 2d, and probably lose so much desired AWT flexibility.

What would you recommend ?

72
Support / Applying multitexture to single poly in object
« on: January 05, 2006, 06:43:47 pm »
I am in despair ...  :cry:  :cry:  :cry:
spent a couple of nights trying to make multitexturing work and now stuck at those restrictions ............ !@#$#!@#@#.

73
Support / Applying multitexture to single poly in object
« on: January 05, 2006, 06:38:28 pm »
well, yes, it's look like that it's 4.
*Removed*

I've talked to a guy who helped me to understand multitexturing, he mentioned that it should be possible to lay more textures per polygon than video card allows to do in single pass. He mentioned "multipass multitexturing" - do you have an idea what is that, and if it will fit JPCT ?  :(

74
Support / Applying multitexture to single poly in object
« on: January 05, 2006, 04:35:13 pm »
Textures won't display at all if there are 3+ textures on polygon already. Is it hardware limit, or it can be somehow overriden ?

75
Support / Applying multitexture to single poly in object
« on: January 05, 2006, 08:55:46 am »
Thanks for prompt response,

Quote from: "EgonOlsen"

1. Removing textures from the TextureManager is difficult, because the TextureManager doesn't know if the texture is still in use by an object. It can't even query the objects, because it doesn't know them. It would be possible to remove it anyway, but that will cause a crash or at least a white object (when using the dummy texture instead..if possible...i'll have to check this out) in case it will be used again. An easier task would be to simply unload it from the graphics card's memory and let jPCT upload it again if needed. That would free at least the memory on the video card but not in the TextureManager itself. Or leave it like it is and go for the pooling...not sure, which way to go...

I think it is ok to leave as is then, let's see if i get into troubles with textures generated on the fly.

Quote

2. No, but you could try to use MODE_MODULATE instead. But: The current implementation uses GL_CLAMP at the borders. According to the specs (some cards/drivers (Nvidia) seem to ignore them but anyway...), this will cause black (or whatever colored) borders for bilinear filtering. This will look strange if the texture is actually clamped. If you have tried this, you'll have already noticed it. I could use GL_CLAMP_TO_EDGE to get rid of this, but that's GL 1.2...but that shouldn't be a problem and i may still use GL_CLAMP as a fallback solution. To understand this better, i've made a picture:


3. Currently not. If clamping is set to GL_CLAMP_TO_EDGE in the future, it should be possible to get what you want with MODE_MODULATE. It's not possible to create shadows by using MODE_ADD anyway.

Like so:


To play around with MODE_MODULATE, here is a jar with  GL_CLAMP_TO_EDGE hacked into the renderer (i.e. no fallback to GL_CLAMP for GL 1.1): http://www.jpct.net/download/beta/jpct.jar


Just tried and it worked just as planned. Thank you again for prompt response. Hope to post more screenshots when I have something to show. ;)

Pages: 1 ... 3 4 [5] 6 7 ... 19