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2009-10-25 snapshot

Posted: Mon Oct 26, 2009 3:52 am
by jlv
Changes:
- Fixed environment coordinate generation bug.
- Lighting and environment mapping is now done per pixel if shaders are available and enabled. (No normal maps yet.)

Windows users: http://mxsimulator.com/snapshots/mx-2009-10-25.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2009-10-25

Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 3:55 am
by mxracer118
wait does this mean we have shaders?

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 4:02 am
by jlv
It's using GLSL shaders to do per pixel lighting. It might be hard to notice the difference unless you know what to look for.

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 4:35 am
by DJ99X
So the specularity as defined by the model, instead of a map, still does not add white like it would with a map? I'm at university right now, and cant test it myself

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 4:45 am
by jlv
The colors are no longer clamped at the vertices so specular highlights will brighten textures now.

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 4:48 am
by DJ99X
Oh sweet

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 5:50 am
by Goardy
Image
looks awesome jlv, you just keep making the game better and better

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 6:56 am
by DJ99X
OH MYLANTA! Pleasure... overload....

This looks extremely fantastic. It just brings out the colours in everything so much more. Its beautiful

The reflections are so much better as well. They look smoother. They dont move around in a weird way like they did before.

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 7:36 am
by DJ99X
Here is another example

Image

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 7:39 am
by REIDY-171
This is another great snapshot. I know after a few months i'll get bored of Reflex, If it even takes that long, but I don't think I could ever get tired of this game. It just keeps getting better and better.

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 8:13 am
by DJ99X
Just a question. How come specularity doesn't effect blacks? Its like the skin is its own specular map


Just a grey test. Looks sweet as:

Image



ALSO

I'm getting this bug on a few tracks. Its like black fog for all 3d models (except terrain). Has happened to Maxxis Enduro-X, Windcott and Cartel Test Track. But once a track works properly, once i go back to these tracks, they work fine

Image

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 12:21 pm
by Garasaki
This makes the shading on a skin sooooooooo much less important.

Check the color variance on the helmet and the detail the shaders bring out in the pants (I used to use the shadow/highlight filter in PS to bring that sort of detail out but this is uneditted):

Image

But I have the same black fog problem

And editor mode seems alllllllll messed up

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 12:31 pm
by Garasaki
Popping back to say 3 things:

1) Disabling shaders makes editor mode normal

b) Disabling shaders appers to have lifted black fog

d) I think some of the shader settings may need to be tweaked because of how it totally "crushes" white, not the white bill of the helmet I posted has gone soooo white it loses a realistic appearance. Same effect is present in goardy's KTM shot, check the hips on the pants and the back of the helmet (losing all detail).

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 12:58 pm
by DJ99X
Wow, that editor is messed up!

The specular strength is up to the modeller. Most have it set to 50/511 hardness, with a specular exponent of 0.5/2.0, which is Blenders stock settings

Re: 2009-10-25 snapshot

Posted: Mon Oct 26, 2009 2:05 pm
by Kawasakis
JLV help! Is it my graphics card dont support your shaders or what?

Image