2009-10-25 snapshot
2009-10-25 snapshot
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.
- 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.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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Re: 2009-10-25 snapshot
wait does this mean we have shaders?
DJ99X wrote:Putting forum quotes in your signature is gay as fuck
Re: 2009-10-25 snapshot
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.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2009-10-25 snapshot
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
The colors are no longer clamped at the vertices so specular highlights will brighten textures now.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2009-10-25 snapshot
Oh sweet
Re: 2009-10-25 snapshot
looks awesome jlv, you just keep making the game better and better
Get a pack of dogs up ya!
ゲイセックス、笑Re: 2009-10-25 snapshot
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.
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
Here is another example
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Re: 2009-10-25 snapshot
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
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:
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
Just a grey test. Looks sweet as:
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
Re: 2009-10-25 snapshot
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):
But I have the same black fog problem
And editor mode seems alllllllll messed up
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):
But I have the same black fog problem
And editor mode seems alllllllll messed up
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: 2009-10-25 snapshot
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).
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).
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: 2009-10-25 snapshot
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
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
JLV help! Is it my graphics card dont support your shaders or what?