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GE-X 5d-beta Patch Released! @ 01-29-15
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The Renegadist
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 PostPosted: Wed Mar 16, 2016 7:51 pm    Post subject: Reply with quote Back to top

It's been two weeks since the last update, anything new to show including mission progress?
 
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Thundera8589
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 PostPosted: Thu Mar 24, 2016 4:59 pm    Post subject: Reply with quote Back to top

Any news on the Seeker skin changes?
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Wreck
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 PostPosted: Fri Mar 25, 2016 8:12 pm    Post subject: Reply with quote Back to top

Haven't had much time as of late to work on things, but I will have a few pics to share tomorrow. Thanks to everyone for their patience, as always.
 
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The Renegadist
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 PostPosted: Sat Mar 26, 2016 4:49 pm    Post subject: Reply with quote Back to top

Can't wait!
 
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Wreck
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 PostPosted: Sat Mar 26, 2016 8:54 pm    Post subject: Reply with quote Back to top

As promised, here are some pics of two levels that I have been working on the lights for.








And also Frigate, which I have had to make some alterations to the original lighting somewhat. The wall lights were split between two styles. The first is found on the top deck, nearest the bridge section. It was four polygons per light, and was pointed out like a triangle. The other style was a very simple, two polygon light that jutted straight out. Now the issues with both these designs, is with how the light elements function. For the second style, the lens flare (or corona) can only be seen from one side. So coming down the hall from another angle would not show it at all. As for the first style, you would need two light elements for each side of the triangle.

My solution was to use a modified version of the triangle style. It is mostly flattened, but has minor pointing to it. This way, you use just one element per light. I think it works well.

Comparison of old to new...



Some mission shots with lights...





Where is the explosive on the bridge, you ask? It's Agent mode, so it isn't being loaded in. Don't worry, it is there on the harder difficulties.

I have all the wall lights done, but need to sort out the ceiling next. I may need to change the flat hanging type to be the better fixtures found on the bridge. More polygons, but might be best option.
 
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Thundera8589
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 PostPosted: Sat Mar 26, 2016 9:14 pm    Post subject: Reply with quote Back to top

Nice to finally see the lights in Facility. I didn't think those small lights in Frigate would get coronas used for them. I wonder if Bunker and Caverns will have corona and light functions as well.

Doesn't the water in Frigate have an animation?
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The Renegadist
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 PostPosted: Sat Mar 26, 2016 10:57 pm    Post subject: Reply with quote Back to top

Fantastic media Wreck and it's good to see some shots of the mission progress! Realistically as of today how many missions are done and how many/which ones need to be finished?

Keep up the good work my friend!
 
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 PostPosted: Sun Mar 27, 2016 4:24 am    Post subject: Reply with quote Back to top

Oh my.... they are... lovely.

I think frigate looks good, can you post model differences for lights?

How do lights work on triangles? Is it 1 corona for all attached triangles, or only co-planner triangles? what if it was a cube?

What other light styles did you try and what was their result?

Trev

edit:

So, Ive been told lights are like portals but with colour and direction.
The also have a 4bit scale.

My Cube light therefor would need 6 quads intersecting at the center (rather than placed on each surface of the cube, unless the cube was supposed to be 6 lights) to look like 1 lightbulb shining in all directions.
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00action
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 PostPosted: Sun Mar 27, 2016 12:38 pm    Post subject: Reply with quote Back to top

oh man, those picks look sweet! the attention to detail is incredible, great work dude Very Happy
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 PostPosted: Sun Mar 27, 2016 7:22 pm    Post subject: Reply with quote Back to top

Light elements are similar to portals, but I believe they can only ever be four points (where a portal can be as low as three, and can go seven or maybe more). The direction of the corona is also where the sparks shoot out when destroyed. The corona should appear in the center of the four coordinates.

If you look at the wall lights on the bridge in Frigate, you will see that there are four polygons (two per side), that angle together like ">". So you would need to have an element per side. But the issue with that, is when you break one side by shooting it, the other side still works. It is supposed to be one light bulb, so splitting it into two elements is a bit awkward. Seeing two distinct coronas on one bulb is also strange.

Light bars, like in Control, could be modified so only the bottom needs an element, rather than three different sides. The lanterns in Caverns are more tricky. The strips of lights found in Bunker and Silo are another type that require some thought.

The water in Frigate should animate, though likely not identical to the original game. Seemed Rare changed these animations, and we have not been able to change them as of yet.

There are five missions well under way, and one or two more will be started soon.
 
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 PostPosted: Sun Mar 27, 2016 9:13 pm    Post subject: Reply with quote Back to top

00action !! Miss your avatar .. twas the wickedest !!! Believe I have stashed somewheres o.0

Wreck , no mission has been finished ..?

I have been aching for new GE:X , as I had an ol big CRT boobtube refurbished not long ago for me gaming outside =} Keep it up maestro !!!!
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Thundera8589
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 PostPosted: Sun Mar 27, 2016 10:27 pm    Post subject: Reply with quote Back to top

Is there a possibility that the water animations can be changed to how they were originally somewhere down the line? Are those animations related to portals or not?
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 PostPosted: Mon Mar 28, 2016 1:59 am    Post subject: Reply with quote Back to top

Thundera8589 wrote:
Is there a possibility that the water animations can be changed to how they were originally somewhere down the line? Are those animations related to portals or not?


Well, Maybe...
Sub Did find the Display List for water in GE some time ago, but the animation is whats known as dynamic.
I did translate part of it but the dynamic part was missing.
Its not complicated, the code for GE water is 'probably' as simple as

Code:

   flow++;
    if (flow == 32) flow = 0;

   gDPSetTileSize(glistp++, 1, // Tile1
         (0     << G_TEXTURE_IMAGE_FRAC), //UpperleftT
         (flow  << (G_TEXTURE_IMAGE_FRAC-1)), /* UperLeftS -1 to slow down the flow */
         (32+flow) << G_TEXTURE_IMAGE_FRAC, //LowerRightS
         (32-1) << G_TEXTURE_IMAGE_FRAC); //LowerRightT

   gDPSetTileSize(glistp++, 2, // Tile2
         (0     << G_TEXTURE_IMAGE_FRAC), //UpperleftT
         ((flow+16) << (G_TEXTURE_IMAGE_FRAC-1)), /* UperLeftS -1 to slow down the flow */
         (48+flow) << G_TEXTURE_IMAGE_FRAC, //LowerRightS
         (32-1) << G_TEXTURE_IMAGE_FRAC); //LowerRightT
  gSpSetPrimColour(min=00, LODF=(flow/32), R=255, G=255, B=255, A=255); //Increase Prim_LOD_Frac to swap between tiles
...
  gSPDisplayList(glistp++, water_Tris_dl);



Animations are not related to portals that I am awayer of.




Ah, right, so I hadnt thought about the lights not being destroyed.
This would further complicate my cube idea.

The next question would then be, how does the destruction of tries tie to light 'portal', arnt all connected tris darkened, and then wouldnt that be reflected in light state?
Or, do light states only correspond to a projectile passing through the 'portal'? This would further limit the light 'portal' to be in front of the tris being considered lights, rather than behind or inside.

Trev[/code]
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Thundera8589
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 PostPosted: Mon Mar 28, 2016 4:33 pm    Post subject: Reply with quote Back to top

Hopefully this code can be as simple to implement onto the PD engine. Can the water animation be next to look into after the lights are done in Frigate?
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Trevor
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 PostPosted: Tue Mar 29, 2016 1:32 am    Post subject: Reply with quote Back to top

Maybe someone with knowlage of CPU assembly could alter the code, but as I said above, its "Dynamic" so looking for the commands is not easy.

In "Static" Display lists you can search for things like
gsSPEndDisplayList();
by looking for the 64bit hex in ROM
B8 00 00 00 00 00 00 00

However in "Dynamic", no such code exists untill the program code runs and then creates it in RAM.

I found this out, and retrospectivly understand, by compiling 2 types of display list.
When I compared the difference in binary using a hex editor, the Static elements remained (Like setting up the rendermode) but the dynamic stuff just 'dissappeared'. There were numerous additional binary code entries like 80 35 54 etc but it makes little sence to me.


So, simple is definatly not the word to use here.
It may get fixed, but dont hold your breath Embarassed (not quite what this smily is for but close enough Razz)

Trev
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