Well... it will go paired with 1074AveryLP wrote:What about bumpmapping then?Vane Brain wrote:Well there is a news for you: we will use Juanjpro-senpai's FastExt/Text removal for 1.3.1SyphenTV wrote:
Already have, no improvement. I have to say though, Juan's FastExt/Txt removal did a MIRACLE. Rocking 13 FPS with the main game, I got around 70-80 FPS with Juan's version.
Without bump mapping, the texture will not have the shining effect.
Re: Now that v1.3 is out...
#22Would you rather have a stable game or a "shiny" one (specularity didn't work btw)? The bump mapping didn't even look that good (it was straight up incorrect on the NPC models). It's a shame that Reg paid for something that turned out to be really broken, but there's not much that can be done at this point.
Besides, it could come back with a modified version of Blitz3D now that it's open source, we just need someone that can figure out how DirectX 7 works.
Besides, it could come back with a modified version of Blitz3D now that it's open source, we just need someone that can figure out how DirectX 7 works.
Last edited by juanjp600 on Thu Aug 04, 2016 6:43 pm, edited 1 time in total.
Re: Now that v1.3 is out...
#23Stability is of course important.juanjpro wrote:Would you rather have a stable game or a shiny one? It didn't even look that good. It's a shame that Reg paid for something that turned out to be really broken, but there's not much that can be done at this point.
Besides, it could come back with a modified version of Blitz3D now that it's open source, we just need someone that can figure out how DirectX 7 works.
Hopefully, a good alternative can be found for this.
Playing SCP : Containment Breach since v0.6.5.
My favorite SCP's: Pretty much all of them
My favorite SCP's: Pretty much all of them
Re: Now that v1.3 is out...
#24Bump mapping doesn't create specularity. It indents parts of textures to make them look more realistic (for instance, bumping tiles on floors so they are higher then the filling between them).AveryLP wrote:Without bump mapping, the texture will not have the shining effect.
Re: Now that v1.3 is out...
#25That's what I meant with "shining effect"CommanderMark wrote:Bump mapping doesn't create specularity. It indents parts of textures to make them look more realistic (for instance, bumping tiles on floors so they are higher then the filling between them).AveryLP wrote:Without bump mapping, the texture will not have the shining effect.
Playing SCP : Containment Breach since v0.6.5.
My favorite SCP's: Pretty much all of them
My favorite SCP's: Pretty much all of them
Re: Now that v1.3 is out...
#26When does a bump ever classify as a "shining effect". It's not even a real bump either, to be honest, it's more or less just a fake bump.AveryLP wrote:That's what I meant with "shining effect"CommanderMark wrote:Bump mapping doesn't create specularity. It indents parts of textures to make them look more realistic (for instance, bumping tiles on floors so they are higher then the filling between them).AveryLP wrote:Without bump mapping, the texture will not have the shining effect.
Also, why are you so heartbroken that bump mapping's gone? it looked like shit anyway.
Re: Now that v1.3 is out...
#27The bump mapping in my opinion added to the detail of the facility.SyphenTV wrote:When does a bump ever classify as a "shining effect". It's not even a real bump either, to be honest, it's more or less just a fake bump.AveryLP wrote:That's what I meant with "shining effect"CommanderMark wrote: Bump mapping doesn't create specularity. It indents parts of textures to make them look more realistic (for instance, bumping tiles on floors so they are higher then the filling between them).
Also, why are you so heartbroken that bump mapping's gone? it looked like shit anyway.
I do hope that a better version of it might be reimplemented eventually. (If someone, as stated earlier, learns to use Direct X 7)
Playing SCP : Containment Breach since v0.6.5.
My favorite SCP's: Pretty much all of them
My favorite SCP's: Pretty much all of them
Re: Now that v1.3 is out...
#28juanjpro wrote:Besides, it could come back with a modified version of Blitz3D now that it's open source, we just need someone that can figure out how DirectX 7 works.
Wouldn't it be possible for someone to port it to OpenGL? actually on second thought that sounds hardAveryLP wrote:(If someone, as stated earlier, learns to use Direct X 7)
aaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Re: Now that v1.3 is out...
#29That'd actually be a good idea. OpenGL works far better than DirectX 7.Cpbald wrote:Wouldn't it be possible for someone to port it to OpenGL? actually on second thought that sounds hard
Unfortunately I probably won't go through the time and effort to do this, because it is pretty hard to do right.
Re: Now that v1.3 is out...
#30When I turned off bump-mapping to see what it would be like, the game was darker than when I turned bump mapping on. (Nevermind this part, I tried juanjpro's NoFastExt and the lighing is fine)
It seems like that most lights only reach the ground when bump-mapping is turned on, hopefully that will be fixed in 1.3.1
Another idea could be to make bump mapping a seperate download for people who want it, so that it is optional.
It seems like that most lights only reach the ground when bump-mapping is turned on, hopefully that will be fixed in 1.3.1
Another idea could be to make bump mapping a seperate download for people who want it, so that it is optional.
Last edited by AveryLP on Fri Aug 05, 2016 12:26 pm, edited 1 time in total.
Playing SCP : Containment Breach since v0.6.5.
My favorite SCP's: Pretty much all of them
My favorite SCP's: Pretty much all of them