Reviving Vega Strike

Development directions, tasks, and features being actively implemented or pursued by the development team.
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JsnMtth
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Re: Reviving Vega Strike

Post by JsnMtth »

The results are very dissapointing :(
Screenshot.png
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Re: Reviving Vega Strike

Post by JsnMtth »

Interesting tibits of terminal output. I wonder how I ended up in a different system though

Code: Select all

Contents of star system:
<system name="Empty" background="backgrounds/black" nearstars="0" stars="0" starspread="0"  y="0" z="0" x="0">
</system>

using NV_CUBE_MAP
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Transferring 2x2 texture, page 0 (eff: 2x2 - limited at 65536)
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Special/Empty

refusing to bind command to joystick (joy-nr too high)
FOUND MODIFICATION = player FOR PLAYER #0
CREATING A LOCAL SHIP : dumbfire
Hi helper play 0
HereInitializing optimizer
Transferring 128x128 texture, page 0 (eff: 128x128 - limited at 65536)
Transferring 64x128 texture, page 0 (eff: 64x128 - limited at 65536)
Transferring 1x1 texture, page 0 (eff: 1x1 - limited at 65536)
0(130) : warning C7011: implicit cast from "vec4" to "vec3"

Fragment info
-------------
0(130) : warning C7011: implicit cast from "vec4" to "vec3"


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Re: Reviving Vega Strike

Post by chuck_starchaser »

Check the error log. What was it?, errout.txt?
Could be that the cubemap file extension needs to be changed.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

JsnMtth wrote:Interesting tibits of terminal output. I wonder how I ended up in a different system though...
Hold on; that cast from vec4 to vec3 might be a hint; let me check the shader...
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Re: Reviving Vega Strike

Post by JsnMtth »

I have my shader setting to the highest quality and made changes to highend.fp

Here is the highend.fp shader I'm using

Code: Select all

uniform int light_enabled[gl_MaxLights];
uniform int max_light_enabled;
uniform sampler2D diffuseMap;
//uniform sampler2D envMap;
//JsnMtth
uniform samplerCube envMap;
uniform sampler2D specMap;
uniform sampler2D glowMap;
uniform sampler2D normalMap;
uniform sampler2D damageMap;
uniform sampler2D detail0Map;
uniform sampler2D detail1Map;
uniform vec4 cloaking;
uniform vec4 damage;
uniform vec4 envColor;

vec3 matmul(vec3 tangent, vec3 binormal, vec3 normal,vec3 lightVec) {
  return vec3(dot(lightVec,tangent),dot(lightVec,binormal),dot(lightVec,normal));
}
vec3 imatmul(vec3 tangent, vec3 binormal, vec3 normal,vec3 lightVec) {
  return lightVec.xxx*tangent+lightVec.yyy*binormal+lightVec.zzz*normal;
}
/* JsnMtth
vec2 EnvMapGen(vec3 f) {
   float fzp1=f.z+1.0;
   float m=2.0*sqrt(f.x*f.x+f.y*f.y+(fzp1)*(fzp1));
   return vec2(f.x/m+.5,f.y/m+.5);
}
//*/
float bias(float f){ return f*0.5+0.5; }
vec2  bias(vec2 f) { return f*0.5+vec2(0.5); }
vec3  bias(vec3 f) { return f*0.5+vec3(0.5); }
vec4  bias(vec4 f) { return f*0.5+vec4(0.5); }

float expand(float f){ return f*2.0-1.0; }
vec2  expand(vec2 f) { return f*2.0-vec2(1.0); }
vec3  expand(vec3 f) { return f*2.0-vec3(1.0); }
vec4  expand(vec4 f) { return f*2.0-vec4(1.0); }

float lerp(float f, float a, float b){return (1.0-f)*a+f*b; }
vec2  lerp(float f, vec2 a, vec2 b) { return (1.0-f)*a+f*b; }
vec3  lerp(float f, vec3 a, vec3 b) { return (1.0-f)*a+f*b; }
vec4  lerp(float f, vec4 a, vec4 b) { return (1.0-f)*a+f*b; }

/*
float shininessMap(float shininess, vec4 spec_col) // alpha-based shininess modulation
{
  float result = clamp(spec_col.a*shininess,1.0,255.0);
  return result * result;
}
*/ 
float shininessMap(float shininess, vec3 spec_col) // luma-based shininess modulation
{
  vec3 temp = spec_col.rgb;
  temp *= spec_col.rgb;
  temp *= spec_col.rgb;
  temp *= spec_col.rgb;
  temp.b = (temp.r+temp.g)*0.5;
  return clamp( temp.b*shininess, 1.0, 255.0 );
}

float limited_shininessMap(float shininess, vec3 spec_col)
{
  float shine = shininessMap(shininess,spec_col);
  float limit = 30.0; //50^2 is 2500. 2500*0.001 = 2.5 --enough risk of saturation!
  return (shine*limit)/(shine+limit);
}

float shininess2Lod(float shininess) { return max(0.0,7.0-log2(shininess+1.0)); }

float shininess_to_brightness(float shininess)
{
  return 0.001 * shininess * shininess;
}

float lightspot_brightness( float shininess, vec3 spec_col )
{
  return limited_shininessMap( shininess, spec_col ) * shininess_to_brightness( shininess );
}

void lightingLight(
   in vec3 light, in vec3 normal, in vec3 vnormal, in vec3 eye, in vec3 reflection, 
   in vec4 lightDiffuse, in float lightAtt, 
   in vec4 diffusemap, in vec3 spec_col, in float shininess,
   in vec4 ambientProduct,
   inout vec3 diffuse, inout vec3 specular)
{
   float VNdotLx4= clamp( 4.0 * dot(vnormal,light), 0.0, 1.0 );
   float NdotL = clamp( dot(normal,light), -1.0, VNdotLx4 );
   float RdotL = clamp( dot(reflection,light), 0.0, VNdotLx4 );
   float s = 1.0 - (NdotL*NdotL); //soft penumbra stuff
   //float selfshadow = selfshadowStep(VNdotL); // <-***** removed
   float temp = clamp( NdotL - (0.94 * s * s * s * s * NdotL) + 0.005, 0.0, 1.01 ); //soft penumbra
   specular += ( pow( RdotL, lightspot_brightness(shininess,spec_col)) * lightDiffuse.rgb ); //* lightAtt );
   diffuse  += ( temp * lightDiffuse.rgb ); //* lightAtt );
}

#define lighting(name, lightno_gl, lightno_tex) \
void name( \
   in vec3 normal, in vec3 vnormal, in vec3 eye, in  vec3 reflection, \
   in vec4 diffusemap, in vec3 spec_col, \
   inout vec3 diffuse, inout vec3 specular) \
{ \
   lightingLight( \
      normalize(gl_TexCoord[lightno_tex].xyz), normal, vnormal, eye, reflection, \
      gl_FrontLightProduct[lightno_gl].diffuse, \
      gl_TexCoord[lightno_tex].w, \
      diffusemap, spec_col, gl_FrontMaterial.shininess, \
      gl_FrontLightProduct[lightno_gl].ambient, \
      diffuse, specular); \
}

lighting(lighting0, 0, 5)
lighting(lighting1, 1, 6)

vec3 lightingClose(in vec3 diffuse, in vec3 specular, in vec4 diffusemap, in vec3 spec_col )
{
   return (diffuse*diffusemap.rgb) + (specular*spec_col);
}
/* JsnMtth
vec3 envMapping(in vec3 reflection, in float gloss, in vec3 spec_col)
{
   float envLod = shininess2Lod(gloss);//shininessMap(shininess,spec_col));
   return texture2DLod(envMap, EnvMapGen(reflection), envLod).rgb * spec_col * vec3(2.0);
}
//*/
vec3 envMapping(in vec3 reflection, in float gloss, in vec3 spec_col)
{
   float envLod = shininess2Lod(gloss);
   return textureCubeLod(envMap, reflection, envLod) * spec_col;
}

void main() 
{
  // Retrieve normals
  vec3 iNormal=gl_TexCoord[1].xyz;
  vec3 iTangent=gl_TexCoord[2].xyz;
  vec3 iBinormal=gl_TexCoord[3].xyz;
  vec3 vnormal=iNormal;
  //vec3 normal=normalize(imatmul(iTangent,iBinormal,iNormal,expand(texture2D(normalMap,gl_TexCoord[0].xy).yxz)*vec3(-1.0,1.0,1.0)));
  vec3 normal=normalize(imatmul(iTangent,iBinormal,iNormal,expand(texture2D(normalMap,gl_TexCoord[0].xy).wyz)));
  
  // Other vectors
  vec3 eye = gl_TexCoord[4].xyz;
  vec3 reflection = -reflect(eye,normal);
  
  // Init lighting accumulators
  vec3 diffuse = vec3(0.0);
  vec3 specular= vec3(0.0);
  
  // Sample textures
  vec4 damagecolor = texture2D(damageMap , gl_TexCoord[0].xy);
  vec4 diffusecolor= texture2D(diffuseMap, gl_TexCoord[0].xy);
  vec4 speccolor   = texture2D(specMap   , gl_TexCoord[0].xy);
  vec4 glowcolor   = texture2D(glowMap   , gl_TexCoord[0].xy);
  
  //sanity enforcement:
  //float temp = 1.0 - max( diffusecolor.r, max( diffusecolor.g, diffusecolor.b ) );
  //speccolor.r = min( speccolor.r, temp );
  //speccolor.g = min( speccolor.g, temp );
  //speccolor.b = min( speccolor.b, temp );
  
  //Fresnel:
  float alpha = diffusecolor.a * gl_FrontMaterial.diffuse.a;
  float fresnel_alpha = 1.0 - clamp( dot( eye, normal ), 0.0, 1.0 );
  alpha *= alpha;
  fresnel_alpha *= fresnel_alpha;
  alpha *= alpha;
  //fresnel_alpha *= fresnel_alpha;

  vec4 diffusemap  = lerp(damage.x, diffusecolor, damagecolor);
  vec3 spec_col     = speccolor.rgb;
  //float specdamage = clamp(1.0 - dot(damagecolor.xyz,vec3(1.0/3.0)) * damage.x * 2.0, 0.0, 1.0);
  //spec_col.rgb     *= specdamage;
  spec_col.rgb     *= (1.0-damage.x);
  //spec_col.a       *= bias(specdamage);
  float gloss      = shininessMap(gl_FrontMaterial.shininess,spec_col);
  
  fresnel_alpha = clamp( 0.0625 + ( 0.9375 * fresnel_alpha ), alpha, 1.0 );
  //fresnel_alpha = 1.0-fresnel_alpha;
  //fresnel_alpha *= fresnel_alpha; //to account for inner surface reflection
  //fresnel_alpha = 1.0-fresnel_alpha;

  // Do lighting for every active light
  if (light_enabled[0] != 0)
     lighting0(normal, vnormal, eye, reflection, diffusemap, spec_col, diffuse, specular);
  if (light_enabled[1] != 0)
     lighting1(normal, vnormal, eye, reflection, diffusemap, spec_col, diffuse, specular);

  vec4 result;
  //specular *= fresnel_alpha;
  vec3 final_specular_color = lerp( alpha, vec3( fresnel_alpha ), spec_col );

  result.a = fresnel_alpha;
  result.rgb  = lightingClose(diffuse, specular, diffusemap, final_specular_color)
              + fresnel_alpha*glowcolor.rgb
              + (envMapping(reflection,gloss,final_specular_color)*fresnel_alpha);
  result *= cloaking.rrrg;
  gl_FragColor = result;
}
chuck_starchaser
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Re: Reviving Vega Strike

Post by chuck_starchaser »

Yeah, I looked up the GLSL reference, and textureCubeLod returns a vec4 (RGBA) always;
even if the texture is RGB. It's just a warning; it can be cured by explicitly casting:
Change
return textureCubeLod(envMap, reflection, envLod) * spec_col;
to
return vec3( textureCubeLod(envMap, reflection, envLod) ) * spec_col;
But I also found that textureCubeLod is a deprecated function now, and should
be replaced by textureLod, so that'd be,
return vec3(textureLod(envMap, reflection, envLod)) * spec_col;
Or, a better way of writing it, I think:
return textureLod(envMap, reflection, envLod).rgb * spec_col;
But this wasn't the problem, anyhow...
Could you post the errout.txt?
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Re: Reviving Vega Strike

Post by JsnMtth »

It doesn't create one by default, so I redirected stderr to a file. (should be the same thing)
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Re: Reviving Vega Strike

Post by chuck_starchaser »

JsnMtth wrote:It doesn't create one by default, so I redirected stderr to a file. (should be the same thing)
That's weird. I'm used to there always being log files.
Anyways, I see nothing suspicious there; except that warning. Maybe you could try fixing the shader first of all.
I've never seen texture transfer mssages in stderr.txt; but maybe Klauss added them for debugging.
I wouldn't worry about the background looking white, for now; that probably means that something is broken in the background rendering pipe. Could be a shader; I'm not sure if background painting uses a shader. If so, we need to modify it. I'll keep looking. See if you get reflections on the ship; that's the first thing.
And try to see from the code if the file extension for the cubemaps needs to be changed.

EDIT:
I can't find a shader that looks like it might be used for background painting. This has to be a problem of file extension, I would think. Like,
blue.dds
may need to be renamed to
blue.image
or
blue.texture
or something...

EDIT2:
There's another issue with background painting: Klauss and I had a big argument about it; he wanted
to keep the background on a separate cube; I wanted background painting to work off the same dds
cubemap used for environmental reflections.
Klauss eventually, and reluctantly, agreed with me; but maybe he didn't make that change, in which
case the engine might still need the original 6 images to render the background.
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Re: Reviving Vega Strike

Post by JsnMtth »

That is what it looks like the code is trying to do. There IS a reflection on the ship. It just happens to be white. Also the materiel look of the ship seems to have changed.... ohh maybe its because my repo isn't up to date. I'm at the office on my work computer. I have xmas stuff to do, I'll check it out more tonight/tomorrow.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

JsnMtth wrote:That is what it looks like the code is trying to do. There IS a reflection on the ship. It just happens to be white. Also the materiel look of the ship seems to have changed.... ohh maybe its because my repo isn't up to date. I'm at the office on my work computer. I have xmas stuff to do, I'll check it out more tonight/tomorrow.
Okeydoc; but if the reflections on the ship were white, you wouldn't notice them; --i.e. there wouldn't be reflections crawling on the surface as you turn the ship; it would just look bright wherever there's specularity in the material; --unless that's exactly what you mean. If that's the case, then there's probably a common problem affecting background rendering AND environment mapping, such as the dds file not being found or not being read properly.
From looking at the pic you posted, that doesn't seem to be the case. The white and reddish reflections you see are of the lights (the stars), which use phong shading, rather than environment mapping. I.e.: The stars are not painted in the cubebox; they are dynamic lights, processed separately.
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Re: Reviving Vega Strike

Post by JsnMtth »

Ok, This one IS compiled correctly AND I've left the other backgrounds in place.
screenshot.jpg
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Last edited by JsnMtth on Sun Dec 27, 2009 3:29 am, edited 1 time in total.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

I'm confused, Jason; what are the two pictures for? Some kind of comparison? They link to the same image, tho.

Also, what you're viewing has no specularity to speak of.
A screenshot of the llama itself might be a bit more informative.
A good thing to look at is the glass bubbles around the Serenity mining station.
I'm not sure if there's a station with a lot of specularity; but at least the glass
bubbles have a lot of shininess (sharpness of reflections).

Or... pass me the instructions how to build the thing; as I know what to look
for, but it's hard to explain, and I need to rotate the object and look at the
reflections dynamically.

One thing to check is whether a spheremap was created under ~/.vegastrike.
If none appeared there, and if environment mapping is working, then cubemaps
are working. But I'm not sure if you understand what environment mapping is...
It's what allows you to see reflections of the sky (the nebulas and all that) on
shiny surfaces.
NOT the local stars, though; local stars' reflections are algorithmic, rather than
environment mapped.
In your pics I see specular spots that look like the reflections of local stars.
That doesn't help; it's the bright clouds' detailed reflections we need to see.
Last edited by chuck_starchaser on Sun Dec 27, 2009 12:47 am, edited 1 time in total.
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Re: Reviving Vega Strike

Post by Turbo »

Sorry I missed this thread for so long, I don't look outside Music and Sound that much.

I can help with voice, audio, writing, and organizing. We have about half the factions voiced now, and can try to get more actors for the rest. Just let me know how to get stuff into SVN or whatever other place it should go.

If we ever need video I have also done a few of those, including the outro video in PGG's next release.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

CUBEMAPS WORKING !!!!
:D :D :D :D :D :D :D :D :D :D :D :D
Thanks to Jason and Klauss, and particularly Jason. Great work!
Not committed to svn yet; we got some backward compatibility issues to work out.
More details to come...
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Re: Reviving Vega Strike

Post by JsnMtth »

Klauss did all the hard stuff. I just cleaned up a couple little issues.


Sorry... I had to scale the screenshot
dds-screenshot.jpg
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Re: Reviving Vega Strike

Post by JsnMtth »

Turbo wrote:Sorry I missed this thread for so long, I don't look outside Music and Sound that much.

I can help with voice, audio, writing, and organizing. We have about half the factions voiced now, and can try to get more actors for the rest. Just let me know how to get stuff into SVN or whatever other place it should go.

If we ever need video I have also done a few of those, including the outro video in PGG's next release.

I wouldn't mind donating my voice.
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Re: Reviving Vega Strike

Post by Turbo »

Great! Come see us here
http://vegastrike.sourceforge.net/forum ... m.php?f=29
or jump right into one of the unfinished factions at
http://vegastrike.sourceforge.net/media ... ice_Acting and post the results in the forum linked above.
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Re: Reviving Vega Strike

Post by charlieg »

So now we need the fixes committing (klauss?) and chuck's cubemaps committing.

Who should get svn access? Then we'll push those with control to grant it.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

charlieg wrote:So now we need the fixes committing (klauss?) and chuck's cubemaps committing.
My announcement was a wee bit premature. DDS Cubemaps are loading; but something is not working with their mipmaps. I have been unable to to get blurred reflections, which is almost the whole point of their being there. Calling textureCubeLod( cubemap, reflection, 7.7 ), the 7.7 being the Lod bias, should result in reflections so blurred they'd be almost indistinguishable from diffuse lighting; yet what I get is sharp reflections of the environment; --stars and all. Klauss has all the files now and is going to try to fix the problem. His theory is that there may be some code by Safemode that supresses mipmaps based on the file extension; and Klauss picked a new extension for DDS cubemaps, ".cube". So, perhaps they need to be named .texture for mipmaps to work, or something like that.
Who should get svn access? Then we'll push those with control to grant it.
Good question. Jason and Stingray need commit acces to vegastrike trunk; and I need commit access to data.
The next BIG hurdle will be to produce a windows executable. I could be wrong, but it seems to me there hasn't been a successful windows building event in about a year. We may have to post a five million credit reward.

UPDATE:
Klauss found that not all of the work he did was committed; though what was uncommitted so far seems to him inconsequential; but still that sounds hopeful to me...
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Re: Reviving Vega Strike

Post by chuck_starchaser »

Another update... :D
Klauss found the problem; and it was one of the unconsequential details he forgot to commit. He says he's got a couple more rough edges to smooth, and will commit everything tomorrow.
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Re: Reviving Vega Strike

Post by JsnMtth »

chuck_starchaser wrote:Another update... :D
Klauss found the problem; and it was one of the unconsequential details he forgot to commit. He says he's got a couple more rough edges to smooth, and will commit everything tomorrow.

Thats great news. I'll get back to working on a windows build.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

JsnMtth wrote:Thats great news. I'll get back to working on a windows build.
Indeed; thanks for all the good work you put into this thing. And, by God, yes; a Windows build is the most worrisome thing about this whole project, right now; and a thing that Klauss can't help much with; --he's basically given up.
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Re: Reviving Vega Strike

Post by safemode »

i synced up my branch so i can start getting some stuff done. Not sure how much of that will happen within the week but hopefully i'll get on a role at some point without interruption.
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Re: Reviving Vega Strike

Post by chuck_starchaser »

Great! Klauss was going to commit the final cubemap stuff yesterday, but I don't think he has, yet.
Any idea who's left than can grant svn commit?
I could use commit access to the data repo, and Jason (jsnmtth) to the vegastrike repo.
Otherwise, somebody will have to commit the dds cubemaps for me, which is about 100 megs.
And the shaders need to be changed all at once, first, to use the dds cubemaps; but I'm also
going to be working with them for the next month or two probably.
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Re: Reviving Vega Strike

Post by JsnMtth »

There is more than one repo?
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