Nameless Voice on 26/1/2007 at 00:07
Just a random guess, but could they be the water textures?
Displacer on 26/1/2007 at 00:53
Found a side benefit of this! Looks like ShockEd does not display mipmapped images in the editor, so if you turn mipmapping off, you see a whole lot more.
Check out (
http://dromed.wikispaces.com/screens) these screenshots of the editor with mipmapping on, and off
Ultraviolet on 26/1/2007 at 02:00
OH SWEET IN BEFORE ZYLON
Also, cool find.
icemann on 26/1/2007 at 08:22
Interesting. Now if we could just get a copy of the whole sourcecode :p
Find anything else of interest?
Hemebond on 26/1/2007 at 08:40
Note to Nvidia customers: You should be able to force mipmapping in the display settings for your video card. Personally I play SS2 with 8xAA and 16xAF and all other "high quality" settings maxed out.
Nameless Voice on 26/1/2007 at 11:25
Quote Posted by Displacer
Found a side benefit of this! Looks like ShockEd does not display mipmapped images in the editor, so if you turn mipmapping off, you see a whole lot more.
Check out (
http://dromed.wikispaces.com/screens) these screenshots of the editor with mipmapping on, and off
Those screenshots don't really say much, as they were taken without light_bright on, and ShockEd's display of lighting is unreliable at best, basically consisting of random cells being fully lit while others are fully dark.
Displacer on 26/1/2007 at 14:07
I guess the point is that mipmapping can be turned off, and it does make a difference in the game, and in the editor. I haven't noticed any ill effects of turning it off, and it makes things sharper at a distance. Also you'll notice in those 2 pics that the objects are shown no matter if mipmapping is on or off, so I think that solves the mystery of the second texture that its not used on. An interesting thought is can you set what textures you want mipmapping on or off? I'll have to trace the code more to see if that can be done.
In response to the question have I found anything else, I know this has been discussed elsewhere, but I've been looking at the code for bump mapping. I know everyone thinks this is an unimplemented engine feature, but the code is there and it is called. It sets a flag for the renderer, but I don't know what this flag does, I'll have to trace the render code to see if its used, it may be that the feature is not implemented at that point, but so far the code is present, and it is being used. The two routines I've found are called:
_BumpPropertyInit
_ObjGetBumpProp
Anyway we'll see where this goes
Nameless Voice on 26/1/2007 at 14:46
Quote Posted by Displacer
To turn off mipmapping for all textures its just a 2 byte change.
If anyone wants to check this out, let me know and I'll give you the instructions on making the change.
Which two bytes?
Displacer on 26/1/2007 at 14:59
Quote Posted by Nameless Voice
Which two bytes?
All values are in hex, make the following changes:
byte 10809h change the 01 to a 00
byte 32FE18h change the 01 to a 00
This change is for ShockEd only, I don't have the offsets for the game .exe yet
Ultraviolet on 26/1/2007 at 15:21
Pretty excited about the bump mapping thing. Can't wait to see it in an FM. Or use it for myself, at that...
Got any other reasonable hopes for features that could yet be uncovered?
Do you have a project page detailing such things in a format that'll let the casual DromEder peruse to find out what your hackery can do?