TGEDayNight Released!
by Prairie Games · in Technical Issues · 12/05/2002 (9:01 am) · 143 replies
Here is the Day and Night Cycle stuff as featured here.
*** Sorry, over the years we've lost this file. Please foward to Support@PrairieGames.com, thank you.
The source is available: HERE!
This is in GNU patch format... read the docs...
EDIT: I added the 2 TMU support for the interiors, get it from the link above :)
EDIT 2: Fixed a small problem with the horizon and made Sunrise/Sunset/Clouds much more dynamic/vibrant, highly recommended... the source is available from the link above or down below in the thread
Cheers,
-Joshua Ritter
Prairie Gamesm Inc.
*** Sorry, over the years we've lost this file. Please foward to Support@PrairieGames.com, thank you.
The source is available: HERE!
This is in GNU patch format... read the docs...
EDIT: I added the 2 TMU support for the interiors, get it from the link above :)
EDIT 2: Fixed a small problem with the horizon and made Sunrise/Sunset/Clouds much more dynamic/vibrant, highly recommended... the source is available from the link above or down below in the thread
Cheers,
-Joshua Ritter
Prairie Gamesm Inc.
#2
anyhow, thanks a lot for submitting this, the patch worked great!! :)
/ME boots up his desktop comp with the GF4 TI... :D
Thx!! :)
12/05/2002 (11:09 am)
Doh! Looks like my GF4 Go only got 2TUs.... :'-(anyhow, thanks a lot for submitting this, the patch worked great!! :)
/ME boots up his desktop comp with the GF4 TI... :D
Thx!! :)
#3
Any thoughts on where to start to tie in the other "lights" into this framework so that the torches and other lights would come on and go off as the time passed?
I just triedthis on my ATI Radeon 7500 Mobile and it rendered everything just fine. I think the GF4 Go is not really a GF4 but based on the GF4 MX which is in reality a renamed GF2 ( damn marketing weasels ) :(
12/05/2002 (11:14 am)
I agree this is a nice addition to the engine for long running games, it will be especially nice. Any thoughts on where to start to tie in the other "lights" into this framework so that the torches and other lights would come on and go off as the time passed?
I just triedthis on my ATI Radeon 7500 Mobile and it rendered everything just fine. I think the GF4 Go is not really a GF4 but based on the GF4 MX which is in reality a renamed GF2 ( damn marketing weasels ) :(
#4
12/05/2002 (11:40 am)
Before I dive in and try this, can someone tell me it works with 1.2 or only the HEAD?
#5
Seems that rw works fine, but if I try and put -mod racing it gives me an error saying I don't have the right version of realmwars or art work, and -mod fps just gives some kind of crypic CanvasAlreadyCreated error or something, and crashes out and I have to go to taskmanager to kill the process.
12/05/2002 (11:51 am)
Ok, anyone else have a problem with the racing mod or the fps mod working after installing this? Using the HEAD version from today 2002-12-5?Seems that rw works fine, but if I try and put -mod racing it gives me an error saying I don't have the right version of realmwars or art work, and -mod fps just gives some kind of crypic CanvasAlreadyCreated error or something, and crashes out and I have to go to taskmanager to kill the process.
#7
This makes my water and sunlight objects really shine! (No pun intended).
I really do like the effect. You need to put crickets in the evening and birds singing during the day and it would be a sweet demo!
Had a problem running it on a Radeon9700Pro, the skybox/text was all messed up but in fullscreen it worked fine. If I get a chance I will try to see what that is all about. Probably nothing to do with you and just a dodgy ATI driver or something.
Anyway, really neat effects there mate.
- Melv.
12/05/2002 (11:55 am)
Joshua,This makes my water and sunlight objects really shine! (No pun intended).
I really do like the effect. You need to put crickets in the evening and birds singing during the day and it would be a sweet demo!
Had a problem running it on a Radeon9700Pro, the skybox/text was all messed up but in fullscreen it worked fine. If I get a chance I will try to see what that is all about. Probably nothing to do with you and just a dodgy ATI driver or something.
Anyway, really neat effects there mate.
- Melv.
#8
Thanks... you'll notice I added a little emissive to the water at night to give the scene some color... it's all in the little things :)
BTW: Shoot a projectile thru the fxFoliage at night :)
Cheers,
-J
12/05/2002 (11:58 am)
Melv, Thanks... you'll notice I added a little emissive to the water at night to give the scene some color... it's all in the little things :)
BTW: Shoot a projectile thru the fxFoliage at night :)
Cheers,
-J
#9
Anyway, looks to be very impressive Joshua! Keep up the good work.
12/05/2002 (12:21 pm)
I've got 59 minutes till I can go home and try this out... Sometimes I hate haveing a "real" job. Anyone want to give me a grant to stay home and do Torque stuff all day? *sigh* didn't think so.Anyway, looks to be very impressive Joshua! Keep up the good work.
#10
Can a few folks try and duplicate this proeblem? Simply loading a mission, exiting and starting a new mission is usually enough to do it. Sometimes it took loading a 3rd or 4th mission before the crash. And of course with all buffer overruns it never crashes at the real source of the problem.
12/05/2002 (2:56 pm)
Looks like there might be a buffer overrun somewhere in your code. After adding your patch I get memory corruption after loading and unlaoding a few missions. If I back out your patch it all works fine. It's possible it's some weird interaction with the Terrain Manager code but the patch applied cleanly and no ammount of trying on my part can duplicate the crash without your code.Can a few folks try and duplicate this proeblem? Simply loading a mission, exiting and starting a new mission is usually enough to do it. Sometimes it took loading a 3rd or 4th mission before the crash. And of course with all buffer overruns it never crashes at the real source of the problem.
#11
12/05/2002 (3:01 pm)
Awesome work Josh! I've been wanting this ever since you posted the screens.
#12
Yup... probably in the lightmap manager code I had to alter... I'll look into it...
-J
12/05/2002 (3:11 pm)
Donavan,Yup... probably in the lightmap manager code I had to alter... I'll look into it...
-J
#13
12/05/2002 (3:19 pm)
I just did a baseline boundschecker run with the memory manager diabled and without your patch. I've reapplied it and I'll run boundschecker again and see if it turns up anything useful.
#14
Sun* tgeDNSun;
Sun* tgeDNServerSun;
fxSunLight* tgeDNSunFlare;
40+ reloads now where the most I got before adding the below was 5 ... pretty sure it's fixed(a bit empirical I know)... I updated the patch download... lemme know if you run into any other problems...
-J
12/05/2002 (3:52 pm)
The problem was that these variables were not being set back to NULL after mission unload (I haven't done a whole lot of reloading lately):Sun* tgeDNSun;
Sun* tgeDNServerSun;
fxSunLight* tgeDNSunFlare;
40+ reloads now where the most I got before adding the below was 5 ... pretty sure it's fixed(a bit empirical I know)... I updated the patch download... lemme know if you run into any other problems...
fxSunLight::~fxSunLight()
{
tgeDNSunFlare=NULL;
}
//add ~Sun(); to header
Sun::~Sun()
{
tgeDNServerSun=NULL;
tgeDNSun=NULL;
}-J
#15
12/05/2002 (4:28 pm)
Looks like that did the trick.
#17
12/05/2002 (7:48 pm)
Could you please release like a info doc to show what code was actually changed and such, because the HEAD cvs of torque shouldn't really be used for production. :P
#18
Maybe a bit hard to read sometimes, but it's all in there... ;)
12/05/2002 (9:58 pm)
Nathan, you can look into the patch file (it's just a text file) to see what needs to be changed/added.Maybe a bit hard to read sometimes, but it's all in there... ;)
#19
12/06/2002 (12:56 am)
Hey Joshua, have you tested this resource with that fractal sky resource that was released just a short while ago? It would be really nice to add support for that code into this day/night code, those fractal skies look very nice.
#20
12/06/2002 (3:27 am)
@Ryan Armstrong: I did... heh... it looks good during night and at 12 o'clock... but turns to a turquoise color in the morning and later afternoon... hehehe... I didnt look into the daynight code but I think it plays with the fog color... Wich is also what determines the color of the sky on the fractal sky code. it probably can be adapted and will surely look great.
Torque Owner Mike Stoddart