Bridge Commander Central
BC Forums => BC Technical Support => Solved Problems => Topic started by: Undertone on February 10, 2008, 09:17:22 AM
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Hello modders all, I've got a really annoying problem with my bridge commander, and need some help. I'm using the latest Kobayashi Maru, and every time I turn on NanoFX in the mutator menu, it disables my specular highlights. They can be turned on again, but just automatically disable themselves every time you blow up a ship, or some other graphic-intensive event occurs, like warping or even firing some torpedoes. Is this normal, or have I just broken something? I havn't messed about with any files in KM, and my PC can run the game at about 80fps even with big, high-def ship includng battles. The KM install was on a clean BC with the 1.1 patch.
Any ideas or help'd be really appreciated, it's got me stumped. :D
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Disable the "Bright Glow Bug Fix" in the NFX controls, then reactivate speculars.
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It isn't a bug, it's a documented feature to prevent said bright glow bug (problem with light flickering).
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You know, I did discover how to fix the Bright Glow problem....... there is still a problem in the BC rendering engine, however if you add a Black Alpha to your Ship's textures, the ships will render properly with Speculars on and NanoFX Flickering the lights.
But, that'd be quite a task to modify all your ship's specular textures!
Maybe someone could write a utility to do it!
All Modders making ships in the future should do this with their Specular Textures, sorry I'm several years late to let everyone know this! lol
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Better late than never, Nano ;)
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You know, I did discover how to fix the Bright Glow problem....... there is still a problem in the BC rendering engine, however if you add a Black Alpha to your Ship's textures, the ships will render properly with Speculars on and NanoFX Flickering the lights.
But, that'd be quite a task to modify all your ship's specular textures!
Maybe someone could write a utility to do it!
All Modders making ships in the future should do this with their Specular Textures, sorry I'm several years late to let everyone know this! lol
To bad we can only read what files are present in any directory in BC, instead of full read/write (but I wouldn't have it any other way though).
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Well, I was thinking more like an external program like BCMI that could go through and read them, unlock, then write out a black alpha and change it back to read-only, but unless I write something like that for NanoFX GE Tools, I won't be writting one for BC.
Come to think of it, there is a strong change I WILL be writting a tool like that, because it's a pain in the ass to convert all those TGA textures into DDS files for my Engine. (DDS being the optimal format for NanoFX GE)
SO we'll see. It's a maybe.
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Come to think of it, there is a strong change I WILL be writting a tool like that, because it's a pain in the ass to convert all those TGA textures into DDS files for my Engine. (DDS being the optimal format for NanoFX GE)
Shouldn't be that hard to do via streaming. Just plug in another "filter", or I might be thinking too Java centric....