Bridge Commander Central

BC Forums => BC General => Topic started by: NXSovereign on August 31, 2010, 10:55:09 AM

Title: AA, AF, & lights
Post by: NXSovereign on August 31, 2010, 10:55:09 AM
Hi, I'm new here and I was wondering if someone could tell me what the often-mentioned AA & AF are and where/how I can get them for my BC which has KM1.0, DS9FX-Xtended and a host of individual ships & ship packs. 

Also, the one thing I don't like about DS9FX-Xtended is that the DS9/Bajor system now has a yellow colored light source (or whatever you call the thing that illuminates arenas in this game, I don't think it's the star itself because DS9FX 3.0's Bajor had a white light source.)  Anyway, is there an easy way to change the color of Xtended's Bajor system light source from yellow to white?
Title: Re: AA, AF, & lights
Post by: Bones on August 31, 2010, 11:04:04 AM
dunno about lightsource, it can be changed tho ;)

AA, AF can be turned on through your graphics card software (Catalyst Control Center - ATI, NVIDIA Control Panel - Nvidia), you just need to set them to at least 4x or higher (that depends on your PCs specs) and set them to override application's settings. AA smoothes out jagged edges while AF filters textures so they appear sharp under any angle and from any distance tho these are very basic definitions ;)
Title: Re: AA, AF, & lights
Post by: JimmyB76 on August 31, 2010, 11:58:15 AM
here is a link to DS9E forum where it might be best to ask DS9E-related questions...
http://bcs-tng.com/forums/index.php?board=14.0
Title: Re: AA, AF, & lights
Post by: 086gf on August 31, 2010, 02:44:09 PM
Also, you should uninstall km1.0 and upgrade to the 2k9 and 2k10 betas. There is waaay more to see and do than with the old(2007) 1.0.
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 01, 2010, 08:54:23 AM
I actually did try the new KM versions at one point but I didn't like that warp & "enhanced" warp travel took forever.
Title: Re: AA, AF, & lights
Post by: JimmyB76 on September 01, 2010, 09:38:34 AM
"enhanced" warp travel took forever.
you know you can configure Galaxy Charts warp time...
you can have it so warping to a destination takes less than a second no matter it's distance...  ;)
Title: Re: AA, AF, & lights
Post by: deadthunder2_0 on September 01, 2010, 05:15:03 PM
i still prefer 1.0, because the 2k10 somehow runs slower on my pc, but that is my two bits
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 02, 2010, 11:35:41 PM
Thanks for the graphical advice Bones, I found the menu you were talking about except the anti-aliasing option was grayed out!  (D'oh!)  Oh well... thanks anyway, and I'll go ahead and try posting my question about changing Bajor's arena lighting color on the bcs-tng forums.  Still if anyone here can tell me an easy way to do it that would be great too.
Title: Re: AA, AF, & lights
Post by: flarespire on September 03, 2010, 01:07:25 AM
you know you can configure Galaxy Charts warp time...
you can have it so warping to a destination takes less than a second no matter it's distance...  ;)

jimmy would you mind explaining how to do that for me please?
Title: Re: AA, AF, & lights
Post by: Bones on September 03, 2010, 04:42:54 AM
Thanks for the graphical advice Bones, I found the menu you were talking about except the anti-aliasing option was grayed out!  (D'oh!)  Oh well... thanks anyway, and I'll go ahead and try posting my question about changing Bajor's arena lighting color on the bcs-tng forums.  Still if anyone here can tell me an easy way to do it that would be great too.
you're welcome mate ;) grayed out you say hm ? what GFX card do you have ?
Title: Re: AA, AF, & lights
Post by: JimmyB76 on September 03, 2010, 08:33:18 AM
jimmy would you mind explaining how to do that for me please?
it is in the readme - look under the section where it describes how to configure Galaxy Charts...
Title: Re: AA, AF, & lights
Post by: flarespire on September 03, 2010, 02:36:56 PM
ahh......i got mine with KM and i think it didnt include a readme :idk: .....ill look anyways though.
Title: Re: AA, AF, & lights
Post by: JimmyB76 on September 03, 2010, 03:35:52 PM
within the KM folders is a "doc" folder, which contains readmes to everything that is in KM...
here is GC's readme...
Title: Re: AA, AF, & lights
Post by: flarespire on September 03, 2010, 03:58:07 PM
ahh thanks, i thought there was something missing from my KM directory(either that or i didnt extract it....)
Title: Re: AA, AF, & lights
Post by: teleguy on September 03, 2010, 05:32:34 PM
Thanks for the graphical advice Bones, I found the menu you were talking about except the anti-aliasing option was grayed out!  (D'oh!) 

For Nvidia select something other than "application controlled" and for Ati untick "use application settings".

Quote
Oh well... thanks anyway, and I'll go ahead and try posting my question about changing Bajor's arena lighting color on the bcs-tng forums.  Still if anyone here can tell me an easy way to do it that would be great too.

I'd say it's determined by  ConfigAmbientLight in scripts\Systems\DeepSpace9\DeepSpace91.py but it looks like it is white already.
Title: Re: AA, AF, & lights
Post by: Mario on September 03, 2010, 07:32:10 PM
DS9FX Xtended is by far superior to v3.0 in all aspects including this one.

But here: Systems\DeepSpace9\DeepSpace91.py

Directional Light and Ambient Light have been adjusted for the new sunstreaks effects. Toy around with settings, you can use this tool which is the color converter from and to BC format (I wrote the program for Xtended production purposes).
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 04, 2010, 08:13:14 AM

My current computer has a NVIDIA Geforce 8600 GT, but I'm considering a Gateway FX6840-03E "extreme gamer" computer which has an ATI Radeon 5770 card.



DS9FX Xtended is by far superior to v3.0 in all aspects including this one.

But here: Systems\DeepSpace9\DeepSpace91.py

Directional Light and Ambient Light have been adjusted for the new sunstreaks effects. Toy around with settings, you can use this tool which is the color converter from and to BC format (I wrote the program for Xtended production purposes).
 

Wow thanks!  And I agree Xtended IS far superior to 3.0.  The main reason I want to make the light white is because it seems more life-like to me.  I look at pics of our planet & solar system from space and all the planets appear to be illuminated by a neutral (white) colored light source.  And since the Bajoran sun is a yellow star like ours it makes sense that planets and other stuff in that system would be illuminated the same way.
Title: Re: AA, AF, & lights
Post by: Bones on September 04, 2010, 12:14:16 PM
My current computer has a NVIDIA Geforce 8600 GT, but I'm considering a Gateway FX6840-03E "extreme gamer" computer which has an ATI Radeon 5770 card.


 

Wow thanks!  And I agree Xtended IS far superior to 3.0.  The main reason I want to make the light white is because it seems more life-like to me.  I look at pics of our planet & solar system from space and all the planets appear to be illuminated by a neutral (white) colored light source.  And since the Bajoran sun is a yellow star like ours it makes sense that planets and other stuff in that system would be illuminated the same way.
You're gonna love that ATI if you buy it ;) I'm using it ATM ( XFX ATI HD 5770 1GB DX11) and wow, Call of Pripyat + Redux full 1.0 mod ... everything on ultra playing on my LG 32' fullHD like a dream :) it's very powerful, very quiet and doesn't really heat up much so no overheating problem like in GTX 275 :P
Title: Re: AA, AF, & lights
Post by: JimmyB76 on September 04, 2010, 12:17:19 PM
you can use this tool which is the color converter from and to BC format
thats a nifty device! :D
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 04, 2010, 03:38:28 PM
You're gonna love that ATI if you buy it ;) I'm using it ATM ( XFX ATI HD 5770 1GB DX11) and wow, Call of Pripyat + Redux full 1.0 mod ... everything on ultra playing on my LG 32' fullHD like a dream :) it's very powerful, very quiet and doesn't really heat up much so no overheating problem like in GTX 275 :P
I'm sure it's a great card, but someone told me the card actually needs a HD monitor to work properly and I don't think BC can tell the difference between widescreen & regular monitors which means it would appear overstretched on a HD screen.
Title: Re: AA, AF, & lights
Post by: Nebula on September 04, 2010, 05:43:05 PM
I'm sure it's a great card, but someone told me the card actually needs a HD monitor to work properly and I don't think BC can tell the difference between widescreen & regular monitors which means it would appear overstretched on a HD screen.

get km 2009.12 it has wide screen support for bc
Title: Re: AA, AF, & lights
Post by: Lionus on September 05, 2010, 03:05:22 AM
no support for true HD which is 1920x1080.. :dontcare:
Title: Re: AA, AF, & lights
Post by: Bones on September 05, 2010, 04:14:21 AM
I'm sure it's a great card, but someone told me the card actually needs a HD monitor to work properly and I don't think BC can tell the difference between widescreen & regular monitors which means it would appear overstretched on a HD screen.
Nope :) I ran it for a while before I got that LG tv on HP monitor which has only DVI  so no, you don't need these ;) and about overstreching, BC was not created for 16:9 or 16:10 format resolutions, as Lionus said there is no support for such resolutions. You can get pretty high resolutions on KM 2009 (1440x900, 1280x780, 1920x1600??? dunno about that last tho) and it won't be stretched cuz ATI controls it so the screen will be cut on both sides with black bars if it starts to stretch
Title: Re: AA, AF, & lights
Post by: Lionus on September 05, 2010, 05:08:14 AM
1680x1050 is the best KM can do.
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 05, 2010, 09:19:03 AM
Nope :) I ran it for a while before I got that LG tv on HP monitor which has only DVI  so no, you don't need these ;) and about overstreching, BC was not created for 16:9 or 16:10 format resolutions, as Lionus said there is no support for such resolutions. You can get pretty high resolutions on KM 2009 (1440x900, 1280x780, 1920x1600??? dunno about that last tho) and it won't be stretched cuz ATI controls it so the screen will be cut on both sides with black bars if it starts to stretch


That's good to hear.  I actually like my current CRT monitor, it's bulky & square but it gives me good picture quality and life-like colors (well except for Star Trek Online.  The colors in that game are rather dull compared to other games & movies.)
Title: Re: AA, AF, & lights
Post by: Nebula on September 05, 2010, 09:25:21 AM
no support for true HD which is 1920x1080.. :dontcare:


Quote
1680x1050 is the best KM can do.


KM has that 1920X1080 support :P unless it's only in the beta version I have >.>
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 05, 2010, 10:24:05 AM
DS9FX Xtended is by far superior to v3.0 in all aspects including this one.

But here: Systems\DeepSpace9\DeepSpace91.py

Directional Light and Ambient Light have been adjusted for the new sunstreaks effects. Toy around with settings, you can use this tool which is the color converter from and to BC format (I wrote the program for Xtended production purposes).

I finally got a chance to try this tool and I'm having some trouble figuring out how it works.  I didn't see a "open file" option and when I tried dragging & dropping the .py into it nothing happened.  I must confess I had never even heard of a .py file before now.  Like I said, I'm new to this stuff.  (sorry)
Title: Re: AA, AF, & lights
Post by: Lionus on September 05, 2010, 10:56:54 AM


KM has that 1920X1080 support :P unless it's only in the beta version I have >.>

if the mod supports that resolution, why isn't it visible? :lostit: unless.. you need to tinker with the config file, but doesn't that mess up the menus?
Title: Re: AA, AF, & lights
Post by: JimmyB76 on September 05, 2010, 10:59:48 AM
unless it's only in the beta version I have >.>
ya i think it is in the beta non-public (yet) version...
i had just asked about that in KM forums and realized i needed to run the SVN again since i hadnt in quite a while lol
Title: Re: AA, AF, & lights
Post by: Lionus on September 05, 2010, 12:31:58 PM
 :( *wants the proper HD resolutions for his KM* oh well, I guess all I can do is wait, like the rest of us.. :idk:
Title: Re: AA, AF, & lights
Post by: Mario on September 05, 2010, 12:58:31 PM
I finally got a chance to try this tool and I'm having some trouble figuring out how it works.  I didn't see a "open file" option and when I tried dragging & dropping the .py into it nothing happened.  I must confess I had never even heard of a .py file before now.  Like I said, I'm new to this stuff.  (sorry)

Program is not designed to open py files or edit them, it's a helper program designed to convert ex. 1.0, 0.7, 0.8, 0.9 to meaningful RGBA values. You need to edit py files manually.
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 05, 2010, 08:09:47 PM
Program is not designed to open py files or edit them, it's a helper program designed to convert ex. 1.0, 0.7, 0.8, 0.9 to meaningful RGBA values. You need to edit py files manually.

Can BC Universal tool do this?
Title: Re: AA, AF, & lights
Post by: teleguy on September 06, 2010, 04:50:17 AM
Can BC Universal tool do this?

No, you have to do that manually using notepad. Search for "ConfigAmbientLight" or "ConfigDirectionalLight" and you will see several numbers in a bracket like this (1,0.7,1,0.5) which determine which color is used. Just replace these values with the values Sovereigns color converter gives you.
Title: Re: AA, AF, & lights
Post by: DKealt on September 08, 2010, 11:52:34 AM
In regards to the "TrueHD" comment

There was a post somewhere on Filefront that I read years ago about how to "hack" the screen resolution issues.

As far as I'm aware the issue with Custom resolutions comes in the Heads Up Display properties. You have to edit the LCARS...py files and such.

Essentially I have been running BC in 1920*1080 for years now
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 08, 2010, 12:05:15 PM
No, you have to do that manually using notepad. Search for "ConfigAmbientLight" or "ConfigDirectionalLight" and you will see several numbers in a bracket like this (1,0.7,1,0.5) which determine which color is used. Just replace these values with the values Sovereigns color converter gives you.

Thanks.  I'll play around with this as soon as I have enough time for it.  In the meantime, has anyone else figured out the code to make white with this number/value system?
Title: Re: AA, AF, & lights
Post by: teleguy on September 08, 2010, 02:25:07 PM
white= 1,1,1
Title: Re: AA, AF, & lights
Post by: Lionus on September 08, 2010, 02:28:27 PM
In regards to the "TrueHD" comment

There was a post somewhere on Filefront that I read years ago about how to "hack" the screen resolution issues.

As far as I'm aware the issue with Custom resolutions comes in the Heads Up Display properties. You have to edit the LCARS...py files and such.

Essentially I have been running BC in 1920*1080 for years now

If only it would be easy for not so tech savvy fellow like me..
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 08, 2010, 08:12:06 PM
white= 1,1,1


Will that work for ConfigAmbientLight and ConfigDirectionalLight?  I looked and those had four number values, not three.
Title: Re: AA, AF, & lights
Post by: King Class Scout on September 09, 2010, 10:56:07 AM
one of the numbers, there, is the alpha level for the directional light, IE how intense it is.  the fourth number should be the alpha.

note, the BCSDK (that contains the original game scripts) has un-coded versions of the scripts for the default systems that you can look at.
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 09, 2010, 10:10:32 PM
one of the numbers, there, is the alpha level for the directional light, IE how intense it is.  the fourth number should be the alpha.
So if I change the values of ConfigAmbientLight and ConfigDirectionalLight to 1,1,1,(4th number unchanged)  that should make the light color white while leaving the intensity alone? 

note, the BCSDK (that contains the original game scripts) has un-coded versions of the scripts for the default systems that you can look at.
I'm afraid I don't know what "the BCSDK" is.
Title: Re: AA, AF, & lights
Post by: JimmyB76 on September 10, 2010, 07:41:57 AM
one of the numbers, there, is the alpha level for the directional light, IE how intense it is.  the fourth number should be the alpha.
So if I change the values of ConfigAmbientLight and ConfigDirectionalLight to 1,1,1,(4th number unchanged)  that should make the light color white while leaving the intensity alone? 
note, the BCSDK (that contains the original game scripts) has un-coded versions of the scripts for the default systems that you can look at.
I'm afraid I don't know what "the BCSDK" is.
http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455
Title: Re: AA, AF, & lights
Post by: NXSovereign on September 15, 2010, 01:38:02 PM
Oops, it's been days and I completely forgot to mention that I got everything worked out!  I changed the Bajor system's ambient & directional light color to white, and I even got my graphics card to allow maximum (16X) AA & AF settings.  (of course that did make crashing the game easier than ever)  So, thank you to everyone who offered their advice on these matters.  Thanks to you my BC install is of the highest quality it's ever been.