Performance with the patch in SLI is awesome. i have both GPUs running at 95-100%, while running the game at 190fps with 32xQ AA (SSAA 2x2 + MSAA 8x), in 1920x1200. Even SSAA 4x4 was running at almost the same speed.
But, there are still some issues with the nvidia drivers, in special, there is a lot of shimmering with the HD textures. The driver is not working properly with the clamp/lod settings from the nvidia profile.
Okay, I love the work you've done, it looks awesome. However, there's a problem, that I've actually seen another user have with this patch:
When I set all my settings up in the Config exe, and save, and try to start up the game, it immediately comes up with an error and exits. I have no idea what's going on. I've done everything as correctly as possible, but it still does that. When I remove the br2fsaa.ini file, it will boot up correctly, but with it, it doesn't. What the heck is going on and how do I fix it?
Ah, I found out the problem. I had the Anti-aliasing set too high. You see, I have a pretty fast computer and I wanted to see if I could max the thing out, so I set everything to high including the AA (16x), which apparently crashed the game. Thank you for the help
EDIT: Forgot to mention that it works now, and looks amazing.
I'm trying to change the textures for Rayne and I've tried both using the launcher and changing the dds file and some levels simply ignore the alpha channel in the textures. For example, in the sewers, no transparencies at all. But on the roof level, it works great. Also works great in Aura vision.
Do you know what would cause this or how to fix it?
I've found that absolute 0 for alpha will make it completely transparent. But any other value won't work. It seems to be related to the type of lighting. Inside, it doesn't work. But outside, it works fine.
What files do you want? You can just add an alpha value to the zlaces for example instead of absolute zero and you'll see it's no longer transparent when inside a building. What I do know is that the alpha is being multiplied onto the RGB values, but it becomes opaque except if the background is not rayne (like walls). It's like the pixel shader is using alpha of 1 after multiplying the color when using inside lighting.
I now see that there was previous mention of the alpha issue. Such a shame. Wasn't the pixel shaders updated for water and glass? Any chance there a way to update the shaders to support alpha like it does when outside? It really looks like there's a bug in the shader where the alpha value gets wiped.
I'll likely be releasing a tool to create BFM models from 3D modeling software. It'll probably take a little while though. I need to clean up the code and make it more generic.
Here are some of the things I'll be including (and mostly have working now):
- Recompute normals, tangents and binormals (though not 100% satisfied with it yet).
- Ability to merge normals for seams that aren't meant to be sharp.
- Export/Import 3D model (can create new vertex, polygons and meshes).
- Supports weight maps for bones (BFM limitation of 4 per vertex).
- Support for UV map.
- Support for bone location adjustments.
Not sure on 'parts'. Might allow it. Basically, you convert the BFM and then you modify it any way you want. Add polygons, vertex, update weight maps, etc. When you're done, you inject it into the BFM. Bones are fixed. And I don't think I'll do anything about the number of textures either though that's certainly doable too.
edit: Version 1 will be released this weekend March 1st, 2014 if I can find somewhere to host it. Adding/deleting meshes or moving bones won't be available yet. Full editing of points, bone weight and uv will be supported (includes deletion/adding points). For new points, must have at least 1 weight map value and a uv associated with it. Exports/Imports to/from lightwave LWO. There may be an issue with normals across points found in multiple meshes where you can see seams in the shading instead of a smooth transition. Next version will fix that. Seams within same mesh are normalized correctly though.
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