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Re: Supermodel SVN r310 Released!

Posted:
Tue Mar 29, 2016 3:57 pm
by remimedia
Good work, Star Wars Trilogy runs perfectly now, also the "animation" sequences that was failing before.
Re: Supermodel SVN r310 Released!

Posted:
Tue Mar 29, 2016 5:56 pm
by Conversus W. Vans
For whatever reason, we still can't get the region code cheat in Harley-Davidson to work. I talked about it earlier back in May 2014.
The code is: gear up (2x), gear down (2x), view change, music select, view change, music select
I want to play the game in Japanese as I know the attract music in Japan is slightly different. I have a rip of the song using Nebula Jukebox, but it's got some echo (early SCSP sound emulation, perhaps).
Re: Supermodel SVN r311 Released!

Posted:
Wed Mar 30, 2016 9:27 am
by Batman2509
Viewable improvements in Sega Rally 2, but sadly the Sound is corrupt at least after r274....
hope that will be fixed again....
Please Keep on the good work!
Re: Supermodel SVN r311 Released!

Posted:
Wed Mar 30, 2016 9:35 am
by Batman2509
Great Improvements in Sega Rally 2 but sadly the Sound is corrupt at least after r274 in all Games (stuttering)
Re: Supermodel SVN r308 Released!

Posted:
Wed Mar 30, 2016 9:47 am
by Ian
Bart wrote:Ian: Check out my update on Jan. 30, 2012
here.
My lighting equation is definitely wrong. I basically do this (ignoring specular and spot lighting):
- Code: Select all
light_intensity = polygon_modulation_color * (sun_factor * viewport_sun_intensity + viewport_ambient_intensity)
final_fragment_color = fragment_color * light_intensity
...
The real3d dev guide says this.
The default provides an ambient lighting of 0.5 and a sun intensity of 0.5. These values should not add to more than 1.0 or be negative.
So I assume clamping is correct.
Re: Supermodel SVN r311 Released!

Posted:
Wed Mar 30, 2016 10:31 am
by Joaquim Gonçalves
Batman2509 wrote:Viewable improvements in Sega Rally 2, but sadly the Sound is corrupt at least since r274....
hope that will be fixed again....
Please Keep on the good work!
Bart fix it, but no one compiles a genuine version with the sound fixed.

Let's wait for 0.3a it will be soon!
Re: Supermodel SVN r308 Released!

Posted:
Wed Mar 30, 2016 11:13 am
by Bart
Ian wrote:The real3d dev guide says this.
The default provides an ambient lighting of 0.5 and a sun intensity of 0.5. These values should not add to more than 1.0 or be negative.
So I assume clamping is correct.
I agree that there must be a lighting equation where clamping works. But clamping my current implementation is definitely wrong. Perhaps making it additive will fix some of the relative intensity issues that led me to remove clamping in the first place (e.g., shadows being imperceptible due to very low contrast)?
Re: Supermodel SVN r311 Released!

Posted:
Wed Mar 30, 2016 1:06 pm
by Ian
I don't know. It looks right for some games and maybe wrong for others.
I had a brief look at a real model 3 arcade daytona video and it definitely had specular. Which in itself is strange because there is absolutely no reference to specular lighting in the devguide.
Specular I would assume is always additive.
Re: Supermodel SVN r311 Released!

Posted:
Wed Mar 30, 2016 1:16 pm
by Bart
Ian wrote:I don't know. It looks right for some games and maybe wrong for others.
I had a brief look at a real model 3 arcade daytona video and it definitely had specular. Which in itself is strange because there is absolutely no reference to specular lighting in the devguide.
Specular I would assume is always additive.
Ignoring specular lighting for a moment, I was just referring to what OpenGL calls "material emission", for which the closest Model 3 analog is the polygon color that I refer to as the "modulation color" in my renderer. I treat ambient+sun (diffuse) lighting as a multiplier. I'd like to revisit treating it as an additive factor to the material color. It may be that the equation looks something like: fragment color = min(1.0, texel_color * (polygon_color + min(1.0, sun + ambient)) + specular)
Re: Supermodel SVN r311 Released!

Posted:
Wed Mar 30, 2016 3:17 pm
by Ian
It would be good to have some high quality screen shots to compare against. But I guess unless they would be pretty hard to get.