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From: <ben...@id...> - 2004-05-21 08:44:59
|
Dear Open Source developer I am doing a research project on "Fun and Software Development" in which I kindly invite you to participate. You will find the online survey under http://fasd.ethz.ch/qsf/. The questionnaire consists of 53 questions and you will need about 15 minutes to complete it. With the FASD project (Fun and Software Development) we want to define the motivational significance of fun when software developers decide to engage in Open Source projects. What is special about our research project is that a similar survey is planned with software developers in commercial firms. This procedure allows the immediate comparison between the involved individuals and the conditions of production of these two development models. Thus we hope to obtain substantial new insights to the phenomenon of Open Source Development. With many thanks for your participation, Benno Luthiger PS: The results of the survey will be published under http://www.isu.unizh.ch/fuehrung/blprojects/FASD/. We have set up the mailing list fa...@we... for this study. Please see http://fasd.ethz.ch/qsf/mailinglist_en.html for registration to this mailing list. _______________________________________________________________________ Benno Luthiger Swiss Federal Institute of Technology Zurich 8092 Zurich Mail: benno.luthiger(at)id.ethz.ch _______________________________________________________________________ |
From: Ben K. <ben...@it...> - 2003-06-16 06:39:00
|
I looked on the web site and it said they were in the public domain .. One problem I found though was that the background was not exactly black which caused problems. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Tuesday, 20 May 2003 2:02 PM > To: cos...@li... > Subject: [Cosmos2-design] Hubble Pics > > > I was just wondering as anyone thought of writing to nasa to see > if we could > put some huuble pics in the game? as thier are some great pics > which coud be > used. > Patrrick > > > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: Ben K. <ben...@it...> - 2003-05-27 01:52:56
|
Dana , seemed to suggest they were in the public domain. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Tuesday, 20 May 2003 2:02 PM > To: cos...@li... > Subject: [Cosmos2-design] Hubble Pics > > > I was just wondering as anyone thought of writing to nasa to see > if we could > put some huuble pics in the game? as thier are some great pics > which coud be > used. > Patrrick > > > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: <Sni...@ao...> - 2003-05-20 06:02:20
|
I was just wondering as anyone thought of writing to nasa to see if we could put some huuble pics in the game? as thier are some great pics which coud be used. Patrrick |
From: <Sni...@ao...> - 2003-05-17 11:38:39
|
What do you mean by a 3 row strip? just 3 planets on one strip or 3 planets just going down or 3 x 6 thing? Patrick |
From: Ben K. <ben...@it...> - 2003-05-17 06:08:42
|
These look good any chance of puting them into a 3 row strip with the planets as mentioned before . I dont really have the time to do this Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Wednesday, 14 May 2003 2:19 PM > To: cos...@li... > Subject: Re: [Cosmos2-design] Screen shot > > > Ok here is 10 minuits work on those planets thier is still > hundreds more i > can do but i hope this is enought for now. > Patrick > |
From: Ben K. <ben...@it...> - 2003-05-15 06:21:29
|
Have just posted the latest code update as mentioned We have about 60,000 lines of code ( as well as about 16,000 lines of comments and 25,000 lines of Xml Data). And except for the UI things are becoming easier ( because when you want to do something the code is alread there) . Update Custom Controls a.. Added ImageStripViewer and ImageListBox to display Image lists b.. Fixed some bugs and improved the shading of the Tempurature and Pressure Guages. System FrameWork Added an List copier Made some changes to the Random About classes. Data Added new Data Empires including Logos and a dummy ships Resource Library Added NameFile functionality Added text file functionality , it can now read text files instead of Xmls Cleaned up the directory stuff and fiex up some bugs Core Fixed some bugs with moon generation Fixed a bug with planets tempurature ( C and K ) and added pressure and temperature functions Cleaned up the Item classes Added new Tech classes Characters - fixed up the basic character classes and added a collection class and character generation routines UI Pulled out the main Init code into a new class and pre loaded some things . User Controls Added System and Planet Sumamry Controls Added a grid and get nearest methods to the map Added Bitmap strips with a weak reference for better performance Cleaned up Control Bar and removed the background Image. Cleaned up UI so binary systems dont overlap and display an uggly brown ring. Added a Pressure / Tempurature display control ( similar to MOO3) Added a Minerals display control Added a new Empire Wizzard . This one is working well and does 90% of what will be in the final . Problems Research UI control not functional Equipement display / edit control not funtional Units comming soon I hope. Regards , Ben Kloosterman PS: Still looking for a volunteer to help me with the UI work . |
From: <Sni...@ao...> - 2003-05-14 06:19:40
|
Ok here is 10 minuits work on those planets thier is still hundreds more i can do but i hope this is enought for now. Patrick |
From: Ben K. <ben...@it...> - 2003-05-14 05:44:48
|
> -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of Glenn > Nilsen > Sent: Tuesday, 13 May 2003 3:50 PM > To: cos...@li... > Subject: [Cosmos2-design] Some cool idea about Nebula, Black hole, Space > gate, Space "High Way" ! > > > I have some cool ideas about nebula, black hole, space > gate, space "high way". Sound good keep them comming > > Nebula : > > We can hide the a fleet in the nebula. (Greatly > reduced sensor ranges) Will definetly do this. Ships in a Nebula will have an increased cloaking value - Also shields will be reduced in combat . > If we can gas mine nebulas, then we most have some > ships how to do that, then we have some actual use > from nebula. Fuel scoops will be much more efficient. They can refuel . The only gas in the game will be air as for most races colonies will not be on compatible planets and need to be supplied. > > Black hole : > this is a funny one, if your fleet is going in to a > Black hole then you will not know here they are going > to, but after they have left the black hole, you will > find your fleet. High risk of damages. At this point they will be visable and ships going in that area will have their course slightly altered ( eg more fuel ) . This may result in collisions but more likely it will just take another turn. Combat could be interesting though. > > Space gate : > > This is a good thing to have if the enemy attacks a > friends and your fleet can help him quickly. Also for > travel between your own systems. (Expensive, > high-tech. Have to be built close to something with > gravity? (planet/star) ) Yep expensive and high tech - may also have very high tech gates which are just used by units eg not ships ... They are not usefull for attacking though (except a backstab on an ally). I will limit the total mass which moves through it per turn. > > Space highway: > > Something like the railways in Civilization: you use > time and resources to build a link between place A and > B, letting ships travel faster (something around 3x > normal speed?). The most realistic would be if it was > possible to attack it, disrupting traffick at the > destroyed point. (OTOH any ships that enter would > appear right among the attackers, making it risky, but > possibly profitable) No Im against this , star gates( custom worm holes) will help somewhat. I saw it used in MOO3 and SEIV ( though at high tech you can get around this) ) but I feel the Stars free form creates much more interesting strategy . The attacking opportunities are much greater and you have skirmishes and sensors become important. With highways if you are more powerrfull your fleet just blocks the choke point. It also allows nice minefields and cloaking . Also transports need to be protected or they can be skirmished ...and if a vacuum colony does not get their air and suplies they die after a while ... much more interesting :-) Supply is already a huge problem in space and hence bases and colonies are critical. Along with fuel and travel times defenders have enough advantages and I dont want to anymore by creating choke points. The Colonies and bases are the critical target similar to WWII blue navy strategy with bases being key. You can defend some of them but if you break up your fleet to defend all you are susceptable to a big attack on a single point. The earlier techs will not allow practical interstellar travel and will just allow you to explore and colonise your system. I want to simulate a power like US , China etc expanding from earth ( and one of the scenarios will have a number of players based on earth) these will settle the system they are in and develop. At a certain point players can develop Hyper drives or warp drives and begin interstellar travel. Interstellar probes and Generation ships are possible earlier but Im not sure on this ( it would mean the gap to Hyper drives is larger) In the early years turns will correspond to about 20 years , this will reduce as certain techs are obtained to about 3 months per turn at the end. This WILL impact production but higher techs will increase this hence your production (per planet) will not increase much in most games ( I have also considered longer peace turns and quick war turns but I am not sure how to work this in a multi player context eg if 2 players are going for it everyone else is slow...) . I really want to show the fact that once interstellar war starts with Warp drives you will not be able to build much , hence you need to plan and rely more on diplomacy. Ben |
From: Ben K. <ben...@it...> - 2003-05-14 05:44:48
|
These look good .. Any chance of moving the Planets into a strip as mentioned in the earlier email ? I need one whee the images are 64*64 ( this may change up to 128*128) but is likely to stay under 128. I also like the spiky stars as mentioned because we can have the background transparent . The radiating ones tend to leave darker rings. Ben (I may need a 16*16 strip later but at this point I will just scale the images . I dont think the perf will be that bad and Im conserving memory) > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Sunday, 11 May 2003 8:09 PM > To: cos...@li... > Subject: Re: [Cosmos2-design] Screen shot > > > here is a quick thing i did, of its uses. > > It dose all of these in different colours and styles, > Moon > Venus > Earth > Galaxys > Interstelar Gas > Vortex > Nebulas > star field > Stars > Lens Flares > > Patrick Se atachment > |
From: <zap...@ya...> - 2003-05-13 07:50:06
|
I have some cool ideas about nebula, black hole, space gate, space "high way". Nebula : We can hide the a fleet in the nebula. (Greatly reduced sensor ranges) If we can gas mine nebulas, then we most have some ships how to do that, then we have some actual use from nebula. Black hole : this is a funny one, if your fleet is going in to a Black hole then you will not know here they are going to, but after they have left the black hole, you will find your fleet. High risk of damages. Space gate : This is a good thing to have if the enemy attacks a friends and your fleet can help him quickly. Also for travel between your own systems. (Expensive, high-tech. Have to be built close to something with gravity? (planet/star) ) Space highway: Something like the railways in Civilization: you use time and resources to build a link between place A and B, letting ships travel faster (something around 3x normal speed?). The most realistic would be if it was possible to attack it, disrupting traffick at the destroyed point. (OTOH any ships that enter would appear right among the attackers, making it risky, but possibly profitable) Sir Zapdeluxe ______________________________________________________ Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt så morsom |
From: <Sni...@ao...> - 2003-05-11 12:08:55
|
here is a quick thing i did, of its uses. It dose all of these in different colours and styles, Moon Venus Earth Galaxys Interstelar Gas Vortex Nebulas star field Stars Lens Flares Patrick Se atachment |
From: Ben K. <ben...@it...> - 2003-05-11 10:12:44
|
Sounds good , I need some better Nebula. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Sunday, 11 May 2003 4:45 PM > To: cos...@li... > Subject: Re: [Cosmos2-design] Screen shot > > > ben i have a pice of software called universe cretor and it dose > great gas > and nebula effects, And other space effects i can show you some > examples if > you want? > Patrick > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise solutions > www.enterpriselinuxforum.com > > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: <Sni...@ao...> - 2003-05-11 08:45:33
|
ben i have a pice of software called universe cretor and it dose great gas and nebula effects, And other space effects i can show you some examples if you want? Patrick |
From: Ben K. <ben...@it...> - 2003-05-11 00:57:56
|
I will use ship or fleet pictures as per SEIV , each empire has there own selection ( if they are using a home made one it will use the Generic set if it is not loaded) . These pictures may shrink to arrows with Zoom but I dont plan this at this point. I also plan a Tactical display which will show things like this Neutral green Friendly blue Hostile red All stars will be simple dots Stars with colonies will be squares Stars with colonies and a starbase will be a double concentric square. Fleets will be shown as 2 concentric open circles. The number of ships will be in the middle or bottom right. Civilian ships ( not at a system) will be shown as triangles. Destoyer class ships wlll be a half open semi circle Cruiser class ships will be a 3/4 closed circle Battleship class ships will be a closed circle. Inside the circle it will show if it is a carrier etc. This will not be too hard to do and provide a usefull but not great looking display. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Saturday, 10 May 2003 5:00 PM > To: cos...@li... > Subject: Re: [Cosmos2-design] Screen shot > > > My suggestion for displaying units - > Stars uses just A coloured arrow > Supernova Uses a Pic of the ship > Maybe we could use some kind of a circle that flashes to > represent somthing? > > Dont ask me what but i thought it might look nice. > > PAtrick > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise solutions > www.enterpriselinuxforum.com > > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: Ben K. <ben...@it...> - 2003-05-11 00:49:46
|
I am using Bitmap strips now so I can plug in another strip easy enough , this is much quicker. I attach these to a weak reference so the system can clean them up on machines with low memory when they are not in use. I dont really have the time for this but if someone is interested in doing better stars and planets that would be great. I have done stars and planets so far . I still need to do Stellar Objects eg Nebula , black holes etc . These images like the Nebula in the screen shot are files at this stage , I have 4 ok Nebula and 4 bad ones. I do like the Stars with the lens flare comming out better mainly because the Stars I am using require very close trimming so they look good when superimposed on Nebula. At present they look pretty bad when on a light Nebula . With Flared stars we could trim them very close so we dont get the black ring . Attached are the strips I am using As you can see the Planet one needs a bit of work , most of the small images are too small. ( Note I have most of these as large pictures) They correspond to Rocky ( the small and medium one are not good) Venesian Terrestrial - Earth Like Organic Martian Desert Water Ice Brown Dwarf ( very hot huge gas Giant - almost a star) Gas Giant Sub Gas Giant ( a bit smaller like Uranus) Gas Planet Asteroid I think for the Planet strip a larger Res might be usefull as well eg 64 bits . The images in the shot are shrunk which is fine for such small images but I will have to enlarge it for some shots. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > da...@tt... > Sent: Sunday, 11 May 2003 8:09 AM > To: cos...@li... > Subject: Re: [Cosmos2-design] Screen shot > > > Looks pretty good Ben. The message bar is transparent, see got > that. I liked the > > other stars though that I saw before which had some streaks > coming out of them. > Are you going to try to implement any more graphics in the > interface at this > time? > > dana. > > Ben Kloosterman wrote: > > > Here is the default map view so far view at 1024 *768. (scan levels are > > turned of eg with full information) . > > > > Objects of note > > Message box - The message box appears at the bottom and is transparent > > except for the text . This can be hidden allong with the Empire > view bar on > > the left. > > Grid Lines - Can be turned of , but are usefull . > > > > Control Bar on the left is used for Navigation and changing the > map mode . > > > > An empire and race has been loaded ( though I have not done the > Empire bar > > yet as I will do this after units) . The system view shows > planets ( red for > > too hot , green for good , blue for too call). This only has one Panel . > > When viewing ships a 2 and 3rd panel will show which are used > for the target > > and orders. > > > > I am now moving onto displaying units and moving units. > > > > Any comments ? > > > > Ben > > > > > ------------------------------------------------------------------------ > > Name: ScreenShot08052003.JPG > > ScreenShot08052003.JPG Type: JPEG Image (image/jpeg) > > Encoding: base64 > > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise solutions > www.enterpriselinuxforum.com > > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: <da...@tt...> - 2003-05-11 00:02:14
|
Looks pretty good Ben. The message bar is transparent, see got that. I liked the other stars though that I saw before which had some streaks coming out of them. Are you going to try to implement any more graphics in the interface at this time? dana. Ben Kloosterman wrote: > Here is the default map view so far view at 1024 *768. (scan levels are > turned of eg with full information) . > > Objects of note > Message box - The message box appears at the bottom and is transparent > except for the text . This can be hidden allong with the Empire view bar on > the left. > Grid Lines - Can be turned of , but are usefull . > > Control Bar on the left is used for Navigation and changing the map mode . > > An empire and race has been loaded ( though I have not done the Empire bar > yet as I will do this after units) . The system view shows planets ( red for > too hot , green for good , blue for too call). This only has one Panel . > When viewing ships a 2 and 3rd panel will show which are used for the target > and orders. > > I am now moving onto displaying units and moving units. > > Any comments ? > > Ben > > ------------------------------------------------------------------------ > Name: ScreenShot08052003.JPG > ScreenShot08052003.JPG Type: JPEG Image (image/jpeg) > Encoding: base64 |
From: <Sni...@ao...> - 2003-05-10 09:00:13
|
My suggestion for displaying units - Stars uses just A coloured arrow Supernova Uses a Pic of the ship Maybe we could use some kind of a circle that flashes to represent somthing? Dont ask me what but i thought it might look nice. PAtrick |
From: Ben K. <ben...@it...> - 2003-05-10 03:08:53
|
Here is the default map view so far view at 1024 *768. (scan levels are turned of eg with full information) . Objects of note Message box - The message box appears at the bottom and is transparent except for the text . This can be hidden allong with the Empire view bar on the left. Grid Lines - Can be turned of , but are usefull . Control Bar on the left is used for Navigation and changing the map mode . An empire and race has been loaded ( though I have not done the Empire bar yet as I will do this after units) . The system view shows planets ( red for too hot , green for good , blue for too call). This only has one Panel . When viewing ships a 2 and 3rd panel will show which are used for the target and orders. I am now moving onto displaying units and moving units. Any comments ? Ben |
From: <Sni...@ao...> - 2003-05-01 18:01:31
|
ive just finshed my newest ship its a caterpiller Critisem welsome Patrick |
From: M P Z. <ma...@bl...> - 2003-04-30 06:02:44
|
It is indeed nice - however, one comment: Lens flares are really created by partial eclipse/obstruction of a light source. If the sun/star was peeking over the planets curve THEN it would have the flare - otherwise, it should just appear as a normal light. =2E/matt >Nice , doesn't really fit as a logo but makes a nice intro or background >screen , can you send it direct to me as png ? > >Ben > >> -----Original Message----- >> From: cos...@li... >> [mailto:cos...@li...]On Behalf Of Glenn >> Nilsen >> Sent: Tuesday, 29 April 2003 8:16 AM >> To: cos...@li... >> Subject: [Cosmos2-design] a Wallpaper >> >> >> here you have a Nice wallpaper from me. >> >> I hope it fitts the human logo or some thing like that >> >> sir Zapdeluxe >> >> ______________________________________________________ >> F=E5 den nye Yahoo! Messenger p=E5 http://no.messenger.yahoo.com/ >> Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt >> s=E5 morsom > > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >Cosmos2-design mailing list >Cos...@li... >https://lists.sourceforge.net/lists/listinfo/cosmos2-design |
From: Ben K. <ben...@it...> - 2003-04-29 00:57:44
|
Yes this is a cut down free 3D MAX . Texture wraps works great for smaller low poly ships esp fighters , but are not very god for detailed models or rendering. Let see how it turns out using the minimum textures and if it doesnt't work well we can fall back to use UVW Wraps. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of Glenn > Nilsen > Sent: Tuesday, 29 April 2003 5:48 AM > To: cos...@li... > Subject: RE: [Cosmos2-design] Model "human_spaceship > > > Hmmm UVW textur wrap is good i think... > but how can use it is a other prob.... > But if we are useing Gmax from www.discreet.com (it's > free) then we all can use UVW textur wrap. > > but i dont know how heay you whant the game to be.. > > zapdeluxe > > --- Ben Kloosterman <ben...@it...> > skrev: > Some comments on textures and models in > general. > > > > The models will be used to render 2D images which > > users will work with most > > of the time and be used in 3D battle sequences. > > > > Textures make live 3D crawl so I want to either use > > 16 textures maximum ( > > for all ships ) and limit each model to 1 or 2 or > > cover each model with a > > single UVW texture wrap. Im interested to hear your > > oppinions on this. > > > > Ben > > > > > -----Original Message----- > > > From: cos...@li... > > > > > > [mailto:cos...@li...]On > > Behalf Of Glenn > > > Nilsen > > > Sent: Monday, 28 April 2003 6:22 AM > > > To: cos...@li... > > > Subject: Re: [Cosmos2-design] Model > > "human_spaceship > > > > > > > > > --- Sni...@ao... skrev: > i like your super > > > cargo ship but fo some added > > > > detail on the cargo pods, I > > > > would recomend a kind of a door or hatch which > > is > > > > sticking out some way. > > > > > > > > You have actually sparked my intrest in doing > > some > > > > more modeling i have > > > > nothing to do right now so i might have a quick > > go. > > > > Patrick > > > > > > > ---- > > > I have thinking on a textur door or some thing > > like > > > thet, but if we are makeing the pod to get some in > > to > > > it in game we must build a door on it. > > > > > > but i will make the human first and then go to > > next, i > > > think....... > > > > > > and ya we have a lots a work to do so its a good > > to > > > hear... > > > > > > Sir Zapdeluxe > > > Glenn Nilsen > > > > > > > > > ______________________________________________________ > > > Få den nye Yahoo! Messenger på > > http://no.messenger.yahoo.com/ > > > Nye ikoner og bakgrunner, webkamera med > > superkvalitet og dobbelt så morsom > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Cosmos2-design mailing list > > > Cos...@li... > > > > > > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > > > > > > > > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Cosmos2-design mailing list > > Cos...@li... > > > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > ______________________________________________________ > Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ > Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt så morsom > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: Ben K. <ben...@it...> - 2003-04-29 00:36:00
|
Lets see how it turns out. > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of > Sni...@ao... > Sent: Tuesday, 29 April 2003 12:34 AM > To: cos...@li... > Subject: Re: [Cosmos2-design] Update > > > I have alien charectors but they are hand drawn? > I can scan them but with my software not make them look perfect. > > Patrick > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |
From: Ben K. <ben...@it...> - 2003-04-29 00:35:17
|
Nice , doesn't really fit as a logo but makes a nice intro or background screen , can you send it direct to me as png ? Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of Glenn > Nilsen > Sent: Tuesday, 29 April 2003 8:16 AM > To: cos...@li... > Subject: [Cosmos2-design] a Wallpaper > > > here you have a Nice wallpaper from me. > > I hope it fitts the human logo or some thing like that > > sir Zapdeluxe > > ______________________________________________________ > Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ > Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt > så morsom |
From: Ben K. <ben...@it...> - 2003-04-29 00:31:48
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My testing for my card ( which is prob the most common card out there eg TNT32 based) shows that poly counts up to 40000 were fine. What really killed the performance was loading multiple textures , the moment I took it back to 1 texture performance was fine. The textures were 256K Each texture is renedered as a seperate frame. eg Load meshes Load texture Render polies for that texture Load Texture Render polies for that texture. So 2 textures would pretty much cut your frame rate in 2 and 4 in 4 ( meshes tend to be pretty small ) On the other hand using one texture results in inferior rendered images. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of Glenn > Nilsen > Sent: Tuesday, 29 April 2003 5:53 AM > To: cos...@li... > Subject: Re: [Cosmos2-design] Model "human_spaceship > > > But if you have more poly on the model, i will belive > it will slow down the game and loading time. > I will use textur to get some detail. > > zapdeluxe > --- Sni...@ao... skrev: > I think i can get a > single texture on my ships but i > > plan on making them > > detailed in the models not the texture. > > Patrick > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Cosmos2-design mailing list > > Cos...@li... > > > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > ______________________________________________________ > Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ > Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt så morsom > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Cosmos2-design mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-design > > |