the labels are still in progress

no, in fact i made some discoveries, but have to find the clou in the original code to make them visible on all ships (maybe really all and one side reg # other side pilots name? would be possible. you can replace parts of the original models commands, if you do it carefully). it seems the labels depend on the call of the other submodels (in ffed3d at least) and if there is no scoop visible there are no labels and so on (strange but true, submodel call must be terminated after one is not used by ffed3d).
it would be also possible to have your name in small letters under the rostrum, just to give you an idea. (i will fix an example cobra mk1 up, soon).
btw, i would really like to discuss a new release with dreamzz and remove some restrictions he made, because i can see other more customizable solutions to it. pos. lights and thruster flames position, easy to solve, but with that at hand it should be possible to have a "built in" solution for it.
you can play around with the use of the submodels, if clever done you can use it for your advantage.
this get's me to the limit, cause source for ffed3d is not offered, but needet when you change the offsets of original ffe.
anyway, allready within those limits things can be rearranged, cockpit and pilot submodel are not used or can be restricted if needet, free submodels can be used for a new (altering of a existing) model.
i.e. solve the 3 eagles misuse, having different working ship models for courier & trader, get the missiles (8 different types) shown proper before they are launched (tricky one).
i could fix some right now, but some of the left original models will become a strange or at least a broken look until they are updated, should i?
maybe one (whertz?) with higher programming skills as me could help to develop a "model editor".
on the other hand this leads me often to a point where i think, it should be all done new from ground up and then i stop all projects i'm on for ffed3d except modeling (which leads me back to the wish to fix those problems, a sawmill).
atmosphere, yes a bad solution imho. they replaced the original call by a built in model, so no fix possible (to be seen by me), except to revert to a original look.
therefore create models folder 113 up to 137 and put following effect.fx in each:
Code:
float4x4 viewprojmat; // view*proj
float4x4 worldmat; // world
float4 light; // light source
float4 lightcol; // light color
float4 ambient; // ambient color
texture tex; // current texture
int texnum;
sampler s_tex = sampler_state
{
texture = <tex>;
AddressU = WRAP;
AddressV = WRAP;
MIPFILTER = LINEAR;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
struct VS_OUTPUT
{
float4 position : POSITION;
float3 normal : TEXCOORD1;
float4 color : COLOR0;
float3 tex_vu : TEXCOORD0;
float3 lightDir : TEXCOORD2;
};
VS_OUTPUT Vexel_Sh(
float4 pos : POSITION,
float3 nor : NORMAL,
float4 col : COLOR0,
float3 tex_vu : TEXCOORD0
)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
Out.position = mul( mul(pos, worldmat), viewprojmat);
Out.lightDir = light;
Out.normal = normalize(mul(nor, worldmat));
Out.color = col;
Out.tex_vu = tex_vu;
return Out;
}
float4 Pixel_Sh(
float2 tex_vu : TEXCOORD0,
float3 normal : TEXCOORD1,
float3 lightDir : TEXCOORD2,
float4 color : COLOR0
) : COLOR0
{
float4 ut;
ut.a=1;
float4 texcol = tex2D(s_tex, tex_vu);
float3 lightn = normalize(lightDir);
float4 diffuse = saturate(dot(lightn, normal));
ut.rgb = diffuse * lightcol * color * texcol;
return ut;
}
technique PixelLight
{
pass P0
{
VertexShader = compile vs_1_1 Vexel_Sh();
PixelShader = compile ps_2_0 Pixel_Sh();
}
}
*
the planets should have a more or less original look now, incl. somewhat deeper saturation.
maybe experiment with distance/tesselation values in jjffe.conf until you are satisfied.
except the handling of atmosphere, it's something i don't understand why they did such a cheap solution.
ok, the opacity of the sky seen from ground can't be fixed easely, but why is the atmosphere only seen from one side (inside) on all "cloudy" planets, just to project the pic in the surface, if you go close everything changes anyway.
shots:
this is the result for a heavy polluted planet (earth) i used also a "blank" (no color) cloud texture for this shots,

the same with a colr fix by me (sadly old earthfix won't work so this),
if interested: change following bytes at offset 0x1170D0 in ffed3d from
00 00 00 00 1F 00 64 08 06 02 04 00 04 00 5C 0F
to
00 00 00 00 1F 00 64 08 06 02 04 00 01 00 5C 0F *
don't think atmosphere depends on the atmo model in models folder, you can remove it and nothing happens (i have really no idea what it is for).
* edit sorry