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[03:02:12] <servus> I have one small hurdle to surmount before my bumpmapping is done
[03:02:31] <servus> (It conflicts with the stuff I've already put in the engine, namely, GL lights, because they automatically update the colour of each vertex)
[03:07:13] <servus> I believe I should move to some sort of per-pixel attenuation system for the lights, which will solve that problem, as well as make the lights look prettier
[03:10:38] <servus> My current bumpmapping system currently uses only the first texel, also, because I only render bumpmaps on the second+ pass(es) for lights. For most walls, I simply render without textures enabled at all, and for bumpmaps, I render with the bumpmap texture enabled, using special texture environments
[03:35:06] <Coren_> That works.
[03:35:11] <Coren_> Have you listened to my new music?
[03:36:20] * Coren_ is busy doing new texture replacement at 256x256 with bump maps.
[03:36:31] <Coren_> It's *long* and hard. :-)
[04:06:26] <servus> I listened to it
[04:06:29] <servus> It sounds crisp
[04:06:35] <servus> s/I/I've
[04:06:50] <servus> Register combiners melt my brain >.<
[04:06:52] <Coren_> The older versions had too much reverb.
[04:07:01] <servus> I fancy the "remixes"
[04:07:41] <servus> http://www.bootstrike.com/Uw2/Images/uw2ayb.jpg Oh dear
[04:08:39] * Coren_ thwaps servus with a trout! "Hey, no AYB!"
[04:14:18] <servus> Why don't you just play the midi files with a high-quality synth?
[04:14:23] <servus> Say a modern Roland
[04:14:31] <servus> ( I have all the original midis )
[04:15:01] <servus> You could take them to a recording studio and borrow their equipment and burn it to a CD.
[04:15:07] <Coren_> I have all the original midis as well, but the capture through analog hurts.
[04:15:16] <servus> There's no need to capture through analogue
[04:15:32] <servus> Heck, my consumer card has pretty good midi synth.
[04:15:44] <Coren_> And, besides, there are some instrument choices that were questionable in the originals; due to (mostly) lack of decent tuba and strings on the MT-32.
[04:15:45] <servus> All I have to do is load the file in Cakewalk, select my best synth, and record as wav
[04:16:36] <Coren_> I think I did a pretty good job; I could have used a better sound bank if I had one, though, I used the old public domain GS one.
[04:16:46] <Coren_> Do you have a good sound bank?
[04:16:58] <Coren_> Nice orchestral strings and bright, full brass?
[04:17:44] <Coren_> I have a nice program I use to render midi to wav; but no good instruments to feed it.
[04:17:57] <servus> Actually I might, if it didn't burn down.
[04:18:14] <servus> If it didn't burn down, I might have access to a very expensive Roland. :P
[04:18:42] <servus> Vas An Flam!
[04:18:44] <Coren_> I just want the instrument bank. :-)
[04:18:53] <servus> It's hardware.
[04:19:17] <Coren_> Most good synths (especially the expensive ones) allow you to pull sound banks in and out. :-)
[04:19:30] * servus shrugs. I don't know
[04:19:35] <Coren_> And with a good sound bank, I could do wonders with Audio Compositor.
[04:22:11] <servus> My soundbank is much better than Microsoft's, at least.
[04:22:31] <Coren_> At any rate, my current renders are, IMO, a significant improvement. I particularly like the way the Theme and Ice Caverns came out. Death is nice with the choir aahs, and the nice, crips trumpet with a good attack improved the three combat tunes lots.
[04:23:33] <servus> I'll compare my Death to yours
[04:25:06] <servus> Yours sounds better, though I'm using the 1996 Roland Sound Canvas supplied to Creative
[04:25:18] <servus> If I had an Audigy Platinum 2...
[04:25:44] <servus> My choir sounds more like strings, and my winds sound a *lot* brighter
[04:25:48] <servus> A little too bright..
[04:26:04] <Coren_> How do you like the three combat tunes?
[04:26:25] <Coren_> E.g. "Combat" "Dangerous situation" and "Fleeing Enemy"?
[04:26:33] <servus> The music or the rendition?
[04:26:35] <servus> Both are good.
[04:26:58] <Coren_> The rendition, I meant.
[04:27:37] <Coren_> I'm still not please with "Killorn Keep", though. Haven't found a good replacement for the eerily windy flute of the MT-32.
[04:28:42] <servus> You might want to look into a piece of arrangement software like Cakewalk or Soundforge
[04:28:56] <servus> You can selectively add reverb/chorus/etc to different parts of different tracks.
[04:29:23] <Coren_> Hrm. To remember to have only a budget of zero. To not be able to afford new software. To not have a job, even.
[04:29:38] <servus> I have Cakewalk 5.
[04:30:06] <Coren_> The operative keyword in that statement is "I". :-)
[04:31:23] <servus> All three of my synths turn the lead flute in Killorn into razor-sharp sopranos >.<
[04:31:49] <servus> The reverby weird instrument in the background (The Arabian sounding one) sounds good though
[04:32:42] <servus> Although, I have a pack of 512 Roland samplesets, so I could probably find a more appropriate instrument
[04:32:57] <Coren_> Err, the only flute in Killorn Keep is supposed to be the one in the background (the one with the pitch bending).
[04:33:38] <servus> I'm not sure what instrument it is, but it occurs for a short period 2/3 of the way through, and it is very bright, even in yours.
[04:34:30] <servus> Most of my renditions are worse than yours, but I believe my Praecor Loth is better
[04:34:50] <Coren_> Ah, okay, *that* flute.
[04:34:58] <Coren_> Forgot about it. :-)
[04:35:37] <servus> With some simple arrangements made in Cakewalk, I'm sure they could be fixed up to best utilize modern equipment...
[04:35:57] <Coren_> Yeah, well, no Cakewalk here. :-)
[04:38:07] <servus> I probably prefer Ice Caverns the most
[04:38:27] <Coren_> Yeah, I really like the way it came out.
[04:38:46] <Coren_> Also, the Intro is nice; I've tweaked the instruments and managed to give it a much more medieval feel.
[04:38:54] <servus> Hmm, I think I've solved most of my rendering problems, except for one strange thing... Whenever the camera intersects a viewing volume, my framerate drops, though I take no special action for this case. (My system works universally)
[04:39:32] <Coren_> Oddness.
[04:39:52] <servus> Right now I have shadow volumes of an arbitrary length, but I think I'm going to make the shadow volumes of length 1.0 (unitized) and play with the homogenous coordinate to extrude them to infinity... hopefully that'll solve the problem, whatever it could be. (I have all texture environments and textures, etc, disabled while rendering the extrusions.)
[04:41:11] <servus> For Per Pixel attenuation, all the samples I've seen use NV specific register combiner code, and that's just gross!
[04:46:58] <servus> I think you should make the London Philharmonic play the soundtrack...
[04:53:41] <Coren_> LOL. Sure. I'm sure they do lots of pro bono work like that.
[04:54:16] * Coren_ tries to understand why the normal maps and the texture maps don't aling right.
[04:58:50] <Coren_> Ah, fun. With my vidcards, performance drops linearly with the number of texture units used.
[05:00:15] <Coren_> http://tab.ctrl-alt-del.ca/~marc/foo.png
[05:00:26] <Coren_> Lights, bumpmapping, shadows and textures.
[05:02:10] <Coren_> Hm. Not quite right, though.
[05:02:23] <Coren_> Ah, I see the problem.
[05:31:14] <Coren_> There; fixed. I was handling saturation badly.
[05:43:36] * Coren_ is away: Sleep
[10:13:06] <servus> Texture coordinate pointers are client state driven. They must be assigned for each texture unit. Furthermore, the glTexCoord** functions only work for texture unit 0. You have to use the glMultiTexCoord**ARB function for the rest...
[11:21:50] * Coren_ is back
[13:35:08] <Coren_> Not too bad; my renderer is almost exactly linear with the fillrate.
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