New Release D3D9Client Development

Hi Felix24,

I am new here
Thanks for the update on specular maps!
I am currently working a complete normalmapping and Specular mapping of the XR-5. Even the low-poly pilots look better!
I'll upload it here when I have completed it, I thought I was done, but you just taught me something new...

Another Project I want to take on is Normal-mapping whole planets, but it seems as if the DX9 client doesn't support *_norm.tex

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Hi, I've just installed a fresh orbiter 100830 with beta 111105, updated direct X, installed msvcredist 2005,
But when I run orbiter_ng and try to activate either of the d3d clients, the video tab remains missing. On 100830 the video tab appears, but not on 111105. I hope someone can help me
PS: Dan's D3d7 client runs fine on Beta orbiter_ng, pops up the video tab.
 
I have some bug, with Shuttle fleet 4.8. When i try open shuttle cargo bay, sound is running, but doors not moving. With disabled graphic client it's working normally. How to solve this problem?
 
I have some bug, with Shuttle fleet 4.8. When i try open shuttle cargo bay, sound is running, but doors not moving. With disabled graphic client it's working normally. How to solve this problem?

how much time are you giving it?


Open the GPCMFD that comes with Shuttle Fleet. OPS 9, that pulls up the mock up of the PLB door screen.

Watch it as it goes through its thing after you press the open door button. You will see why there is a delay, it is simming in its own way the center and door latches opening and then you will see the doors open. In 4.8, unlike 4.7 and earlier, the bay doors do not opening instantly upon pressing the key.


If you are giving it the time and yet the doors are still not opening, then I have no clue what is going on, it is a bug you have come across, because I use SF quite regularly with D3D9 client.
 
I've just installed a fresh orbiter 100830 with beta 111105, updated direct X, installed msvcredist 2005,
But when I run orbiter_ng and try to activate either of the d3d clients, the video tab remains missing. On 100830 the video tab appears, but not on 111105. I hope someone can help me
PS: Dan's D3d7 client runs fine on Beta orbiter_ng, pops up the video tab.

Orbiter 111105 has different graphics client interface, and neither the D3D9Client R10 for Orbiter 100830 nor the D3D9Client R10 for Orbiter Beta will work with it.

You need to get the Orbiter Beta via SVN and use "D3D9Client R10 for Orbiter Beta" with it.

If you really want to run Orbiter 111105 with D3D9Client, you need to search for some very old release of it from the last year.

PS: D3D7Client isn't Dan's but Martins'.
 
how much time are you giving it?


Open the GPCMFD that comes with Shuttle Fleet. OPS 9, that pulls up the mock up of the PLB door screen.

Watch it as it goes through its thing after you press the open door button. You will see why there is a delay, it is simming in its own way the center and door latches opening and then you will see the doors open. In 4.8, unlike 4.7 and earlier, the bay doors do not opening instantly upon pressing the key.


If you are giving it the time and yet the doors are still not opening, then I have no clue what is going on, it is a bug you have come across, because I use SF quite regularly with D3D9 client.
Still does not work :beathead:. Just noticed that the landing gear is not deploying too :cry:

Here are pictures from the same script with an open cargo bay, one standard and d3d9 client
 

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Still does not work :beathead:. Just noticed that the landing gear is not deploying too :cry:

Here are pictures from the same script with an open cargo bay, one standard and d3d9 client

Can you verify which Shuttle Fleet version you are using? The first thing that pops into my head to explain this is that you are using 4.7 or earlier. I know you said you are using 4.8, but the fact you get no animations, this is what 4.7 looked like under graphics clients. Re-install 4.8, or better yet, try it in a fresh install. Something may have gotten borked here.
 
Will we ever get the trains, solarpanels and beacon arrays back in D3D9?.
They are a vital part of bases etc.
 
Will we ever get the trains, solarpanels and beacon arrays back in D3D9?.
They are a vital part of bases etc.

Beacons are working in d3d9

They're lit at night:
beacons.jpg
 
Will we ever get the trains, solarpanels and beacon arrays back in D3D9?.
They are a vital part of bases etc.

They could be implemented the same way as beacon arrays and runway lights, i.e. by parsing configuration files, but there are plans to receive information about them from the core, too.

Either way, they will be available for graphics clients in the next (non-beta) Orbiter release. :P
 
Does Ummu work with this? I get an odd display in cockpit view and no info like trans or rot



Clicked GDi and now I get the display info but the Visor area are cracked
 
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yes. I believe so. I really like the D3D9 since it helps on a clipping issue
 
A little question about the in-game Debug Tool : where is stored the information regarding material properties changes ? It seems it isn't in the meshes themselves.

If I want to pack an addon using reflexion materials effects, do I have to include other files in the package ?

Thanks :tiphat:
 
...If I want to pack an addon using reflexion materials effects, do I have to include other files in the package ?...
Reflections are stored in ORBITER_ROOT\Config\GC\Name_of_Ship.cfg

It would be nice to include them, I guess. Any user can create/tweak them anyway to his/her own personal taste.
If the user doesn't have D3D9 installed, Orbiter ignores that folder.

If you include them, the only problem could be compatibility-wise, between different reflection implementation in different releases of D3D9 client.
 
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I think there needs to be 1 version and 1 version only that is used for new mods. There needs to be a standard.
 
Yes, but jarmonik himself said this:

http://www.orbiter-forum.com/showthread.php?p=412960&postcount=2305

I don't think he'll remake new and different reflections from scratch at each release, but nobody can stop him in sadistically improving them...and if the improvement breaks the backward compatibility, well...users will make each their own reflections.
It's not that big an issue.
 
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