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  • 0 bytes (0 words) - 03:18, 21 January 2008
  • The cargo graphics format currently recommended for the master data is '''png''' format (being
    6 KB (969 words) - 00:50, 1 April 2011
  • For completeness purposes, the following graphics files are being referred to on this page. ==Overview of Graphics Requirements==
    13 KB (1,981 words) - 21:53, 1 April 2011

Page text matches

  • If there are no key graphics available (yet ;) ) the keys will be represented by something like this: ''
    9 KB (1,445 words) - 20:26, 25 April 2015
  • If your graphics card is poor, put it on low/retro detail and low resolution/16bit color, fu
    13 KB (1,916 words) - 23:28, 8 January 2013
  • ...u are playing, your operating system (Linux/OSX/WIndows/32bit/64bit), your graphics card make and model. Ideally it would help to know what you were doing when ...ing OSX.1.5. When I launch the game I end up in a dock or whatever and the graphics are all scrambled. I have like a horizon-like view of my ship going back fr
    6 KB (1,048 words) - 11:13, 6 April 2011
  • | || align="center" | <I>Graphics (l. 911)</I> || colspan="3" align="center" | <I>Audio (l. 1007)</I> || cols - ''vegastrike.config'' : lines 766 to 909, section Graphics.<br/>
    18 KB (2,542 words) - 21:52, 2 July 2014
  • === Graphics === * New nebula graphics (system background images)
    12 KB (1,781 words) - 14:20, 21 May 2008
  • **libpng + libpng-devel (Graphics, Libs) **jpeg (Graphics, Libs)
    5 KB (803 words) - 23:29, 8 January 2013
  • ...igns planned along with bounty hunter mode. Will possibly feature the best graphics seen using the vega-strike engine to date.''
    12 KB (1,636 words) - 16:24, 11 March 2011
  • ...y (so this example points to \textures\cargo\tungsten.png). Note that the graphics files may be .png or .jpg format, and should be 128 x 128 pixels. If the g
    9 KB (1,528 words) - 13:20, 19 September 2010
  • * [[Development:Graphics_Requirements|Generic Graphics Requirements]] There are still some bases which don't have graphics that are up-to-par with current standards. Making new base images can be ea
    9 KB (1,391 words) - 11:48, 19 February 2014
  • ** See [[Manual:Keyboard layout]] for graphics/templates for new bindings * '''[OPEN]''' ''(pyramid)'' Cockpit graphics for all units.
    7 KB (1,032 words) - 07:36, 2 December 2012
  • * [[Development:Cargo (graphics)|Creating Cargo Graphics]] - Images to be displayed in the trading interface for cargo items. === Other Graphics ===
    6 KB (811 words) - 23:10, 18 April 2011
  • ...m the pilot's perspective, the polygons farthest away from his eyeball (in graphics people have 1 eyeball unless you have sterioscopic stuff going on) must be
    2 KB (393 words) - 01:39, 24 February 2013
  • ** = (<code>graphics/reflectivity</code>=.2) ...}} seems to be a [[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics/VarName]] confvar based spawn condition (i.e. "add eye-candy only on certai
    12 KB (1,976 words) - 16:12, 9 February 2014
  • ...ng with its folder location, starting from the “textures” folder. The graphics file is wrapped over a sphere, which is lighted by the system’s sun, so t ** Description: Indicates the type of graphics file used for the texture. Used within the <planets> tag, which also contai
    22 KB (2,985 words) - 23:29, 8 January 2013
  • and in the "graphics" section :<br/> ** Search for the <code><graphics></code> section;
    4 KB (662 words) - 06:28, 1 June 2015
  • .../code> and <code>[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_zscale'''</code>. ...enabled by <code>[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''draw_weapons'''</code> config variable), add it as mounts/mylaserbeam.
    14 KB (2,144 words) - 05:03, 5 February 2014
  • ...are >0 and [[Manual:Config:Advanced:Variables#.22graphics.22_section|<code>graphics/draw_weapons</code>]] is set to "true".
    18 KB (2,791 words) - 08:23, 9 February 2014
  • [[Category:Graphics]]
    87 KB (10,792 words) - 03:51, 6 January 2013
  • ====Use SVG for HUD graphics [R]==== ===Improved bar graphics []===
    79 KB (12,443 words) - 02:29, 25 February 2014
  • =="<code>graphics</code>" section== ==== warp graphics ====
    81 KB (11,401 words) - 05:48, 26 February 2019
  • The texture graphics format currently recommended for the game space backgrounds is '''png''' fo ...functions there are almost unlimited possibilities to creating any kind of graphics.
    17 KB (2,718 words) - 15:58, 22 February 2014
  • * [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including
    15 KB (2,023 words) - 01:19, 9 August 2016
  • ...scope of the GoTM project at happypenguin.org we have created a new iso-3d graphics engine together with a completely redone and modern gui.''
    10 KB (1,605 words) - 16:34, 21 May 2018
  • ...functions there are almost unlimited possibilities to creating any kind of graphics. ''3D Graphics Modeller''
    10 KB (1,505 words) - 10:22, 16 February 2014
  • ...ght" column, which gives the location and type of your ship's engine flare graphics. Light, mount, and even cockpit positions are specified with X,Y,Z coordina
    15 KB (2,608 words) - 23:28, 8 January 2013
  • [[Category:Graphics]]
    3 KB (338 words) - 01:42, 29 August 2008
  • [[Category:Graphics]]
    11 KB (1,850 words) - 19:14, 12 July 2005
  • The cargo graphics format currently recommended for the master data is '''png''' format (being
    6 KB (969 words) - 00:50, 1 April 2011
  • There will be a graphics engine with 2 backends.
    4 KB (527 words) - 23:27, 8 January 2013
  • The UserInterface framework is a wrapper around the graphics rendering engine that will abstract user interface (including visualization ...interface concepts, boosting base interfaces and HUDs mainly (besides the graphics per-se... which will be nicer).
    608 bytes (90 words) - 21:24, 21 December 2005
  • [[Category:Graphics]]
    2 KB (224 words) - 09:41, 22 June 2008
  • <td>From work on graphics and sound to the twines of code at the beating heart of the VS engine. Curr <td>Divided up game into physics and graphics modules, worked on multiplayer infrastructure.
    10 KB (1,432 words) - 00:17, 4 May 2011
  • "''INKSCAPE is a Linux & Windows vector graphics editor (SVG format) featuring transparency, gradients, node editing, patter
    6 KB (940 words) - 10:52, 15 February 2014
  • ...he texture, where it is represented (and painted ;-)). That's all the GPU (Graphics Processing Unit --the chip with the big heatsink on your video card) needs
    9 KB (1,486 words) - 23:30, 8 January 2013
  • The planet surface graphics format currently recommended for the game is '''dds''' format with dxt1 com
    16 KB (2,434 words) - 08:58, 31 May 2015
  • *Ezee ( Dev , graphics , gameplay )
    9 KB (1,413 words) - 18:14, 12 June 2015
  • | <br \>[[Development:Cargo (graphics)]]
    4 KB (644 words) - 03:34, 21 January 2008
  • ==Sección "<code>graphics</code>"==
    8 KB (1,318 words) - 18:00, 14 January 2007
  • =="<code>graphics</code>" Abschnitt==
    7 KB (1,094 words) - 17:42, 28 February 2007
  • # The GPU (Graphics Processing Unit; the brains of your videocard) has no way to know that a po
    7 KB (1,331 words) - 01:02, 11 May 2007
  • ** See [[Manual:Keyboard layout]] for graphics/templates for new bindings
    2 KB (242 words) - 15:51, 26 May 2007
  • * graphics performance with nvidia cards when viewing planets/bases that fill the scre ** See [[Manual:Keyboard layout]] for graphics/templates for new bindings
    2 KB (253 words) - 20:43, 24 April 2008
  • If there are no key graphics available (yet ;) ) the keys will be represented by something like this: ''
    13 KB (984 words) - 21:39, 21 October 2013
  • * [[Development:Cargo (graphics)|Cargo (graphics)]] - Images to be displayed in the trading interface for cargo items.
    4 KB (481 words) - 18:28, 31 March 2011
  • ...igns planned along with bounty hunter mode. Will possibly feature the best graphics seen using the vega-strike engine to date.''
    11 KB (1,468 words) - 17:22, 18 August 2007
  • |Intel(R) 82865G Graphics Controller |Everything maxed; no ugly graphics errors
    8 KB (1,158 words) - 23:27, 8 January 2013
  • Unit Types AI Weapons Network Graphics
    4 KB (471 words) - 14:04, 2 July 2010
  • * '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures''). * Get codebase stabilized in prep for refactoring graphics code.
    11 KB (1,560 words) - 04:46, 11 November 2023
  • For completeness purposes, the following graphics files are being referred to on this page. ==Overview of Graphics Requirements==
    13 KB (1,981 words) - 21:53, 1 April 2011
  • == graphics == * vs_config->getVariable("graphics","absolute_relation_color","false")
    83 KB (9,463 words) - 05:23, 5 March 2008

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