As always a lot of work has been done, but as you noticed we haven’t posted a lot on moddb in the
last months. Many of the new features could be described in a single line or are hard to show (non-graphic stuff). I feel theres no point in making a new newpost for every single feature update but instead post them all in one large newspost.
InfinityAdmin worked on the audio engine: testing the great sound samples that got contributed so far, fixing various bugs and added support for adjusting the sound pitch dynamically.
In parallel he worked on a massive update of the particle system in Infinity. So far he was still using the same particle system from the Infinity Combat Prototype (2006) and that lacked a lot of features he envisioned. Normal mapping particles in particularly is a very important feature, especially later to reimplement volumetric nebulae or volumetric clouds.
Furthermore InfinityAdmin migrated everything to Visual Studio 2008 and fixed some bugs with Normal mapping in the ASEToBin.
Also, a lot of work has been spent on collecting and filtering texture packsthat many contributors have made in the past years. They all have different styles and quality and some structure was needed.
Later he experimenting with rendering dynamic cube maps and fixed logarithmic zbuffer artifacts
Last but not least the long awaited ASEToBIN1.0 has been released!
ASEToBin is a tool that is part of the I-Novae engine ( Infinity's engine ). It allows contributors and artists to export their model from 3DS Max's .ASE file format and to visualize and prepare the 3D model for integration into the game.
This new release represents more or less 200 hours of work, and is filled with tons of new features, like new shaders with environmental lighting, skyboxes, a low-to-high-poly normal mapper, automatic loading/saving of parameters, etc..
A change list and download link can be found here *click*!
Screenshots from ASEToBIN 1.0, with some of the spaceships that have been made for Infinity: