Author Topic: Specularmap thing again.  (Read 2374 times)

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Offline chief1983

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Re: Specularmap thing again.
Massive battle beams has beams lighting up the entire side of the Orion.  It's pretty obvious for me there.  Can take more shots or video.
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Offline DahBlount

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Re: Specularmap thing again.
chief's screenshots show it up pretty well, I feel. I don't remember anything looking that bad with the old lighting.

Right. Taking a look at the Orion images and the relevant textures, I *think* I might know what is going on. When specular maps are turned off when using legacy textures, there's no information to reinforce the normal map (this is actually a big part of the new renderer, regardless of PBR or legacy textures). With the specular map turned on, there's some of that reinforcing information, but it's not very apparent due to the darkness and low contrast of the legacy specular maps. A curvature map generated from the normal map can be used to give the specular map some more oomph so that the reflections are properly attenuated. I'll get to work on a guide for generating curvature from tangent space normals and how to apply the curvature to the specular map.
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Offline chief1983

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Re: Specularmap thing again.
I'm not sure it's just normal maps either.

Retail asteroids in current nightlies

I don't have deferred lighting enabled, but everything else.

Here's the log from my Mac.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
  Initializing SDL...
FreeSpace 2 Open version: 3.7.5
Passed cmdline options:
  -missile_lighting
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -no_deferred
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -snd_preload
  -window
Building file index...
Found root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Freespace2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Freespace2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/cliffgordon/Library/Application Support/HardLightProductions/FreeSpaceOpen/' ... 3 files
Searching root '/Applications/Freespace2/' ... 6 files
Searching root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Freespace2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Freespace2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Freespace2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/warble_fs2.vp' ... 52 files
Found 14 roots and 7431 files.
AutoLang: Language auto-detection successful...
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: Built-in Output
  Capture device: Built-in Microphone
... OpenAL successfully initialized!
Failed to init speech
  Initializing SDL video...
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : Intel Inc.
  OpenGL Renderer  : Intel Iris Pro OpenGL Engine
  OpenGL Version   : 4.1 INTEL-10.22.29

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
WARNING: Failed to find uniform 'specFactor'.
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
Shader Variant Features:

Compiling passthrough shader...
Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
WARNING: Failed to find uniform 'depth_tex'.
WARNING: Failed to find uniform 'timer'.
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 2 (16)
  Max client texture states: 2 (1)
  Max elements vertices: 1048575
  Max elements indices: 150000
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.10
... OpenGL init is complete!
Initializing path renderer...
Size of bitmap info = 1039 KB
Size of bitmap extra info = 64 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Initializing Joystick...
  No joysticks found
Printing joystick info:
  No joystick is being used.
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
FFmpeg library initialized!
FFmpeg: License: LGPL version 2.1 or later
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 148
Initializing head tracking...
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFMPEG Log: [theora @ 0x7fa197110200] 7 bits left in packet 82
FFMPEG Log: [ogg @ 0x7fa1971cec00] Broken file, keyframe not correctly marked.
FFMPEG Log: [theora @ 0x7fa197115600] 7 bits left in packet 82
FFmpeg: Using video codec Theora (theora).
FFmpeg: Using audio codec Vorbis (vorbis).
Compiling new shader:
Video Playback
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Shader Variant Features:
FFMPEG Log: [ogg @ 0x7fa1971cec00] Broken file, keyframe not correctly marked.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'ravens.pcx'
PLR => Loading complete!
PLR => Verifying 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief_fotg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Test.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief_fotg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Test.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'ravens.pcx'
PLR => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_PXO (62) in state GS_STATE_MAIN_MENU (1)
Throwing out event 18 because of state set from 1 to 48
ANI 2_pxologo.ani with size 212x152 (40.6% wasted)
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Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_PXO (48)
Frame  0 too long!!: frametime = 2.050 (2.050)
Got event GS_EVENT_MULTI_START_GAME (51) in state GS_STATE_MULTI_JOIN_GAME (14)
Got event GS_EVENT_MULTI_HOST_SETUP (31) in state GS_STATE_MULTI_START_GAME (39)
Someone passed an extension to bm_load for file 'Ter0007.pcx'
Someone passed an extension to bm_load for file 'ravens.pcx'
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_MULTI_HOST_SETUP (25)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'MDL-02.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter13.pof' into slot '0'
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
WARNING: Failed to find uniform 'projMatrix'.
WARNING: Failed to find uniform 'color'.
Shader Variant Features:
Shadow Mapping
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Deferred lighting
Submodel Transforms
Clip Plane
Submodel 'fighter13b-hull' is detail level 1 of 'fighter13a-hull'
Submodel 'fighter13c-hull' is detail level 2 of 'fighter13a-hull'
Submodel 'fighter13d-hull' is detail level 3 of 'fighter13a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'fighter13c-hull' is detail level 1 of 'fighter13b-hull'
Submodel 'fighter13d-hull' is detail level 2 of 'fighter13b-hull'
Submodel 'fighter13d-hull' is detail level 1 of 'fighter13c-hull'
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'ast03.pof' into slot '1'
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astc' is detail level 1 of 'astb'
WARNING: "For asteroid 'Small Asteroid', detail level mismatch (POF needs 3)" at asteroid.cpp:477
Loading model 'ast02.pof' into slot '2'
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Submodel 'astc' is detail level 1 of 'astb'
Submodel 'astd' is detail level 2 of 'astb'
Submodel 'astd' is detail level 1 of 'astc'
Loading model 'ast01.pof' into slot '3'
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Submodel 'astc' is detail level 1 of 'astb'
Submodel 'astd' is detail level 2 of 'astb'
Submodel 'astd' is detail level 1 of 'astc'
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
SOUND ==> Could not open wave file warp2.wav for streaming. Reason: File not found with any known extension.
Loading model 'support2t-01.pof' into slot '4'
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'bodyc' is detail level 1 of 'bodyb'
Submodel 'bodyd' is detail level 2 of 'bodyb'
Submodel 'bodyd' is detail level 1 of 'bodyc'
Loading model 'support2v-01.pof' into slot '5'
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'hercc' is detail level 1 of 'hercb'
Submodel 'hercd' is detail level 2 of 'hercb'
Submodel 'hercd' is detail level 1 of 'hercc'
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
Loading model 'rockeye.pof' into slot '6'
Submodel 'rockeye-c' is detail level 1 of 'rockeye-b'
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof' into slot '7'
Submodel 'realtempest-c' is detail level 1 of 'realtempest-b'
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'NewHornet.pof' into slot '8'
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'realhornet-c' is detail level 1 of 'realhornet-b'
Loading model 'crossbow.pof' into slot '9'
Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a'
Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'realcrossbow-c' is detail level 1 of 'realcrossbow-b'
Loading model 'cmeasure01.pof' into slot '10'
Loading model 'debris01.pof' into slot '11'
Loading model 'debris02.pof' into slot '12'
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.2% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1376/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 319,  Estimated count = 425
================================================
Level load took 4.582000 seconds.
Frame  0 too long!!: frametime = 5.210 (5.210)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_MULTI_MISSION_SYNC (38)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter13 with size 32x28 (12.5% wasted)
ANI iconfighter2t-01 with size 32x28 (12.5% wasted)
ANI iconfighter08 with size 32x28 (12.5% wasted)
ANI iconfighter09 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconHornet with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconasteroid with size 117x99 (22.7% wasted)
ANI FadeiconAsteroid with size 117x99 (22.7% wasted)
ANI FadeiconAsteroid.ani with size 117x99 (22.7% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
ANI iconasteroid.ani with size 117x99 (22.7% wasted)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_BRIEFING (10)
ANI 2_Count.ani with size 302x198 (22.7% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_MULTI_MISSION_SYNC (38)
Entering game at time = 1131.075
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
WARNING: Failed to find uniform 'projMatrix'.
WARNING: Failed to find uniform 'color'.
Shader Variant Features:
Shadow Mapping
Submodel Transforms
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Shadows
Submodel Transforms
High Dynamic Range
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Diffuse Mapping
Thruster scaling
High Dynamic Range
Compiling new shader:
Tonemapping
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: tonemapping-f.sdr
Shader Variant Features:
Compiling new shader:
Lightshafts
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
Shader Variant Features:
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Diffuse Mapping
Submodel Transforms
Network Killing off Alpha 2
Network Killing off Alpha 3
Network Killing off Alpha 4
Network Killing off Beta 1
Network Killing off Beta 2
Network Killing off Beta 3
Network Killing off Beta 4
Network Killing off Gamma 1
Network Killing off Gamma 2
Network Killing off Gamma 3
Network Killing off Gamma 4
ANI Head-TP1c.ani with size 160x120 (6.2% wasted)
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Shadows
High Dynamic Range
1394 frames executed in  30.027 seconds,  46.425 frames per second.
Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_PXO (62) in state GS_STATE_MULTI_JOIN_GAME (14)
MOTD ADD :  22/9/2011 18:18

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:
 [email protected]

MOTD ALL :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:
 [email protected]

Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_PXO (48)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'chief1983.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
Freeing all existing models...
Unloading model 'fighter13.pof' from slot '0'
Unloading model 'ast03.pof' from slot '1'
Unloading model 'ast02.pof' from slot '2'
Unloading model 'ast01.pof' from slot '3'
Unloading model 'support2t-01.pof' from slot '4'
Unloading model 'support2v-01.pof' from slot '5'
Unloading model 'rockeye.pof' from slot '6'
Unloading model 'Tempest.pof' from slot '7'
Unloading model 'NewHornet.pof' from slot '8'
Unloading model 'crossbow.pof' from slot '9'
Unloading model 'cmeasure01.pof' from slot '10'
Unloading model 'debris01.pof' from slot '11'
Unloading model 'debris02.pof' from slot '12'
... Log closed, Fri Feb 10 15:06:28 2017
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Offline DahBlount

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Re: Specularmap thing again.
Yeah, the retail asteroids don't have any specular maps by default, the specular information is instead composed of slightly darkened versions of the diffuse, which is not conducive to detail.

This mostly just tells me that we need to rethink how legacy specmaps are best created in terms of brightness and contrast.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline chief1983

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Re: Specularmap thing again.
Yeah I imagine that will apply to all retail, I just noticed the asteroids were really obvious via their spinning the gloss patches into view.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Kolgena

  • 211
Re: Specularmap thing again.
@chief: I also see the Orion/asteroids as a perfect glassy shapes with no normal map lighting. For more examples, almost all of the UEF fighters from BP are affected. The Kentauri is especially ugly. I'm on Win10 with an RX 480, so it's not a Mac issue.

Stupid suggestion: What if spec maps are greyscaled by the engine and used as gloss maps? Would that effectively fix the problem in an imperfect, but "legacy-supported" way?

One thing that strikes me is that when the shiny cardboard effect happens, the highlight color is *always* white. It may be better if somehow it referenced an existing colored texture (diff? spec?), so that blue metal shines blue instead of white, for example. *edit: I guess I didn't mean "white", but the light color of whatever sun is in the mission. It doesn't look like it's getting colored by any information in the model.
« Last Edit: February 15, 2017, 07:31:18 pm by Kolgena »

 

Offline DahBlount

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Re: Specularmap thing again.
Generated specular maps arent grayscale, they're just darkened versions of the diffuse map.

Doing a linear light pass over a greyscale version of the diffuse map with curvature data generated from the normals to generate gloss info would be the best method imo, but it would also be quite expensive in terms of shader computation.

We could also do some sort of hue and gradient detection to guesstimate which pixels are metallic or not and generate a better specmap and glossmap.
« Last Edit: February 12, 2017, 10:16:15 pm by DahBlount »
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline chief1983

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Re: Specularmap thing again.
I guess I am just curious, why are we generating specular maps anyway?  I thought the main concern was that ships without them should look like ships without them (like retail) and ships with them should hopefully look as much like them as they did before?  Seems there's two different issues here, with different possible solutions, or am I wrong?
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Nyctaeus

  • Betrayal is his middle name
  • 211
  • HLP Tileraping Division
    • Exile
Re: Specularmap thing again.
I guess I am just curious, why are we generating specular maps anyway?  I thought the main concern was that ships without them should look like ships without them (like retail) and ships with them should hopefully look as much like them as they did before?  Seems there's two different issues here, with different possible solutions, or am I wrong?
Actual reason differs from modder to modder because of different views and techniques. Specular map defines how the diffuse look like during direct contact with sunlight on specific angle, and as FS is not stricte photo-realistic due to asset aesthetics, prople use many different methods to get their speculars. I use specular to deepen metallic look of my texures, make them more grainy, dirty, less flat and less retail-like. However I've noticed that large part of community are quite lazy at making specular maps, sometimes just applying alpha mask or desaturating the diffuse. Difference in that is minimal, or final result is just uglier.
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Offline chief1983

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Re: Specularmap thing again.
Sorry, not sure if you were answering what I asked.  Sounds like you were answering why we have them historically, but I meant why it sounds like we need to re-generate them in shaders now.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline mjn.mixael

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Re: Specularmap thing again.
Dahblount, where's that PBR texturing guide?
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Offline DahBlount

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Re: Specularmap thing again.
Dahblount, where's that PBR texturing guide?
Currently on hold while I fix a few bugs and finish off some models. I had to go back and rewrite some stuff as well due to some insights I had after giving the shader code another look over.

I'm also dealing with some personal **** but this thread is not the place to discuss it, if ever.

Sorry, not sure if you were answering what I asked.  Sounds like you were answering why we have them historically, but I meant why it sounds like we need to re-generate them in shaders now.
We only generate them if an explicit specular map doesn't exist.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline chief1983

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Re: Specularmap thing again.
Ok, that's what I thought.  So I guess my two questions for that are, why?  Do we need specular maps to be generated for retail?  What would it look like if we don't?  I would have thought it would continue to look like it did before.

Second, how will how we generate specular maps fix things like the MediaVPs Orion, etc, which already have them?  Or did we already discuss handling existing specular maps closer to pre-PBR earlier in the thread, and I just forgot?
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Offline DahBlount

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Re: Specularmap thing again.
Well, I'm not terribly sure what it would take to stop generating specularmaps considering that the information is required for some lighting calculations.

I've actually discussed methods of making PBR textures for retail ships by using the original textures to assist in the creation of planar models that can be used to generate normal and ao information which can then be used in tools like Quixel Suite to generate PBR textures quite quickly. You can even use the generated information to create textures by hand in GIMP and PS, albeit it takes a little more effort since some of the functionality from QS or Substance Painter doesnt exist natively as single click functions in either GIMP or PS.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Kolgena

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Re: Specularmap thing again.
Generated specular maps arent grayscale, they're just darkened versions of the diffuse map.

Doing a linear light pass over a greyscale version of the diffuse map with curvature data generated from the normals to generate gloss info would be the best method imo, but it would also be quite expensive in terms of shader computation.

We could also do some sort of hue and gradient detection to guesstimate which pixels are metallic or not and generate a better specmap and glossmap.

There's already a cache directory for every mod directory. Would it be possible for the shaders to save the texture information on first load, then just load those up on subsequent uses? Downside is more situations like the PVI Karnak, which had users complaining about black screen crashes when the game was loading it up. For MVPs, the pain could be alleviated by packing up the cache for download via the installer or something.

I guess for old models that come with spec maps not designed for PBR, perhaps the best approach is to ignore them all and rely on engine-generated PBR friendly cached textures.

 

Offline DahBlount

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Re: Specularmap thing again.
Pretty sure the cache directory isn't used anymore, at least not to the extent it used to. Regardless, the textures are generated on the gpu, not in the engine, so trying to dump them as a cached file would be a nightmare.

I'm also against overriding legacy specularmaps as I feel that could cause some outrage, due to the engine ignoring files that have existed for years. As I said, the best method I've thought of for generating decent specularmaps from the diffuse is computationally expensive and still quite incomplete because of the lack of metalness information to work with.

I'm still looking for good methods and workflows for legacy maps, but they're really not a priority considering we're trying to encourage the use of PBR for new textures at least.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline zookeeper

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Re: Specularmap thing again.
For what it's worth, at least FotG will use legacy specmaps for the foreseeable future if not indefinitely. Granted, we'll use custom shaders so default values and such are easy to tweak, but the basic support for specmaps still kind of needs to be there one way or another.

 

Offline Kolgena

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Re: Specularmap thing again.
As it stands, the current spec maps don't behave properly anyways, so I don't think it's a priority to make the engine use them, unless custom shaders specify them.

Anyways, my biggest gripe with all this is still the fact that many retail (orion, asteroids) and BP ships (every UEF fighter) look like absolute ass with their current textures in the PB renderer. If something can be done for that besides remaking all the textures, that'd be ideal.

 

Offline DahBlount

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Re: Specularmap thing again.
Without macrosurface (normals) and microsurface (gloss/shine) details, models are, of course, going to look bad.

I've addressed the issue in the past on several occasions, I should probably just make a copy paste for it at this point. Anyways, for many models that were never designed to have -shine maps (covers all of retail and the UEF fighters), PBR isn't going to look good without people going back and making the textures (Hell, the current UEF fighters still don't have normal maps!). In this case, your ideal solution is not only nigh impossible, it's highly impractical given the nature of the issue.

I ask you to take the time to read my previous posts in this thread and others related to PBR. My knowledge on the matter is, of course, not perfect and in fact evolves based on my observations of other rendering engines, research, and things I encounter in real life (****ing vantablack...). I'm doing my best to develop workflows and guides to fixing assets up for PBR in FSO.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline niffiwan

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Re: Specularmap thing again.
Out of interest, I'm pretty sure I get why the PBR renderer makes surfaces without ... err... ~those~ maps (shine? specular?) look bad; but could you explain to a graphics noob why they looked fine in the old renderer?
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