Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: Galemp on April 09, 2008, 08:08:26 am

Title: Hi-poly Karnak
Post by: Galemp on April 09, 2008, 08:08:26 am
Download link, if you're lazy.) (http://pjfoliver.googlepages.com/karnak.zip)

I dredged it up and gave it a once over. Still has some work to be done but here's what there is so far.

(http://pjfoliver.googlepages.com/karnak4.jpg)
(http://pjfoliver.googlepages.com/karnak1.jpg)
(http://pjfoliver.googlepages.com/karnak3.jpg)

I've put in some piping on the inside of these access tunnels and intend to do more on the inside of the reactor chamber.

(http://pjfoliver.googlepages.com/karnak2.jpg)
Title: Re: Hi-poly Karnak
Post by: Admiral Nelson on April 09, 2008, 09:05:35 am
Great stuff!  :yes:

Cardinal Spear will look great with this addition!
Title: Re: Hi-poly Karnak
Post by: Galemp on April 12, 2008, 12:35:21 am
Spiffy new textures and a whole lot more polys.

(http://pjfoliver.googlepages.com/karnak-tex1.jpg)
(http://pjfoliver.googlepages.com/karnak-tex2.jpg)
(http://pjfoliver.googlepages.com/karnak-tex3.jpg)
Title: Re: Hi-poly Karnak
Post by: Admiral Nelson on April 12, 2008, 02:57:22 am
How many polys is she up to?  It really looks wonderful.
Title: Re: Hi-poly Karnak
Post by: Goober5000 on April 12, 2008, 12:12:13 pm
:yes:

But what is the pipe texture doing on the fighterbay?
Title: Re: Hi-poly Karnak
Post by: freespaceking on April 12, 2008, 12:19:39 pm
that looks great could i have those textures so i can make normals.
Title: Re: Hi-poly Karnak
Post by: Galemp on April 12, 2008, 01:06:41 pm
Normals are already done. :)

edit: Good grief, how many of those projects are you actually contributing to?  :shaking:
Title: Re: Hi-poly Karnak
Post by: Galemp on April 12, 2008, 02:58:42 pm
Flat turrets and multipart turrets.

(http://pjfoliver.googlepages.com/karnak-turrets.jpg)
Title: Re: Hi-poly Karnak
Post by: Galemp on April 14, 2008, 09:23:03 pm
Reactor chamber is greebled, though mysteriously lacking a reactor...
(http://pjfoliver.googlepages.com/kreact1.jpg)
Title: Re: Hi-poly Karnak
Post by: Galemp on April 21, 2008, 07:05:58 pm
Well, principal modeling and POF conversion is done BUT there's a mysterious bug I've submitted to the SCP to take care of relating to impact explosion effects.

In the meantime here's the model and upgraded textures for y'all to play with. Let me know if there's anything that can be fixed.
http://pjfoliver.googlepages.com/karnak-buggy.7z
Title: Re: Hi-poly Karnak
Post by: Goober5000 on April 22, 2008, 02:45:14 pm
Very, very cool. :yes:

Did you change the dimensions of the reactor at all?  It looks like the cylinders on the top and bottom are longer than they were in the original.
Title: Re: Hi-poly Karnak
Post by: Galemp on April 22, 2008, 07:10:51 pm
The proportions are a little off, but overall it's the same size.
Title: Re: Hi-poly Karnak
Post by: Galemp on April 27, 2008, 03:07:14 pm
Alright, given feedback from Vasudan Admiral I made new debris, fixed a hole, renovated the fighterbays, and optimized the geometry saving about 5,000 polies.

Sadly I still don't know why I have those ultrahuge impact explosions on my system though it doesn't seem to happen anywhere else... even when I flush my IBX cache. If anyone else has a problem let me know, otherwise this should be the final POF.

Get the maps and reactor from the previous post, this only has karnak.pof

http://pjfoliver.googlepages.com/karnak.zip
Title: Re: Hi-poly Karnak
Post by: Galemp on May 12, 2008, 12:40:57 pm
I'm still working on this. It's virtually all UV mapped but there's much left to do-- the multipart turret barrel textures need to be drawn, the new uv needs shine/glow/normal maps compiled, I have to export the whole bloody thing again, then make LODs for the reactor and export that.

Eventually I'll use this map for the Shah Pylon and Shah Extension which will be nice. But first things first.
Title: Re: Hi-poly Karnak
Post by: Galemp on May 18, 2008, 04:11:30 pm
Well! We're all set with the main Karnak model. Looks and performance are well above average. :D
Now I just need to make a new reactor to take advantage of the new UV map and we'll be done.

(http://pjfoliver.googlepages.com/karnakscreen.jpg)
Download the UV mapped Karnak (http://pjfoliver.googlepages.com/karnak.zip)

Now, the question is... should I post this in the public forum?
Title: Re: Hi-poly Karnak
Post by: Goober5000 on May 18, 2008, 05:07:23 pm
:jaw: :jaw: :jaw: Gorgeous! :yes:

I was just going to say that I would post it in the public forum if it weren't a major spoiler. :)

Why not fire up Cardinal Spear and get a screenie from the Karnak mission that started it all?
Title: Re: Hi-poly Karnak
Post by: Galemp on May 18, 2008, 07:46:41 pm
heh heh heh heh heh...
Title: Re: Hi-poly Karnak
Post by: Aardwolf on May 18, 2008, 07:58:49 pm
W00t! First outside post! What's the reactor look like now?
Title: Re: Hi-poly Karnak
Post by: Droid803 on May 18, 2008, 08:29:36 pm
The same. Just checked.
This is glorious...pity the tunnel from the hangar doesn't extend the whole way around... oh well.
Title: Re: Hi-poly Karnak
Post by: blowfish on May 18, 2008, 08:59:25 pm
Amazing!  How'd I miss this thread?

The model has a couple of collision detection errors though...

EDIT: Was this thread originally only FSPort internal?

Yep. :D
Title: Re: Hi-poly Karnak
Post by: Galemp on May 18, 2008, 09:05:30 pm
What's the reactor look like now?

I spend months on the mesh. I redraw high-res versions of all the maps. I make tedious height maps and normal maps. I retexture the entire model with a UV map for performance. I wrestle with the Max exporter and with PCS to reassign turret normals. I patch up collision errors. I take screenshots and upload the model to the public.

And what are you interested in? What do you want to see, above and beyond anything else? What, amidst all this labor of love, do you ask about?

The reactor. The one part I haven't done yet.

...

Screw it. Next time I post a 'release' it's gonna be a computer virus.
Title: Re: Hi-poly Karnak
Post by: blowfish on May 18, 2008, 09:11:00 pm
Aw, don't be that way.  Aardwolf is just a n00b ... he'll learn someday.  Nothing he said changes the fact that this is amazing work. :yes:  I wish I could model like that :(
Title: Re: Hi-poly Karnak
Post by: terran_emperor on May 18, 2008, 09:49:37 pm
Me too, it would make life imensly easier for my Crusade project for TBP.

The new Karnak looks SWEEEET..... :pimp:
Title: Re: Hi-poly Karnak
Post by: Thor on May 18, 2008, 10:15:56 pm
you should just leave the reactor as a glow for the ungrateful bastards :p
Title: Re: Hi-poly Karnak
Post by: phreak on May 18, 2008, 10:24:08 pm
Great job on the karnak, can't wait to actually see it in action.

I've haxed into the FSPort internal.  This is what the reactor looks like

[attachment deleted by admin]
Title: Re: Hi-poly Karnak
Post by: Ghost on May 18, 2008, 10:28:55 pm
Great job on the karnak, can't wait to actually see it in action.

I've haxed into the FSPort internal.  This is what the reactor looks like


I'd actually be incredibly pleased if it was. God, I love Descent.
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 18, 2008, 10:59:31 pm
Great job on the karnak, can't wait to actually see it in action.

I've haxed into the FSPort internal.  This is what the reactor looks like
/me de-cloaks.

...this is starting to look more like Descent or Star Wars already. ;7

I like this new Karnak. In fact, I've always liked the Karnak because it's round and Vasudan. ;)

/me cloaks.
Title: Re: Hi-poly Karnak
Post by: Mars on May 18, 2008, 11:15:24 pm
I've always wondered how the Vasudans would have built something as large as the Karnak...


but this is a huge improvement.
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 18, 2008, 11:18:17 pm
I've always wondered how the Vasudans would have built something as large as the Karnak...
/me de-cloaks.

...they flew out to space and dumped the base materials before going back to Vasuda Prime and getting more materials? :nervous:
Title: Re: Hi-poly Karnak
Post by: Aardwolf on May 18, 2008, 11:20:59 pm
I also want a descent reactor! But make it HTL too, somehow.
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 18, 2008, 11:29:20 pm
I also want a descent reactor! But make it HTL too, somehow.

:beamz:

...then wait for Interplay to make their sequel to Descent.
Title: Re: Hi-poly Karnak
Post by: Alan Bolte on May 18, 2008, 11:39:25 pm
Who cares about the reactor? We've got a spiffy new station! All hail the spiffy new station!
Title: Re: Hi-poly Karnak
Post by: blowfish on May 18, 2008, 11:41:04 pm
All hail the spiffy new station!

ALL HAIL THE SPIFFY NEW STATION!

*bows to Galemp*
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 18, 2008, 11:41:19 pm
Who cares about the reactor? We've got a spiffy new station! All hail the spiffy new station!

HAIL!

:nervous:
Title: Re: Hi-poly Karnak
Post by: Mad Bomber on May 18, 2008, 11:48:57 pm
Hail! :yes2: :) :yes:
Title: Re: Hi-poly Karnak
Post by: Droid803 on May 19, 2008, 12:00:44 am
HAIL!
Title: Re: Hi-poly Karnak
Post by: Aardwolf on May 19, 2008, 12:04:50 am
seriously, I didn't know you hadn't done the reactor yet!
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 19, 2008, 12:05:48 am
seriously, I didn't know you hadn't done the reactor yet!

Uh, Aard, that was a screenshot from either Descent or Descent II...
Title: Re: Hi-poly Karnak
Post by: blowfish on May 19, 2008, 12:08:55 am
seriously, I didn't know you hadn't done the reactor yet!

Uh, Aard, that was a screenshot from either Descent or Descent II...

hadn't

He knows that, he is responding to this (http://www.hard-light.net/forums/index.php/topic,53232.msg1089894.html#msg1089894) post.
Title: Re: Hi-poly Karnak
Post by: Aardwolf on May 19, 2008, 12:22:26 am
DUH!

And it's Descent 1, level 1.
Title: Re: Hi-poly Karnak
Post by: blowfish on May 19, 2008, 12:29:47 am
BTW, funny thing with your postcount ... had me fooled for a second :rolleyes:
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 19, 2008, 12:39:26 am
DUH!

And it's Descent 1, level 1.

Hey! They look the same! :nervous:

...and speaking of reactors, why must it be done if FreeSpace is a space simulation game, not a first-person shooter? :wtf:
Title: Re: Hi-poly Karnak
Post by: SF-Junky on May 19, 2008, 03:02:02 am
Frakkin' awesome!  ;) :yes:

And my machine has problems with the low-poly Karnak, already... :nervous:
Title: Re: Hi-poly Karnak
Post by: Tantalus53 on May 19, 2008, 06:49:31 am
O_O

Amazing beyond belief.

-bows-
Title: Re: Hi-poly Karnak
Post by: Hades on May 19, 2008, 06:52:37 am
Awesome work.
Title: Re: Hi-poly Karnak
Post by: starlord on May 19, 2008, 09:05:35 am
well ain't that cute: our own FS made personnal deathstar ;7

Excellent work!
Title: Re: Hi-poly Karnak
Post by: Galemp on May 19, 2008, 10:37:43 am
Someone post more screens. I can't without revealing spoilers. :blah:
Title: Re: Hi-poly Karnak
Post by: Titan on May 19, 2008, 11:49:09 am
So is this ready for full release?
Title: Re: Hi-poly Karnak
Post by: Galemp on May 19, 2008, 12:02:16 pm
The download link is in the post, goofball.
Title: Re: Hi-poly Karnak
Post by: Mobius on May 19, 2008, 02:23:17 pm
Hehe...this explains the "nitpick karnak picnic kayak" thing :D

The upgrades are fantastic. INFA also uses the Karnak, your upgrade is welcome :)
Title: Re: Hi-poly Karnak
Post by: Snail on May 19, 2008, 03:19:42 pm
The upgrades are fantastic. INFA also uses the Karnak, your upgrade is welcome :)
You greedy, single minded.... ;)
Title: Re: Hi-poly Karnak
Post by: blowfish on May 19, 2008, 03:55:55 pm
Someone post more screens. I can't without revealing spoilers. :blah:

Since you asked...

(http://i274.photobucket.com/albums/jj251/blowfishpro/htlkarnak1.jpg)
(http://i274.photobucket.com/albums/jj251/blowfishpro/htlkarnak2.jpg)

Oh, and BTW, there are a couple of geometry errors on the inner chanber (eg. some faces not quite connected to others)

EDIT: Sorry for the lack of starfield.pof
Title: Re: Hi-poly Karnak
Post by: Galemp on May 19, 2008, 04:42:32 pm
I was afraid of that. I had cleaned up the seams on the outside, but I forgot the seams on the inside (since I couldn't see'm. ;) )

Never mind, I have some more tweaks and adjustments I want to do anyway. Look for them and the reactor sometime soon.
Title: Re: Hi-poly Karnak
Post by: GTSVA on May 19, 2008, 06:59:55 pm
W O W :jaw:  :nod: That is genius...But...hmmm shouldn't you rename it to GVI (considering the Alliance). Just a suggestion.  ;7
Title: Re: Hi-poly Karnak
Post by: blowfish on May 19, 2008, 07:06:48 pm
Well, its only used in fsport.
Title: Re: Hi-poly Karnak
Post by: Herra Tohtori on May 19, 2008, 07:34:31 pm
That's not a moon...

(http://i28.tinypic.com/2m4rf9x.png)

Lock S-Foils on attack position.

(http://i32.tinypic.com/2h5p8xw.png)

Stay on target...

(http://i29.tinypic.com/i4g03k.png)

Nice view those Zods are having here... :nervous:

(http://i29.tinypic.com/mpp1w.png)



EDIT: nevermind the shiny moon, it's a normal map experiment (I just fixed it with a black shinemap after taking these screenies).

By the way. I'm experiencing a really strange, huge slowdown (down to about 5-10 FPS) as soon as the "destroy blast door" phase of the mission begins. It isn't there with the old Karnak, so I'm guessing it has something to do with the new model.
Title: Re: Hi-poly Karnak
Post by: Mongoose on May 19, 2008, 07:49:44 pm
Dear lord, this makes me want to play Cardinal Spear again.  Like, right now.  Amazing work. :)
Title: Re: Hi-poly Karnak
Post by: GTSVA on May 19, 2008, 08:09:47 pm
Well, its only used in fsport.

Oh yeah.....well in future mods like post-Capellan ones.. :D
Title: Re: Hi-poly Karnak
Post by: blowfish on May 19, 2008, 08:23:27 pm
Well, in that case, you would change the name in the tables.  This is just a model and textures.
Title: Re: Hi-poly Karnak
Post by: GTSVA on May 19, 2008, 08:35:45 pm
Yeah yeah
Title: Re: Hi-poly Karnak
Post by: Galemp on May 19, 2008, 09:24:58 pm
Oh man. I just tried out something on the model?

It's even BETTER.

But I won't tell you. Not till it's redone. :D

Spoiler:
Thank Bobboau.

Herra, I think there's something wrong with your video drivers or something. There's some bizarre stuff happening with the textures; the glowmaps don't overlap the pipes like that.
Title: Re: Hi-poly Karnak
Post by: Herra Tohtori on May 19, 2008, 10:01:59 pm
Well I did have an interesting episode with Medieval 2 Total War before taking these shots... perhaps re-installation of video drivers would be beneficial. I'll let you know if it has a positive effect. :)


EDIT: Well, re-installing the GPU drivers fixed the slowdowns (whaddayaknow) but actually it seems like it's the height map causing that overlapping (among other stuff).
Title: Re: Hi-poly Karnak
Post by: blowfish on May 19, 2008, 10:05:02 pm
I just tried out something on the model?

Is that a question?

Spoiler:
Thank Bobboau.

Spoiler:
THANK YOU BOBBOAU! (without even knowing what it is ;))

Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on May 20, 2008, 12:43:54 am
That's not a moon...

(http://i28.tinypic.com/2m4rf9x.png)

Lock S-Foils on attack position.

(http://i32.tinypic.com/2h5p8xw.png)

Stay on target...

(http://i29.tinypic.com/i4g03k.png)

Nice view those Zods are having here... :nervous:

(http://i29.tinypic.com/mpp1w.png)



EDIT: nevermind the shiny moon, it's a normal map experiment (I just fixed it with a black shinemap after taking these screenies).

By the way. I'm experiencing a really strange, huge slowdown (down to about 5-10 FPS) as soon as the "destroy blast door" phase of the mission begins. It isn't there with the old Karnak, so I'm guessing it has something to do with the new model.

:jaw:

Wow! A Karnak! How many polygons are there on it?
Title: Re: Hi-poly Karnak
Post by: starlord on May 20, 2008, 03:13:54 am
do you intend to keep the red color in the reactor chamber? this makes it look like you were more in a gargant than in a vasudan vessel. :lol:
Title: Re: Hi-poly Karnak
Post by: Titan on May 20, 2008, 07:04:53 am
do you intend to keep the red color in the reactor chamber? this makes it look like you were more in a gargant than in a vasudan vessel. :lol:

even better.

so you just replace the model in the tables?
Title: Re: Hi-poly Karnak
Post by: blowfish on May 20, 2008, 08:34:10 am
:wtf:

To use this with fsport, just put the model in freespace/fsport/data/models/ and the textures in freespace/fsport/data/maps/
Title: Re: Hi-poly Karnak
Post by: Snail on May 20, 2008, 12:07:55 pm
do you intend to keep the red color in the reactor chamber? this makes it look like you were more in a gargant than in a vasudan vessel. :lol:
It's a reactor room. You think it would be all shiny and happy?
Title: Re: Hi-poly Karnak
Post by: starlord on May 20, 2008, 12:57:12 pm
I don't know, perhaps a bright green halo. (i may be wrong, of course).
Title: Re: Hi-poly Karnak
Post by: Mobius on May 20, 2008, 12:58:22 pm
Suggestion: what about some nice Karnak extensions? You're surely able to create them. It would be nice to see this improved installation with extensions docked with it. :)
Title: Re: Hi-poly Karnak
Post by: Galemp on May 20, 2008, 01:03:04 pm
Believe it or not, it's already on my agenda. I plan to have a new Shah drydock extension that plugs into the trapezoidal docking bay socket. :)
Title: Re: Hi-poly Karnak
Post by: Mobius on May 20, 2008, 01:08:48 pm
Excellent! :)
Title: Re: Hi-poly Karnak
Post by: Solatar on May 20, 2008, 01:24:56 pm
One with dockpoints to connect them? I love the Shah/polaris pylons but they're a pain in the arse to put together.
Title: Re: Hi-poly Karnak
Post by: Snail on May 20, 2008, 02:25:11 pm
I don't know, perhaps a bright green halo. (i may be wrong, of course).
Well, IMO, I'd say that the Vasudan mechanics are more or less the same as Terran technology, they just used a different material to cover it. I mean loads of Vasudan ships in FS1 and FS2 all have pipes and stuff in it. It's not like it's too different like Shivan technology or anything.
Title: Re: Hi-poly Karnak
Post by: IceFire on May 20, 2008, 08:17:12 pm
Fantastic work!  The new model looks brilliant!
Title: Re: Hi-poly Karnak
Post by: Ace on May 21, 2008, 06:23:24 pm
Nice, I honestly didn't think that ten years later people would be updating this. I do need to release some planet backgrounds to replace the old ones it seems though.
Title: Re: Hi-poly Karnak
Post by: Galemp on May 24, 2008, 11:37:50 pm
Hello, what's this?

(http://pjfoliver.googlepages.com/karnakhol.jpg)

Looks like a further enhanced Karnak mesh, with a Hammer of Light reskin.

 ;7

I'm looking at putting the finishing touches on this tomorrow, so if anyone has any input, speak now!
Title: Re: Hi-poly Karnak
Post by: blowfish on May 25, 2008, 12:33:21 am
Looks nice, though I'm not sure about the hieroglyphics ... the yellow looks a bit odd, but if that's just an optional reskin than I'm OK.

Oh, and an upturreted version would be nice, but if that's too much work, no worries :)
Title: Re: Hi-poly Karnak
Post by: Droid803 on May 25, 2008, 12:47:49 am
I liked the blue and un-hieroglyphed skin better, tbh.
I would've gone orange and green like TrashMan's for the HOL skins  :P

Still, it looks like much win.
Title: Re: Hi-poly Karnak
Post by: Mobius on May 25, 2008, 03:59:59 am
OMG the hieroglyphics are fantastic! IMO the regular Vasudan version should use them as well...

Spoiler:
THANK YOU BOBBOAU! (without even knowing what it is ;))

WTF...I know you consider yourself a n00b but that's exaggerate!!! :eek2:
Title: Re: Hi-poly Karnak
Post by: Snail on May 25, 2008, 07:40:54 am
OMG the hieroglyphics are fantastic! IMO the regular Vasudan version should use them as well...
I disagree. They look weird... I don't like how they look like someone painted them on with an airbrush. I don't like the yellow coloring too much either.
Title: Re: Hi-poly Karnak
Post by: Ace on May 25, 2008, 01:47:19 pm
I do hope that an original version will be released with textures as they were originally intended.
Title: Re: Hi-poly Karnak
Post by: Galemp on May 25, 2008, 03:09:22 pm
Of course.
Title: Re: Hi-poly Karnak
Post by: castor on May 25, 2008, 03:51:05 pm
*liking the yellow one*
The hieroglyphics is a interesting idea, but it looks a bit excessive because the writing goes on without any breaks.
Title: Re: Hi-poly Karnak
Post by: Mobius on May 25, 2008, 03:58:29 pm
Is that a bad thing? I wouldn't like nameplates...those hieroglyphics have a much different effect. :nod: :)
Title: Re: Hi-poly Karnak
Post by: Snail on May 25, 2008, 04:11:21 pm
It looks like a giant used an airbrush.
Title: Re: Hi-poly Karnak
Post by: Galemp on May 26, 2008, 07:08:09 pm
THE MODEL IS OVER.

THE WAIT IS OVER.

Download spiffy improved Karnak now! (http://pjfoliver.googlepages.com/karnak.zip)

Package includes:Extra-special thanks and animated googly eyes to Vasudan Admiral, for all his help in POFing this out.

Please, fly and enjoy. :) Galemp, out.
Title: Re: Hi-poly Karnak
Post by: blowfish on May 26, 2008, 08:10:19 pm
Nice! ;7
Title: Re: Hi-poly Karnak
Post by: Goober5000 on May 26, 2008, 08:42:04 pm
Pretty cool. :)
Title: Re: Hi-poly Karnak
Post by: Topgun on May 26, 2008, 08:46:02 pm
fog effects?
Title: Re: Hi-poly Karnak
Post by: blowfish on May 26, 2008, 08:46:50 pm
fog effects?

Play the demo mission.  Fly inside the reactor chamber.

Pretty cool. :)

Where's the enthusiasm?
Title: Re: Hi-poly Karnak
Post by: Solatar on May 26, 2008, 09:34:12 pm
I liked the EM effect in the demo mission, it was pretty cool. Also, the pipes and fog add a lot to the station. It seems more like you're flying into someplace you're not really supposed to be in.
Title: Re: Hi-poly Karnak
Post by: starlord on May 27, 2008, 04:43:04 am
Galemp: why were you experiencing a slowdown when blasting the door?
Title: Re: Hi-poly Karnak
Post by: Galemp on May 27, 2008, 05:50:17 am
I wasn't. But it was a driver issue with the one who was.
Title: Re: Hi-poly Karnak
Post by: KC on June 18, 2008, 12:06:39 pm
nice...  but what about the 4 other pylons? shouldn't they also have docking points?

Title: Re: Hi-poly Karnak
Post by: Galemp on June 18, 2008, 10:24:10 pm
You speak BLASPHEMY!

BEGONE FROM HERE!! I BANISH THEE TO THE PIT FROM WHENCE YE CAME!!!
Title: Re: Hi-poly Karnak
Post by: blowfish on June 18, 2008, 10:35:11 pm
Seriously, Galemp!  Easy on the noob.  Anyway:

:welcomered:
Title: Re: Hi-poly Karnak
Post by: GTSVA on June 19, 2008, 10:59:53 am
You speak BLASPHEMY!

BEGONE FROM HERE!! I BANISH THEE TO THE PIT FROM WHENCE YE CAME!!!

Hahaha :lol:
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on June 20, 2008, 08:35:15 am
/me looks at Goober's Cookie Monster avatar.

Uh, Goober, that logo is NOT a cookie... :wtf:
Title: Re: Hi-poly Karnak
Post by: Herra Tohtori on June 20, 2008, 09:33:37 am
THE MODEL IS OVER.

THE WAIT IS OVER.

Download spiffy improved Karnak now! (http://pjfoliver.googlepages.com/karnak.zip)

Package includes:
  • Improved Karnak model
  • Fog effects
  • Dynamic glowpoint activation
  • High-detail reactor
  • Hammer of Light reskin
  • Shine, glow, and normal maps
  • A full featured demo mission in the FS1 continuity!
Extra-special thanks and animated googly eyes to Vasudan Admiral, for all his help in POFing this out.

Please, fly and enjoy. :) Galemp, out.


Coolness.

Some things I want to point at - the shine maps still have 100% alpha, which makes the env mapping go ape defecation with them; I made alpha fixed versions of both standard and HOL version and reduced the specular intensity on the map slightly, and they can be downloaded here (http://www.mediafire.com/?h0zcngc4yvm) for comparision and use at your discretion.

Another thing - the height maps have way too much intensity differences and they cause all manner of problems in the rendering of other maps - like the glow maps overlapping the pipes for example. I reduced the contrast in the height maps by -110 units and kept the brightness constant, and though result was a lot less buggy-looking, there still are some flawed rendering, like in the reactor where the height map makes the halves around the middle seam look like they are on different elevation, so I would recommend simply not using the height maps with this model in the first place, the performance loss (and buggyness) simply seems to outweigh any visual improvement they might offer...

Title: Re: Hi-poly Karnak
Post by: Galemp on June 20, 2008, 12:07:49 pm
OK, thanks Herra. I'm glad you have that attention to detail. :)

I tend not to use Height maps, except as bumpmaps to generate normal maps. I made them so I figured there's nothing wrong with throwing them into the mix for whoever wants to turn them on. And as far as the env mapping goes, I've never tried the 'use alpha for spec' feature. I have to try it for testing, from now on.
Title: Re: Hi-poly Karnak
Post by: colecampbell666 on June 20, 2008, 12:55:44 pm
Ca c'est belle.
Title: Re: Hi-poly Karnak
Post by: 0rph3u5 on June 24, 2008, 04:22:35 pm
nice...  but what about the 4 other pylons? shouldn't they also have docking points?

jup the orginal had 6 docking points...

BTW is this just me or why has the HTL karnak no fighter bays (to launch wings and stuff) in FRED?
Title: Re: Hi-poly Karnak
Post by: Galemp on June 24, 2008, 09:53:39 pm
The Karnak is... well, not as good as I would like right now, but I'm too frustrated. I'm not converting anything more complex than a missile until we get Collada to POF support implemented.
Title: Re: Hi-poly Karnak
Post by: GTSVA on June 25, 2008, 01:46:20 pm
Can't you make a multiplayer mission using this new Karnak?
Title: Re: Hi-poly Karnak
Post by: Galemp on June 25, 2008, 02:14:12 pm
Sure you can. Why don't you?
Title: Re: Hi-poly Karnak
Post by: Droid803 on June 25, 2008, 02:19:16 pm
nice...  but what about the 4 other pylons? shouldn't they also have docking points?

jup the orginal had 6 docking points...

BTW is this just me or why has the HTL karnak no fighter bays (to launch wings and stuff) in FRED?
Can't you just add them in PCS2? It only takes a few minutes.
Title: Re: Hi-poly Karnak
Post by: 0rph3u5 on June 25, 2008, 05:22:23 pm
Can't you just add them in PCS2? It only takes a few minutes.

'cause I don't have PCS2? 'cause I have no time?
Title: Re: Hi-poly Karnak
Post by: GTSVA on June 25, 2008, 08:08:57 pm
Sure you can. Why don't you?

Thanks.....but I'm not much of a Fredder...   :doubt:
Title: Re: Hi-poly Karnak
Post by: blowfish on June 25, 2008, 10:44:57 pm
Thanks.....but I'm not much of a Fredder...   :doubt:

Well, I find the best way to learn FS modding is just by trial and error.  If you don't give up, you'd be surprised what you can achieve.  I can't run FRED, but that hasn't stopped me from trying to FRED (TextEdit FTW! :D)
Title: Re: Hi-poly Karnak
Post by: GTSVA on June 25, 2008, 11:09:00 pm
Okie dokie....I guess...    :P
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on June 26, 2008, 10:14:52 am
Well, I find the best way to learn FS modding is just by trial and error.  If you don't give up, you'd be surprised what you can achieve.  I can't run FRED, but that hasn't stopped me from trying to FRED (TextEdit FTW! :D)

I agree with blowfish. FREDding may not sound easy, and it isn't, but when you give it a try, you may find that you like doing it. I tried it, and I was interested enough to FRED two mostly-complete missions. I pale in comparison to modders like Woomeister, Goober5000 and GalacticEmperor; they've done A LOT for the SCP project, doing things like making mods such as Inferno Release 1, the FreeSpace Port, and re-touching the PVI Karnak. ;)
Title: Re: Hi-poly Karnak
Post by: Snail on June 26, 2008, 11:41:10 am
Galemp has done a lot more than just retouching the Karnak...
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on June 29, 2008, 03:45:27 am
Galemp has done a lot more than just retouching the Karnak...

I know. :)
Title: Re: Hi-poly Karnak
Post by: colecampbell666 on June 29, 2008, 09:25:01 am
And while Woo has done a lot, there are a lot of other teams that've done a lot more.
Title: Re: Hi-poly Karnak
Post by: Snail on June 29, 2008, 09:31:26 am
And while Woo has done a lot, there are a lot of other teams that've done a lot more.
You have to give Woo a lot of credit for converting quite a few mods in the early days. He's not as active now as he was then but he used to make new models and convert them. Like quite a few of the original INFR1 things were his.
Title: Re: Hi-poly Karnak
Post by: Phoenova on June 30, 2008, 11:39:51 pm
Looks great  ;7

I do have a question: Is the Karnak considered cannon?  I never recall seeing it in the tech room until I downloaded FS1 conversion.  Regardless, a great addition  :D
Title: Re: Hi-poly Karnak
Post by: Akalabeth Angel on June 30, 2008, 11:51:52 pm
Looks great  ;7

I do have a question: Is the Karnak considered cannon?  I never recall seeing it in the tech room until I downloaded FS1 conversion.  Regardless, a great addition  :D

Completely non-canon.
But one of the first models put out I think, or at least it dates back from way back when so people tend to have a bit higher regard for it. That and the fact that few people bother making Vasudan ships, let alone Vasudan spacestations. (only 2 in existence that I'm aware of, and one of them ain't that pretty imo).
Title: Re: Hi-poly Karnak
Post by: Droid803 on July 01, 2008, 12:30:46 am
The Karnak is the prettier of the two. The GVI Cairo is...let me say...ugly.
But really, the Karnak should have beam cannons or something :P (in FS2 Era) What else is it using that massive reactor for?
Title: Re: Hi-poly Karnak
Post by: GTSVA on July 01, 2008, 06:55:30 am
The Karnak is the prettier of the two. The GVI Cairo is...let me say...ugly.
But really, the Karnak should have beam cannons or something :P (in FS2 Era) What else is it using that massive reactor for?

Perhaps lighting and blobs....Yeah...what if two Karnaks were made, FS and FS2 era types...with the upgraded Karnak possessing beam cannons and flak.  :D
Title: Re: Hi-poly Karnak
Post by: Galemp on July 01, 2008, 07:01:24 am
There's nothing more to it than editing the table. Knock yourself out.
Title: Re: Hi-poly Karnak
Post by: Wobble73 on July 01, 2008, 08:29:57 am
Just played through to the end of Cardinal Spear last night........just one question? Is the Karnak and it's subsystems in that mod meant to be non-targetable?
Title: Re: Hi-poly Karnak
Post by: Goober5000 on July 01, 2008, 02:35:01 pm
Did you pay attention to the mission briefing?
Title: Re: Hi-poly Karnak
Post by: Wobble73 on July 02, 2008, 03:55:56 am
Did you pay attention to the mission briefing?

Yeah I know about it venting gases that make it untargetable, but well there are three of those blast doors and I was firing on them for ages with no effect, I even tried ramming them. I only managed to complete the mission with a different 3.6.10 exe. It may have been a problem with the build I've been using I suppose?  :nervous:  :confused:
Title: Re: Hi-poly Karnak
Post by: DarthWang on July 07, 2008, 06:56:18 pm
Excuse me if this is an ignorant question, but I don't remember any "PVI Karnak" in FS1. Isn't the Freespace Port just making FS2 versions of the FS1 campaign?

Title: Re: Hi-poly Karnak
Post by: Mars on July 07, 2008, 06:58:45 pm
ST:R and Cardinal Spear both use it.
Title: Re: Hi-poly Karnak
Post by: Goober5000 on July 07, 2008, 08:06:15 pm
The Port includes FS1-era ships and models that we think would be useful to makers of FS1-era campaigns.  Some of them, such as the Karnak, the Imhotep, the medical fleet reskins, and so forth, are not canon.
Title: Re: Hi-poly Karnak
Post by: Harbinger of DOOM on September 02, 2008, 08:37:12 pm
Why does the Karnak make FS2 crash when I try to view it in the tech room?

Is this normal?


P.S. It also makes ModelView crash too.
Title: Re: Hi-poly Karnak
Post by: Droid803 on September 02, 2008, 08:41:08 pm
Its way too high poly for ModelView to handle. Most HTL models are.
Also, The Karnak is apparently too high poly for FSO 3.6.9 builds and below as well (3.6.10 builds works, I've tried it)
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on September 02, 2008, 09:20:34 pm
Its way too high poly for ModelView to handle. Most HTL models are.
Also, The Karnak is apparently too high poly for FSO 3.6.9 builds and below as well (3.6.10 builds works, I've tried it)

Which one, the high-poly one, or the one that comes with FSPort? I took a screenshot of the Karnak not too long ago, but I'm not sure which one is it:

(http://kn49fg.blu.livefilestore.com/y1p3sI53HpvdfQ4GbwNlhje5v0uu-eGbZlaoL-w97VhvgpxeeI_yjt3c19byejHmazYjkSLE9aSl9Q/PVI_Karnak_002.png)
Title: Re: Hi-poly Karnak
Post by: blowfish on September 02, 2008, 09:24:33 pm
That one is doubtlessly the original.

And I didn't think the high-poly one was that high poly...
Title: Re: Hi-poly Karnak
Post by: Harbinger of DOOM on September 02, 2008, 09:25:57 pm
Its way too high poly for ModelView to handle. Most HTL models are.
Also, The Karnak is apparently too high poly for FSO 3.6.9 builds and below as well (3.6.10 builds works, I've tried it)

Thats weird, because I use a 3.6.10 build.
Title: Re: Hi-poly Karnak
Post by: Droid803 on September 02, 2008, 09:52:59 pm
That one is doubtlessly the original.

And I didn't think the high-poly one was that high poly...

I get a "too many polys to generate vertex buffer data" or something like that when I run HTL Karnak in 3.6.9
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on September 02, 2008, 10:06:18 pm
Well, how many polygons does the HTL Karnak have?
Title: Re: Hi-poly Karnak
Post by: Excalibur on September 03, 2008, 12:03:31 am
There's nothing more to it than editing the table. Knock yourself out.

...Sir...
Title: Re: Hi-poly Karnak
Post by: Ace on September 03, 2008, 08:42:39 pm
The Karnak is the prettier of the two. The GVI Cairo is...let me say...ugly.
But really, the Karnak should have beam cannons or something :P (in FS2 Era) What else is it using that massive reactor for?

To blow it up, of course :)
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on September 04, 2008, 02:20:28 am
Prepare for a Death Star-like sequence. :p
Title: Re: Hi-poly Karnak
Post by: Mongoose on September 04, 2008, 03:05:54 am
Prepare for a Death Star-like sequence. :p
I take it you've never played Cardinal Spear, then.  They beat you to the idea by several years. :p
Title: Re: Hi-poly Karnak
Post by: Androgeos Exeunt on September 04, 2008, 03:20:06 am
I take it you've never played Cardinal Spear, then.  They beat you to the idea by several years. :p

Nope, I haven't played it. I've got the mission files all set up on my Mac, but I haven't gotten around to playing it yet.