Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Galemp on July 10, 2008, 09:31:04 pm
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Ah, the humble TAC 1. Behold its new polygons.
(http://pjfoliver.googlepages.com/cargo1.jpg)
"But Galemp," you cry, "there's already a high poly TAC 1 in the media VPs!" And right you would be.
But I desired a larger UV map for it... so I can do this.
(http://pjfoliver.googlepages.com/cargo2.jpg)
I've noticed on my commute the vast variety in colors and paint schemes of modular freight containers, so I thought I'd bring that to Freespace. The POF and textures will be forthcoming, but for now, HERE (http://pjfoliver.googlepages.com/crotex.zip) is the template so you can make your own. :D
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oh I am SO gonna try this... don't know what I'll do yet but.......
EDIT: Uhhh.... what program do I use to open it?
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This looks fun :)
Its a PSD, so open it with Photoshop.
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Or The GIMP, if you don't wanna pay for it.
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This is fantastic. :D
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Looking good Galemp!! It would be cool to add the corporate logos for Han Ronald, Triton Dynamics and so on to them as well using that template.
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And we can have actual commercial cargos! Awesome work Galemp!
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Does it mirror text on the side?
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Sadly, no. I ran out of space on the map, and I don't really want to make it any bigger.
Unless of course the community really really wants me to.
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Well, we can always write Bosch Beer on the top section... though it won't be as impressive as it would've been on the sides.
How much more work would it be if you put six rectangular polygons (two per each section, on opposite sides of course) overlayed to the surface (similar to the insignia system) that would use a transparent logo texture (or even better, part of the base texture rather than a separate texture)? If it were possible to map, say, 40x120 sized corner of the map for the logo and then UVMap that location to the rectangles in the model. That grid-like detail could probably handle a bit of resolution reduction...
....kinda like this:
(http://i37.tinypic.com/16q7ud.jpg)
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DESTROY THE BOSCH BEER PILOT!!!!
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hmm, you're right. Lemme see what I can do.
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ta-dah.
(http://pjfoliver.googlepages.com/cargo03-wmd.jpg)
I think this works better, thanks for the encouragement Herra. Template's at the same link.
I'll re-wrap the container with this map and it ought to be OK.
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We can do this for Vasudan containers and put "Headz" on the side.
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So where's the fancy Hi-poly POF?
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I hope the POF is fixed so that it doesn't spin on death.
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I dunno droid, it would at least justify the Red Shirts' reaction to them... :lol:
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I'm thinking that the more brightly coloured ones look at bit out of place for TAC 1s, as they are usually found near front-line areas, according to the tech room. Perhaps the TTC or the other container classes more often used for civilian freight would be more appropriate for those textures. Just a thought. Still I'd like to see these TAC 1s as they are in the game anyway.
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I'm actually going to be putting a hold on this for now, as I've been playing around with the Chronos/Amazon textures and they, too, are very cramped. There's no room for text on them either. I'm going to remap both of them onto the same 512 x 2048 map so they both have room to breathe.
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A Bosch beer freighter?
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Maps are done now, all I need to do is apply them to the models. :D
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I was going to say some matching freighters would be a good idea. :yes:
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Well, we can always write Bosch Beer on the top section... though it won't be as impressive as it would've been on the sides.
How much more work would it be if you put six rectangular polygons (two per each section, on opposite sides of course) overlayed to the surface (similar to the insignia system) that would use a transparent logo texture (or even better, part of the base texture rather than a separate texture)? If it were possible to map, say, 40x120 sized corner of the map for the logo and then UVMap that location to the rectangles in the model. That grid-like detail could probably handle a bit of resolution reduction...
....kinda like this:
(http://i37.tinypic.com/16q7ud.jpg)
I knew this was going to happen
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I just found some Bosch Beer yesterday, which put me in mind of this topic. :lol:
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Up until last year i always thought bosch beer was only an inside fs2 joke, until last year i drank some too.
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I say definatly keep the Bosch Beer skin and also the skins with the Hazard symbols
...BTW is Bosch Beer available in England?
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Now Deus Ex Machina needs to be updated with that texture.
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...and another container type. DEM used cargo2t-01 with customized mapping. Of course, cameo appearances of Bosch Beer containers would likely be appreciable - amongst other stuff like Spoo, Fruity Oaty Bars, and why not a couple real corporations as well...
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Good news and bad news.
The good news...
(http://pjfoliver.googlepages.com/cargo3.jpg)
The bad news...
I can't get the Chronos into a useable 3D format. I keep getting 'vertex out of range' errors with 3DS, and I can't find any other format that will convert from COB that Max or Blender can read while keeping the UV coordinates. Can I get some help here?
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You sir, deserve a cold, refreshing, Bosch Beer :yes:
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Supoib.
Bosch Beer = reason why the NTF lost.
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:lol: Brilliant! :lol:
BTW, that should be Orange Tangerine, not simply Orange. :)
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So is anyone going to get me a Chronos, or what? :doubt:
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Surely there's a working chronos laying around somewhere... It's my favorite freighter :blah:
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Way to go Galemp. I'm definetly interested in that medical one. Do let us know when you release them.
It could be cool having the normal texture but with different hazard symbols, so you could have an "explosive" hazard on a crate carrying munitions and etc.
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Surely there's a working chronos laying around somewhere... It's my favorite freighter :blah:
All you have to do is rename the Amazon Advanced. They're the same thing.
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Amazon Advanced is turretless.
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and anyway I need the geometry, not the POF. I have to reapply the maps with my new texture.
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Is this compatible withthe lates MEdia.vps? assets i mean?
If so (for my own knowledge of use) it would be a case of replace texture in Fred correct?
Shivan Space Crack on the way soon !!
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This is brilliant. Maybe use the darker colors for more front-line military operations, but even standard sea-going cargo containers have colors and some logos on them. Could add a lot to the 'mysterious' civilian society in FreeSpace.
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This is something I made using DiabloRojo's recreation of the Nankam Aeronautical logo. I also have his PNG files for the RNI Systems, Subach Innes and Triton Dynamics ones if anyone wants them. Never used GIMP before until now so this doesn't look that good and I think the quality has suffered a bit.
(http://i37.tinypic.com/2e1c8wj.jpg)
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meep.
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You don't know how much I wish I could help you, sorry. I've only got it in .pof format, and I've no modeling programs installed.
The road to hell is paved with good intentions, but at least you know I'm not just ignoring your pleas.;)
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Eh, you not been following your own thread in announcements Galemp? :p
[attachment deleted by admin]
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GAAAH
WHARRGARBL
BLAARGGAG
won't work. There's no DAE plugin for Max 6, and the .3DS that Blender outputs is 'invalid file format' according to Max.
I absolutely can not get the Chronos into Max without losing the UV mapping.
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Re-map?
I'd wager Scooby doo or Brand-x could do it in less than five minutes ;7
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use .obj, otherwise, export via vrml and import into max? (vrml 1.0)
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There's a program I know of called AccuTrans 3D. It can convert to and from a variety of 3D formats, including COB to 3DS. You might try that.
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hmm, OBJ -might- work. I just found a plugin and it seems to do untextured Blender models fine.
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obj exports the uv's fine, but it doesnt export the attached texture, so if you're going to export to truespace (or any other proggy), remember to apply the texture too
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POF -> COB via PCS
COB -> 3DS via Turdspace (make sure the maps are there in BMP format or else TS will not find them and then also ignore them when saving to 3DS)
-> import in 3ds max and voilĂ
OBJ should work also, IIRC.
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Hmmn, don't know if you need this or if it's even useful.
I grabbed that .dae up the thread there, and imported it into Maya and then exported it as an OBJ file. When I reimported the texture mapping seemed to still be there, though Maya makes a royal mess of it on the re-import (all the LODs and details get clumped into groups or something). Maybe 3DSMax opens it better.
(Maya specifically says:
Your OBJ file contains faces shared by multiple groups
Maya cannot create multiple objects for this file
A single mesh will be created instead
The OBJ group information will be captured in Maya sets)
Evidently, I should avoid doing anything with OBJ and Maya in future. But as I said, hopefully Max finds it more useful.
[attachment deleted by ninja]
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In Soviet Russia, chicken eats you!
(http://pjfoliver.googlepages.com/cargo4.jpg)
So I've got the Chronos in and the mapping done, and I've started work on the normal map. Then I have lods, debris and POF data.
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Nice. Any plans to HTL the Chronos while you're at it? ;)
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the front looks like a stormtrooper helmet XD
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Nice. Any plans to HTL the Chronos while you're at it? ;)
I think I've done all I can to it, actually. The rest will be made up with the normal maps.
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Quick update. The high-poly job is all done, and it POFs nicely. Now I just need to get the scaling and position lined up so it matches perfectly with the originals. Could take a while...
(http://pjfoliver.googlepages.com/cro1.jpg)
(http://pjfoliver.googlepages.com/cro2.jpg)
(http://pjfoliver.googlepages.com/cro3.jpg)
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:nod:
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quickie question, why retain the middle seam?
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quickie question, why retain the middle seam?
Probably for mapping purposes (most symmetrical models are mapped symmetrically).
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thought so. i just ignore the symetrical stuff, too little experience with matching up the bloody seams... -.-
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Gorgeous. :) :yes:
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Nice job for one of the better looking Terran freighters.
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Final texture map
Like I did earlier in the thread, I'm going to give you all the texture map now so that you can devise your own weird freighter/cargo color combinations.
http://pjfoliver.googlepages.com/crotex.zip
This is the final version, and includes the Chronos, TAC-1, Amazon and Medical skins. It's a PSD file with the layers intact; anyone should be able to look at how it's put together and figure out how to recolor it or add text and stuff.
Those who have been following along know I have my own stash of reskins, including ones for Bosch Beer and Minute Maid Orange Juice, and I'll be posting them after the final model is done.
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so, can i just put this in FSport until the MVPs come out?
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eh? No, the point is that I've combined the Chronos and TAC-1 textures into a single map so I can have mirrored text on them. If you tried using this with the old models, they would either look very silly or more likely, do nothing.
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Chronos, Amazon Adv., and TAC-1 are all being tested internally and will be included in the next release.
(http://i34.tinypic.com/28ingy8.png)
Has anyone made any reskins yet (besides me? (http://fsport.hard-light.net/wip/reskins.zip))
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You can bet i'm going to :yes: i need to warm up my composite skills. They've lain dormant sincve, ummmm............
I dunno :lol:
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:jaw: /me can't wait for the next mediavp release
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*Is already making a Union Flag'ified version
YAY!
*realises he needs that .pof
BOO!!
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needs AA :p
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needs AA :p
It has AA, but it does not really affect the shader system as much as one would hope.
Full screen anti-aliasing you can see in effect looking at the model's edges, but making a working anti-aliasing system for normal maps is harder basically because there's an inherent amount of aliasing in limited-resolution normalmaps.
/me waits for the post-processing effects that can filter the image a bit...
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only higher resolution would fix that and only marginally, right?
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only higher resolution would fix that and only marginally, right?
Yes, basically. Although sharp contrast edges on the normal map would alias nevertheless to an extent. You might notice that horizontal and vertical lines are smooth, while diagonal lines become aliased...
Blurring the normalmap works too, to an extent, but that reduces the amount of detail visible and/or makes the ships look like silly putty.
Also, the amount of aliasing on the normalmap can be minimized by creating the normal map in higher resolution, and resizing the final normalmap to the intended size. But yeah, the only real way to reduce aliasing effects would be to increase normalmap size, which isn't usually feasible. The best we can do is to minimize the aliasing on the texture itself, and minimize texture compression artefacts (which cause a lot more eyesore than aliasing in my opinion).
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Me and Herra have been bouncing this one around a lot. We (but mostly he) managed a way to get the normal map to compress while reducing the artifacts presented caused by the compression. The same trickery helped out the shine map as well. I think you are all going to love the final result, and even better, re-skins of the base map should not have any effect on the changes.
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(http://img254.imageshack.us/img254/404/tacnw3.png)
My Triton Dynamics texture for the TAC1. Thanks to Galemp for taking the pictures for me. :D
Chronos should be around soon.
Should I slap in a registry number somewhere?
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Next TAC 1 reskins: Bosch Beer, U-Haul.
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U-Haul
:lol:
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Hmmmm. A Triton Dynamics container. Could make an awesome plot point for a campaign.
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Bosch Beer is done (duh, read the whole thread.) U-Haul sounds like fun. :)
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Maybe get a UPS one going too. "What can Brown do for you...in space?"
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Or a FdEx. Only, since it's all futuristic, might as well call it what it really is: FedUp.
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This will make pirate campaign fun :yes:
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U-Haul
So what you put on the side? You know how thay all have an animal or something on the side and some information about it. A big picture of a Shivan? :drevil:
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An Apsu-Hek :nervous:
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/me puts on ballistic plate carrier, loads the heavy boys into it, Kevlar underpants go on next, blast goggles, bang lid, ear defense, seeks hard cover and finally initiates the 12 year bump.
:bump:
This thread, I love it as much now as I did then, can we have the same for the latest mediavp version @ author of latest asset 😁😜😜
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No.
I will not make dozens of variations of cargo container, but brown and yellow parts of texture behave like PBR paint. I guess the color doesn't matter at all, so if somebody recolor/repaint just the albedo, the rest should work. I can export UV layout or even alpha masks for this parts if anybody want to make some reskin.
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Could team colors help there? (Not that I see much use, just a thought)
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No.
I will not make dozens of variations of cargo container, but brown and yellow parts of texture behave like PBR paint. I guess the color doesn't matter at all, so if somebody recolor/repaint just the albedo, the rest should work. I can export UV layout or even alpha masks for this parts if anybody want to make some reskin.
I meant can you share the texture source so the community can create a variety of new boxes?
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No.
I will not make dozens of variations of cargo container, but brown and yellow parts of texture behave like PBR paint. I guess the color doesn't matter at all, so if somebody recolor/repaint just the albedo, the rest should work. I can export UV layout or even alpha masks for this parts if anybody want to make some reskin.
I meant can you share the texture source so the community can create a variety of new boxes?
My source files comes from licensed soft and currently there is no other soft capable of editing .spp files. For Axem, Scooby and other potential users of SP, editing would be easy as breathing but I guess majority of the community does not have SP for obvious reasons.
So I guess the best I can do is splitting my files into layers editable in Photoshop or any other 2D soft. I will do it when I'm done with some other stuff.
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Hot take: I haven't seen these cargo variants until this thread was bumped. The effort seems not worth it.
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That's fair enough, I didn't realise there wasnt a psd / equivalent knocking about. 👍👍
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I miss my Triton Dynamics container. :(
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Hot take: I haven't seen these cargo variants until this thread was bumped. The effort seems not worth it.
I agree with the notion.
However sometimes it might be neccessary for the visual story telling purposes to make some containers identifiable, or for gameplay purposes (DON'T SHOOT RED BARRELS!) - and then you have different economics.
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While I can't speak to the subject of this thread, I can and must applaud Colonol Dekker for necro'ing a 12 years old thread. :D
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While I can't speak to the subject of this thread, I can and must applaud Colonol Dekker for necro'ing a 12 years old thread. :D
Yeah, maybe I should post links to old threads more often. :ick: :lol:
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While I can't speak to the subject of this thread, I can and must applaud Colonol Dekker for necro'ing a 12 years old thread. :D
Like I tell people when I'm giving an unexploded ordnance awareness brief at work, "just because it's older doesn't make it safer"
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While I can't speak to the subject of this thread, I can and must applaud Colonol Dekker for necro'ing a 12 years old thread. :D
Like I tell people when I'm giving an unexploded ordnance awareness brief at work, "just because it's older doesn't make it safer"
You're EOD? Jeebus, that must be a miserable job...but at least you have the consolation of knowing that if you make a mistake, it won't hurt for very long.... :nervous: :shaking: :nervous:
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I was EOD (16th Air assault brigade counter IED task force brimstone) for 14 years and loved it, now I'm a technical UXO specialist and consultant (which is why my Facebook friends will note me appearing all over the UK in the space of a week) 😜
But I've held true that if anything goes wrong in my line of work, it's ALWAYS better to be right on top of "it" (whatever "it" may be) rather than in the immediate area. Obviously best case is nothing happening, but then I'd be out of a job.
On topic,
Is there no way a classically (pre 2012mvp format) trained modder can editify the cargo container texture into a template style format?
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I think that's extremely difficult for PBR maps due to the different behavior of the -reflect maps, which have to relate to the main map but setting that up in a quality way usually requires special software to setup.
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Can't you just like, make new reflect maps? I don't see how re-texturing ships is so difficult. .
I'd just open it up in paint.net and recolor, then darken/lighten the reflect map until it looks right. (with PCS2 open in another tap so I can compare changes in real time) It's worked for me before.
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You better delete the post before Nyx sees that. :p
Well I tried myself here and there, it's certainly more difficult than that; it doesn't look totally broken so you can just take your chance, but it's a non-professional solution with no 100% success guarantee.
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You better delete the post before Nyx sees that. :p
Behold...
I'd just open it up in paint.net and recolor, then darken/lighten the reflect map until it looks right. (with PCS2 open in another tap so I can compare changes in real time) It's worked for me before.
No.
You don't want to do it.
You really don't want to do this.
And I warned you.
The way to go is to open Gimp an unassemble the -reflect into separate RGBA channels. RGB is your specularity, while alpha channel is your gloss. From this point you can assemble specularity itself by assembling only RGB channels... Then go make your changes to both spec and gloss. For more detail, use this (https://wiki.hard-light.net/index.php/PBR_Workflow).
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Is there no way a classically (pre 2012mvp format) trained modder can editify the cargo container texture into a template style format?
(https://media.discordapp.net/attachments/272938862395916289/623834012355526656/screen0191.png?width=1214&height=683)
It's "Drone2Cargo3.dds" - not a PBR map yet. There are a few things to watch out for because of the geometery of the .pof.
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Is there no way a classically (pre 2012mvp format) trained modder can editify the cargo container texture into a template style format?
(https://media.discordapp.net/attachments/272938862395916289/623834012355526656/screen0191.png?width=1214&height=683)
It's "Drone2Cargo3.dds" - not a PBR map yet. There are a few things to watch out for because of the geometery of the .pof.
Hail Orph3u5
Kind thanks 👍
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Ummm, that's the old/current TAC1, I thought we were discussing the unreleased one by Nyctaeus. . :wtf:
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the unreleased one by Nyctaeus. . :wtf:
1) I didn't know there was one.
2) The neco-post is so abigiously worded as to not make that clear.
3) Going back to a version of the asset that is more usable to me as a modder is to me preferable to having the new shiney things (*inset rant about the graphics technology race is a stand-in for a specific kind of toxic behavior commonly associated with cis-males*)
Hail Orph3u5
Don't.
Just. Do. Not.
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Well... Old TAC1 is not that bad for it's age. And it will fit to NuChronos.
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Well... Old TAC1 is not that bad for it's age. And it will fit to NuChronos.
Uhm, if it didn't you wouldn't be doing a MediaVPs thing - as there is mandate for the MVP stuff to fill all functions of the retail assets they are supposed upgrades for.
Were you going for an applause line here? /playfully mean
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Well... Old TAC1 is not that bad for it's age. And it will fit to NuChronos.
Uhm, if it didn't you wouldn't be doing a MediaVPs thing - as there is mandate for the MVP stuff to fill all functions of the retail assets they are supposed upgrades for.
Were you going for an applause line here? /playfully mean
I think Nyx meant it would fit aesthetically. :p
But yeah, the current/old TAC1 is good enough to still get away with using, and since the re-textures pack is for the current/old TAC1, I suppose if you really wanted to use these you could just have the current/old TAC1 model in your mod.
(I'm honestly surprised the Chronos and TAC1 are getting new models, they look fine as they are)
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Nah it rather means that the cargo fits physically into it. Most freighters would react with much hurt if they were supposed to take bigger things that they can handle.
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I mean it will fit geometrically, because new TAC1 share all scaling with current rework and retail model. Old variants of TAC1 will fit to NuChronos on the same principle.
I work on FSU stuff mostly on behalf of Inferno. EA use recolored variant of Chronos with three turrets as EAFr Belus replacement. Also it was requested by Mjn, as Chronos appears frequently in BtA.
In the end I always try to pick whatever is most used by multiple projects [if possible] for mutual benefit or if there is already existing mesh that requires completion. Inferno has priority, but Zephyrus or Fenris does not appear in Inf so it's not always the case.