Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on October 30, 2003, 06:12:33 pm
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Thread summary:
Shinemap Progress:
- GTA Charybdis
- GVA Setekh
- NTF Boadicea
- NTF Iceni
- GTSG Mjolnir
- Fighters
- Bombers
- SD Ravana
- GTD Hecate
- GVD Hatshepsut
- Shivan Comm Node
- SCv Moloch
- GTCv Deimos
- GVCv Sobek
- GVC Mentu
- GTC Aeolus
- GTFr Triton
- GVFr Bes
- GVG Anuket
- GTG Zephyrus
- SSG Rahu
- SC Rakshasa
- SJ Sathanas
- GTS Hygeia
- GVS Nephtys
- GTM Hippocrates
- GTVA Colossus
- GTT Argo
- GTI Ganymede
- new cargo containers
- GTNB Pharos
- Knossos
- SFr Dis
- SSG Belial
- Space Hunk
DONE!
New Afterburner Effects
A set of new textures for the new engine effects. Available in 8 & 32 Bit versions. Gets rid of the white flickery line and looks a lot smoother than the previous ones. Includes a special 'advanced afterburner' ;)
Note that you can only get the 32-bit version from the media VP, since i no longer have it hosted.
It can be found here :Page 1 (http://www.hard-light.net/forums/index.php/topic,18657.msg358314.html#msg358314)
Get the 8-bit Effects from here (http://www.penguinbomb.com/lightspeed/new_thruster_maps-8bit.zip)
32-bit Effects
A set of all the effects converted to 32-bit for those using the most up-to-date builds. Improvements include: improved beam effects ; smooth beam glows (when they warm up to fire) ; improved version of every background nebula (which will look good even scaled very big) ; smooth laser glows ; improved missile trails ; improved full-nebula backgrounds ; improved ; smooth sun effects ; smooth sun glows ; improved engine glows (that go along pretty well with my 32-bit new thruster glow textures) ; improved warp glows
It can be found here :Page 1 (http://www.hard-light.net/forums/index.php/topic,18657.msg358314.html#msg358314)
Glowmaps: GTF Pegasus, animated
Animated glow maps! Cool stuff :)
It can be found here : Page 11 (http://www.hard-light.net/forums/index.php/topic,18657.msg364350.html#msg364350)
Download here (http://www.penguinbomb.com/lightspeed/Glowmaps_FS2_alpha.zip)
Freespace 2 Shinemaps
Download here (http://www.penguinbomb.com/lightspeed/Shine_FS2_1.0_c.zip)
be sure to post on this (http://www.hard-light.net/forums/index.php/topic,19118.0.html) thread
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Duuuude... way pretty. ;) Which tag enables the new engine effects? I forget.
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some new textures :)
(http://smalltimerivalry.com/sschost/scriptlightspeed/NewMaps.png)
(http://smalltimerivalry.com/sschost/scriptlightspeed/NewMaps2.png)
As you can see the main things are:
- smoother trails thanks to bigger textures (and high quality dithering)
- some minor variations in thruster effects
- removed the flickering white lines behind a trail
- smoother glow effects
It's still 8-bit textures so you can use them with any normal build featuring the new engine effects ;)
Download the 8-bit textures here. (http://smalltimerivalry.com/sschost/scriptlightspeed/new_thruster_maps.zip)
Taken down the 32-bit effects to free up server space, however, you can get my 32-bit thruster effects from the latest media VP (http://fs2source.warpcore.org/mediavps/fs2_open356a.rar) :)
(simply unzip to data/maps/)
Any comments welcome :)
-edit- put in here since i need the first message hehe
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by defalt it will asign all ships certan trails if it can find the textures (based on ship specise), there is a ship by ship overide avalable via table entries
and I use crappy graphics becase I'm generaly in a hurry to code and I want to encurage someone to make a decent looking graphic
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Did you get rid of the turning? Cause it looks kinda corny when you turn the ship and the trail doesn't bend but merely turns.
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Wow, I love it - particularly because it gets rid of the white line at the back. It also looks more powerful. Sweet!
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What happens when the ship is completely stopped? Does it still have the tail of the thrust out?
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Originally posted by J3Vr6
What happens when the ship is completely stopped? Does it still have the tail of the thrust out?
yes, because that's what the current engine effect is like. Unfortunately, new textures and glows do not affect this.
Although something really should be done about that... a ship at speed "0" just looks wrong with those long trails :wtf:
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Congrats Lightspeed, you made the news - right at the bottom. :D
http://dynamic4.gamespy.com/~freespace/hlp/
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If you like the maps, here's something you'll like even more... :D
32-bit texture version! (http://smalltimerivalry.com/sschost/scriptlightspeed/new_thruster_maps_32bit.zip)
note that these will only work with the new 32bit build with "-t32" enabled. The visual quality increase however, is pretty good :)
EDIT: Zip updated. Fixed a bug with them i had missed to notice before.
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But if they don't scale according to the ship's speed, what's the point?
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Originally posted by Galemp
But if they don't scale according to the ship's speed, what's the point?
they do scale accordingly. The only problem is that the range where they scale isnt big enough. When flying at "0" the trail length should be 0 too, which isnt the situation at the moment. However, the more you accelerate the bigger your thruster thingy will get.
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Scaling is a good issue, since for some ships, you'd rather have a big flat cone of fire, imitating the huge, but none the less no too speedy thrust reired by a destroyer.
If modelers could scale the flames to fit their own ships, they couldcreate a wide variety of engines.
To do so routines would be needed to scale the flame among all 3 axises.
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I'm not sure you really want pure scaling there though, at least not linear scaling.
Scale the engine trails on a logarithmic curve, if you need it mathematical. Start with a soft glow for zero throttle and ramp up to a serious trail for anything higher across natural_log(throttle_value).
Or ignore me. :)
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yes, that would really 0wn. :)
Oh, and i would love having the effect that at "0" speed the engines are completely black (glows at 0% opacity too). Well, they ARE turned off, aren't they? ;)
It'd look really cool to see capships power up their engines in mid-battle :)
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Originally posted by Lightspeed
Oh, and i would love having the effect that at "0" speed the engines are completely black (glows at 0% opacity too). Well, they ARE turned off, aren't they? ;)
Not necessarily. If they were off, how long would it take to bring them back online each time they wanted to move?
I'm thinking they'd have the soft glow like Mikhael said, because they are still engaged, but not producing enough thrust to move the vessel. :)
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the engines arn't off there just not generateing thrust, there's still reactions going on so you'll still see exaust
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yes, but i doubt it would be released to space so you can see it. Imagine it like a valve. If you want to have thrust you open the thingy, if you don't you sinply close it and the engine will still run on a standby-level, but will not have any visible exhaust glow.
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As a nice addition to my 32-bit-thruster-maps (http://smalltimerivalry.com/sschost/scriptlightspeed/new_thruster_maps_32bit.zip) I have made 32-bit versions of (almost) every effect you will find in your effects folder. Basically i started this because the engine glows (the normal ones, not the new engine effect ones) look rather crappy resized, and, with the new effect they look totally out of place. So, while i was on it, i also improved the other effects (which took some time O.o).
-edit- original screenshots lost when server randomly deleted files
(http://mywebpages.comcast.net/ksickafoose/avatars/tgabuild3.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/purtynebshot.jpg)
Improvements include:
- improved beam effects
- smooth beam glows (when they warm up to fire)
- improved version of every background nebula (which will look good even scaled very big)
- smooth laser glows
- improved missile trails (although theres hardly any difference here, except for weapons that use large trails)
- improved full-nebula backgrounds (you could clearly see some ugly 8-bit stuff through the poofs)
- improved smooth sun effects
- smooth sun glows
- improved engine glows (that go along pretty well with my 32-bit new thruster glow textures)
- improved warp glows
[/b]
Well the best thing is to try it yourself ;)
Download taken down in order to free server space.
However, you can get all my effects from the latest media VP (http://fs2source.warpcore.org/mediavps/fs2_open356a.rar), too.
I've put them up here already due to the interest in my new engine effects but they're not 100% tested yet. If you encounter any bugs or problems with them (which i haven't till now) feel free to post them here, and I will sort them out. Also, any comments are welcome.
I would have posted better images, but the two packs (new engine glows, and the 32 bit effects) block up 90% of my linkable webspace so if you want more screenies, theres always [printscrn] and you can post them here too :)
Also, I will need to take the files down sometime soon because I need my webspace for other things too :rolleyes:
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_argv implemented an engine scaling feature, but it got wiped when we cleaned up his buggy stuff. He could add that back in, but I haven't seen him around recently.
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It would be good to have scaling, but the problem is that if the flares get too big at full thrust, it's going to look a bit odd when the ship changes direction, partiucarly things like cruisers.
That said, these look awesome! :)
Flipside :D
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Originally posted by Bobboau
but it looks cool
The trouble is the effect looks like the engine is really pushing out thrust - trying to move the ship forward. It looks kinda silly in that position. Think of a car exhaust - the exhaust rises straight up and out when the car isn't moving. But when it is then the exhaust moves further back horizontally and out (if that makes sense... I guess you know what I'm trying to say).
If it could be worked so that at full thrust the existing effect is shown - but at idle it just simmers... similar to a gas cooking stove I suppose. It'd look far better (and illustrate the speed of the ship as well).
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The cmdline should be -32bit -t32
Right?
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Nice! :D
Once you've gotten these issues cleared up, I'll add them to the next media VP. :)
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My god, I think he did it... seems that "-32bit" enables 32bit mode. "-t32" tells it that there are 32bit textures being used and they shoudl be processed as such.
Now you see why I wanted readme documentation to become included with all SCP related files!
Thanks to all who helped. It looks great!
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Yeah, I second all that. The engines shouldn't look like they are pushing when they are resting at 0.
I also agree that they shouldn't look all the way off. A faint glow at 0 throttle and full glow and trail at 100% throttle and scale in between.
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a few of my own.
(http://mywebpages.comcast.net/ksickafoose/avatars/tgabuild1.jpg)
(http://mywebpages.comcast.net/ksickafoose/avatars/tgabuild3.jpg)
;7
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Originally posted by Carl
I dunno, Lightspeed, it looks like you just blurred everything.
Originally posted by Solatar
Yeah, that's exactly what it looks like, but the energy stuff looks marginally better (such bright stuff will probably be blurry anyway). Don't know about backgrounds though.:doubt: :)
Well have you ever been really close to an Orions' engines? You'll have pixles of the size 30x30 on your screen... lol
Basically most of the maps have been resized and smoothened so that even scaled, there wont be any visible pixles (well, maybe at 800-1000% zoom... :ick ).
As for the background nebulae. Also resized those, fixed the shape so it wont look weird and let the rest fade to black. If you look at the original and the edited version at the same size you shouldnt see any great difference. But if you scale it up to 300% for example, you'll see clear lines and shapes due to dithering in the old version, whereas actual scaling begins later in the new version (since its bigger) and it wont look crappy when scaled because the colour transistions are very soft.
I tried to keep stuff as original as possible, since this is supposed to be an improvement thingy, not a MOD. :D
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-32bit -t32
all this realy makes everything look a lot smoother
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Well how about this: when the ship is moving, the trails start to appear grows longer with speed (as it should be), but when the engines are "off" the trails are gone, while the glows remain (but dimly, maybe flickering).
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Well here's your nebula pics... and might I say... damn.
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Number 2...
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And finally...
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This doesn't work with the -htl tag, does it? I'm getting a lot of flickering with the effects if I add that.
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the flickering issue has just recently been resolved internaly (like four hours ago)
are those nebula pics in NON-HT&L mode? becase in HT&L mode the background doesn't get drawn and the models don't get blended to it, and that's what I wanted to see and I can't see it in htose pics, though it could just be from the better background image
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Wow, nice to see my feature making stuff look so nice.
The scp team are looking into speed issues at the moment so hopefully there will be some kind of gain to make up for this.
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Originally posted by ChronoReverse
(but dimly, maybe flickering).
I'm not to sure about flickering - to me that'd suggest that the engine was having a hard time staying "on" so to speak :)
The rest sounds good though!
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Originally posted by Bobboau
are those nebula pics in NON-HT&L mode? becase in HT&L mode the background doesn't get drawn and the models don't get blended to it, and that's what I wanted to see and I can't see it in htose pics, though it could just be from the better background image
Those nebula pics are in NON-HT&L mode. It's what you asked for ;) If you want me to try it in HT&L, just say the word :nod:
I'm not sure which approach worked but I placed the new textures in both the effects and the maps folder. I also used the command lines "-32bit" and "-t32" by creating a shortcut and adding them manually in the shortcut properties.
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And flickering... well, think of people with epilepsy, man. :eek2: Maybe fluctuating gently. :)
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:lol: I like the way you say that!
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Uhm, yes, whatever the title says :D
(http://smalltimerivalry.com/sschost/scriptlightspeed/wacmapscreen.jpg)
Setekh Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/setekh-shinemaps.zip)
Of course, creating 32-bit shinemaps would be a really useless frame rate killer so they're good old 8-bit PCX and will work with any FSO build that supports specular mapping.
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Originally posted by ChronoReverse
Well how about this: when the ship is moving, the trails start to appear grows longer with speed (as it should be), but when the engines are "off" the trails are gone, while the glows remain (but dimly, maybe flickering).
Thrust! Thrust we should all say!
I don't know how many times it was suggested and expressed before, but the whole operation of the engine depends on thrust.
The size of the flame only shows how much gas it pumps out, so how much force it aplies.
You already have the lead indicator to show the actual speed of any given ship.
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Way to go Lightspeed!
If you wrote up a TUT we could join in, so you can skin whatever you want and the whole armada would still be completed by XMas.
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Good reasoning really - if there's instructions on how to do this kind of thing, as well as a record of whats been done (perhaps on the SCP website) then people could pick what they wanted to do in a spare minute and submit it - it wouldn't take more than a month for sure!
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The only thing is that it's a lot easier to adjust it in relation to speed. And it would make sense to a lot more people (although not to the purists :D ). In any case, FS engines don't work the same way as rockets (since constant thrust = constant speed). Perhaps the engines aren't really spewing that much out (just really bright instead) and the trailing is completely caused by the motion of the ship leaving behind an ion trail as opposed to the engine throwing out gunk.
As for the flickering, what I really meant to say is a pulsating effect. A slow rhythmic pulsating. Again, this is just eye candy and isn't necessary at all (then again the entire trails things falls under this category XD) but it would be cool if it was added.
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Originally posted by Kalfireth
Actually "Asteroid" is the first, but i'd like to see a good reason for adding glow maps to it ;) And it's GVA Setekh, which is nowhere near second in the alphabet.
I'm done now. :lol:
So how is it done? Tell us all!
simple.
1. open the model in any model viewer
2. open the first texture in Photoshop / PSP / whatever
3. convert it to RGB and...
bright = shiny
dark = non-shiny
colour = shiny in this specific colour
-> Apply shiny-ness (make parts black that shouldnt shine, parts bright that should, etc etc)
4. convert it back to 8-bit and save it as "Texturename-shine.pcx"
5. Repeat steps 1-4 for all textures in the first two LODs
6. Start the game, notice it looks crap and go back to step one until youre satisfied with your results ;)
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what command lines settings things are you using light or are they the defults settings?
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I'm using...
-32bit (to play in true colour)
-t32 (to enable my 32bit textures)
-htl (since non HTL will crash on the fs_open_t build, and since its playable now (although still a bit buggy) to improve my framerate)
-fov 0.39 (to make things look cool)
In order to see shine maps you dont have to set any command line options, though. Specular mapping is enabled by default (just put a blue sun in a mission and you'll see it all in pwitty shiny blue :D )
If you dont have any shinemaps it will use the standard texture as a shine map, too, which, in some cases, looks pretty good, but in other cases (like the Boadicea i'm working on atm) simply looks horrible (aahhH! attack of the huge plastic asteroid!!1111oenone) :lol:
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i meant for the shine effects and stuff, cause you can set that as well ... and btw when you going to get on pxo so you can kick my ass some more?
Also where do i get this t build, i think im only running r atm
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Originally posted by Sheepy
i meant for the shine effects and stuff, cause you can set that as well ... and btw when you going to get on pxo so you can kick my ass some more?
Also where do i get this t build, i think im only running r atm
Command line: -spec_exp 11 -spec_point 0.3 -spec_static 0.5 -spec_tube 0.05
T build (http://freespace.volitionwatch.com/blackwater/fs2_open_t.zip)
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Originally posted by Darkage
Command line: -spec_exp 11 -spec_point 0.3 -spec_static 0.5 -spec_tube 0.05
T build (http://freespace.volitionwatch.com/blackwater/fs2_open_t.zip)
Ahh...glad to see the command line options are beginning to spread. I very much liked those options after going through them all.
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oh, Kazan made a thing for comand lines, just put them into cmdline.cfg and that should work for you
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An ion rocket works exactly like an ordinary rocket except it spews out ions instead of normal atoms, so it can use magnetic fields to steer the substance thereby enabling the usage of higher temperature that would melt any ordinary nozzle made of the best materials you can come up with, higher temperatures means faster exhaust gases - ergo greater thrust.
BTW it is not simplier to handle it with speed because there already is a code that shrinks the flame model based on the thrust.
It is easier to modfy that piece of code or simply relate to it than write something from scratch.
BTW no.2 - FS ships probably use a variation of nuclear engines - a hot fusion reaction powers a plasma engine, the exhasust of which can be steered just like an ion engine, except it has even bigger thrust.
This is also a reason why most FS ships never land on planets - it is too dangerous environment wisely.
Instead they use transports and shuttles with ion engines.
BTW no.3
I don't know where picked up the phrase that a rocket provides constant acceleration - nothing is farther form the truth!
A solid fuel rocket has a varying output, so even when designing one a major problem is building a reduction device that keeps the thrust stable.
With a liquid based rocket you can get about constant thrust force wise.
However both solution would result in varying acceleration!
The reason is theat the rokcet uses up fuel, so its mass decreases, therby the acceleration increases.
That's the reson why the original formula of Newton's second Law is often used in physics problems dealing with rockets:
dI=dm/dt - d=delta
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Lightspeed I kinda asked for what masking tools did you use and what procedures have you done to brightern/darken the selected areas?
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The problem with basing it off of thrust is if a ship is moving at a constant speed, thrust is zero, so the engines are off. When you're dogfighting and can't be bothered to target the ship and check, you might be fooled into thinking it was disabled.
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I think that if we were using true newtonian physics then this would apply, but based on Freespace physics a ship moving at constant speed is pushed along by a constant thrust (isn't it? Since they stop on their own...). Now I don't know how this relates to the thruster-scaling code, but I think it should do fine.
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?? The size of the flame comming out of an engine should be based on how fast your fighter is going. And should change color and get bigger when an Afterburner is being used. When you have a speed of 0 there should just be a glow, that way the player knows that the engine is on and not disabled.
That is how I would like it.
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Alright, after a long day's work, here's the next two models:
The Boadicea (while the Iceni is still hidden inside):
(http://smalltimerivalry.com/sschost/scriptlightspeed/boadicea.jpg)
The Iceni:
(http://smalltimerivalry.com/sschost/scriptlightspeed/iceni.jpg)
note: screenies taken with "-htl" since non HTL crashes at the moment, i.e. any ambient light is missing.
Download shine maps for the Iceni & the Boadicea (http://smalltimerivalry.com/sschost/scriptlightspeed/boadicea-iceni-shinemaps.zip)
also note: some of the textures are used on other ships too. :)
Any comments welcome :)
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Pleas leave Newtonian physics out of this!
FS physics have little to do with reality, so what I told is how the system works now.
IMHO the whole speed based flame idea is fundamentally flaved. If we ignore newtonian physics as a whole a flame is still a sign or thrust, but there's no direct relation between thrust and speed.
As the game engine currently works when you set a speed, the flame immediately responds - in fact this sets a speed - than the engine accelerates/decelerates the ship with the given latency (in the ships.tbl) to reach that speed.
So in fact the current system uses the DESTINATION SPEED as the flame's indicator intead the actual speed.
I like th current system , because unlike the speed based system this gives you a hint of what the ship is actually trying to achieve, whereas the speed system won't tell you any of this, it would merly tell you something you already know.
This feature should also be kept like this is that once we start making strafing/reversing ships with actual thrusters it will be crucial to determine their next move.
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I think the contrast on the Iceni is too high, but that's probably due to the lack of ambient lighting and the ultra-intense shine mapping than your shinemaps. The Boadicea looks wonderful, though. Well done!
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Originally posted by Galemp
I think the contrast on the Iceni is too high, but that's probably due to the lack of ambient lighting and the ultra-intense shine mapping than your shinemaps. The Boadicea looks wonderful, though. Well done!
yes, the contrast is a bit high, especially if in-mission the iceni / a deimos (cause it uses the same side texture) turns 90° to a sun...
however, i'm still hoping for adjustable ambient lighting to be implemented in HT&L so things should look even better ;7
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Flaser, did you even READ what I said carefully? I didn't say REAL rockets have constant speed = constant thrust, I said that in FS it SEEMS so. I gave a _possible_ explanation for why the trails would only get larger with speed (that the trails may not actually be thrust, but just emissions).
I also gave a reason why it _could_ be done this way: it's easier on the coders and is pseudosciency enough that most people would buy it. In fact, it would make sense to most of the "normal" people.
Hence, greater current speed = longer trail is a feasible idea that need not be impossible (even with "realistic" physics). And with the advent of the possibility of bending trails, it won't _look_ ridiculous (i.e. pretty, but fairly ridiculous).
An ion rocket works exactly like an ordinary rocket except it spews out ions instead of normal atoms, so it can use magnetic fields to steer the substance thereby enabling the usage of higher temperature that would melt any ordinary nozzle made of the best materials you can come up with, higher temperatures means faster exhaust gases - ergo greater thrust.
Actually, what you've described is a plasma rocket. High temperature ionized gases = plasma.
RL(tm) ion engines neither produce a lot of thrust nor do they use super high temperatures. An electric field is used to focus and accelerate ions that serve as thrust. In fact the key feature of ion engines is fuel economy. They may not have a lot of thrust, but they can produce continuous thrust for a very long period of time.
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Originally posted by Flaser
Lightspeed I kinda asked for what masking tools did you use and what procedures have you done to brightern/darken the selected areas?
pure Photoshop 6.
masking was done by hand, several things adjusted with colorize and hue, with brightness & contrast, some done completely "by hand", and others using some filters.
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I'm going to shine map an astroid!
Why? becuse I'm starting with something easy that's why!
er, and I think I'll do the peg also :) If I can figure out how to do animated shinemaps.
I hope I signed in the right place.
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pegisus?
I don't think you want animated shinemaps for that, now that I think about it I don't even think shine maps suport animation, glow maps do though, too bad nobody's taken advantage of that fact
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I have, twice. But it's for SA internal use so you can't see them. :p
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well why not :(
I think I should have acces to all internal forums, just becase I'm that cool!
:D
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Well these new engine effects are really quite gorgeous. I have to keep more of an eye on this forum. Oh, and the current thruster plume scaling system is very nice and should be left alone. The day the FS engine goes all out for realism it will lose a lot of it's current charm.
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Originally posted by IPAndrews
Oh, and the current thruster plume scaling system is very nice and should be left alone. The day the FS engine goes all out for realism it will lose a lot of it's current charm.
I beg to disagree - this is what we're talking about:
As you can see in the image below - while there is a difference in length, the thruster still seems to be "pushing out" as if it were trying to move the ship forward. With a little Photoshopping, I think this is what would be better in the idle position (image will follow in another post... one sec).
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And here's the revised version. Thruster settings in between would see the glow enlarge out to its full length.
Could somone tell me if I'm on the money with this or if i'm wrong? This was a quick Photoshop job to mock up what it'd be like. Let me know!
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Good point well made. That's to do with the size of the thruster plume geometry at rest. Those probably should be changed. I agree. If the desination speed of the engine is 0 the plume should be tiny if not non existant. Just keep the scaling based on the destination speed as it is now, not the current speed.
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The trouble is, the other model glow (using the .ani map) is still present on the models. It's merely hidden because of these engine glow plumes. We need to choose which we're going with I imagine...it's silly to see two different effects on one ship at the same time...
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Originally posted by Kalfireth
And here's the revised version. Thruster settings in between would see the glow enlarge out to its full length.
Could somone tell me if I'm on the money with this or if i'm wrong? This was a quick Photoshop job to mock up what it'd be like. Let me know!
Indeed, I prefer what Kal's knocked together. :)
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Originally posted by terren
I'm going to shine map an astroid!
Why? becuse I'm starting with something easy that's why!
er, and I think I'll do the peg also :) If I can figure out how to do animated shinemaps.
I hope I signed in the right place.
Okay but DO NOT shinemap Roid1 textures... Its the ones used for the boadicea, those need to be toned really really down else the boadicea will look ubar crap because theres like 32 polies on the asteroid around it (and its damn huge).
Besides that, I've already done shinemaps for that particular asteroid maps :) (Roid1A.pcx, Roid1B.pcx)
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Out of curiosity, why isn't the thrust cone geometry planar (or very nearly so) at zero throttle?
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(http://smalltimerivalry.com/sschost/scriptlightspeed/screenymjol.jpg)
The next model...
(note: I desperately need ambient lighting for HT&L)
Mjolnir Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/mjolnir-shine.zip)
As always, comments welcome :)
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I know that :) first thing I did was open the astroids to see what texture they had, I've only done the first LOD for now becuse I want to test them and get them to look like something good instead of a hackjob. Anyone know how to get aurora working? All I get from it is 'DX initalisation failed!' then it loads the main window and crashes.
it's glowmaps that animate, thanks, tell me how to use them and I will!
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Originally posted by terren
it's glowmaps that animate, thanks, tell me how to use them and I will!
you need to make an ANI and use that instead of the -glow .pcx
each step of the animation needs to be the same 8-bit colour palette.
I'll also have a look at animated glow maps, once i've finished the shine maps ;7
(so you see, not everyone has forgotten about them ;) )
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More shinemaps. To be precise, shinemaps of every bomber that hasn't got shinemaps yet (i.e. excluding FS1-bombers)
(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/Artemis.jpg)
I've done something special on the Artemis, i'm not sure if you can see it on those screenies but in-game it's definately noticeable. (It's also the shinemaps that took me longest to do, because of the little 'specialty' there ;) )
(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/ArtemisDH.jpg)
The new Artemis DH shinemaps. To add a bit more of SOC-yness to it :D
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(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/Boa.jpg)
The Boanerges, blocky, heavy, deadly.
(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/crappymeson.jpg)
Lol, i guess i don't have to say anything about this ;)
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(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/Nahema.jpg)
I like the Nahema. But then again, I like most shivan ships :)
(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/Sekhmet.jpg)
The 'quite odd' Sekhmet.
(http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/Taurvi.jpg)
And last but not least the Taurvi bomber, which completes the bomber shinemap selection.
Here's the zip, i've also done the meson bomb, since it fits bombing quite well :rolleyes:
Download all bomber shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/bombers/bomber-shinemaps.zip)
Comments welcome :)
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Your maps are good, Lightspeed, but are hampered by the fact that Volition completely screwed up the Mjolnir in the first place. From the model down to the textures, there's not one thing done right on that unit. Someone needs to sit down and put together proper maps for the thing from scratch.
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Actually, you missed the Bakha... But it's filename is fighter2v-03, so I understand how you could... :)
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I see what you meant by the Artemis being special.
I wonder if we could do something like this for every texture...
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about the Bakha...
You can't really consider that thing a bomber, but of course it'll be done :) (i'll prolly add it to the fighter pack, lol)
Originally posted by Flaser
I see what you meant by the Artemis being special.
I wonder if we could do something like this for every texture...
no it wont work with every texture. I tried it once and it was deh suck. It only works with some of the textures because the original stuff already has it, but it's so incredibly weak in contrast that you fail to notice it unless on a 400% zoom :)
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The blue hue is cool. It's like the purple crimion cocpit I made, and the orange alves cocpit. :)
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What do you mean you can't consider the Bakha a bomber?! It's the GVD Bakha for goodness sake! Plus it packs a punch, all be it a small one...
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Originally posted by Raa Tor'h
The blue hue is cool. It's like the purple crimion cocpit I made, and the orange alves cocpit. :)
the really cool part about it is that the ship itself isn't any blue-ish but light cast on it will have that blue touch to it. ;7
(another reason we want ambient lighting back :) )
Originally posted by Raa Tor'h
What do you mean you can't consider the Bakha a bomber?! It's the GVD Bakha for goodness sake! Plus it packs a punch, all be it a small one...
well, the Bakha is... the Bakha. :nervous:
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Originally posted by Raa Tor'h
Yeah, I'd like to do that to a few ships...
But I like it without ambient lighting... But it's probably just me.
ideal would be to have the ambient light slider in fred, but a command line like -amb (strength) would do.
For example:
-amb 1.0 : Textures are all displayed with full brightness + specular lighting
- amb 0.5 Textures are displayed at half brightness + specular lighting
that way, you could set whatever you like most (-amb 0.0, for you)
maybe we could even add those two things together (the slider and the -amb command line:
ambient setting in FRED * ambient in Command line = ambient light
:nod:
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I gave the artimus a purple highlight for the cockpit, I think it looks cool, but that's just me. I generaly don't see people takeing advantage of the fact that shine maps can have completly diferent colors than the base texture
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Originally posted by Bobboau
I gave the artimus a purple highlight for the cockpit, I think it looks cool, but that's just me. I generaly don't see people takeing advantage of the fact that shine maps can have completly diferent colors than the base texture
made use of that for the Artemis, The Mjolnir, and the Boadicea.
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You know it'd be nice if someone just spun it on its side, so that it shoots its beam forward like it is supposed to. The model is, well, sort of goofy too, especially around the cannon itself.
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I don't know, it has the whole "directed beam weapon" look to it, but god knows there isn't such a fuss made about all the other beam cannons in the game.. why does this one spin and have prongs etc?
Take a page out of HW2s book I say!
(http://well-of-souls.com/homeworld/hws/hw2/images/demo_ss00034.jpg)
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It's ok as a model, it looks like what it does, but it always looked like the UV Mapping was done as a rush job before lunch :(
Flipside :D
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Go look at the mesh in a 3d editor. Its utter garbage. I swear, some :V: crony had a spare ten minuts on his lunch break and threw something together. Then they realized they didn't have a model for the Mjolnir and took the first mesh that was offered up.
I'll remodel the Mjolnir cleanly if anyone wants it. If you'd like, I'll model it as a low poly version of my Mk2 model. Someone will have to texture and convert it though. It'd only take me like a couple hours to throw it together.
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Do it, someone around here will take a stab at it. (Maybe even me :nervous: )
And Kali, I really think the spinny stuff is what makes the Mjolnir. The homeworld2 platforms are a real stretch, since you're mounting 4 of the weapons that are supposed to be so big that only a frigate or better can use them on one little thing with no speakable engines. The Mjolnir, on the other hand, just screams "big beam" to me.
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Originally posted by mikhael
Go look at the mesh in a 3d editor. Its utter garbage. I swear, some :V: crony had a spare ten minuts on his lunch break and threw something together. Then they realized they didn't have a model for the Mjolnir and took the first mesh that was offered up.
I'll remodel the Mjolnir cleanly if anyone wants it. If you'd like, I'll model it as a low poly version of my Mk2 model. Someone will have to texture and convert it though. It'd only take me like a couple hours to throw it together.
Feel like UV- Mapping it too? I mean, lower poly or not, that Mjolnir mesh of yours would confuse the hell out of Lith - at leats, with me at the helm it would...
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Originally posted by Kalfireth
I don't know, it has the whole "directed beam weapon" look to it, but god knows there isn't such a fuss made about all the other beam cannons in the game.. why does this one spin and have prongs etc?
Take a page out of HW2s book I say!
(http://well-of-souls.com/homeworld/hws/hw2/images/demo_ss00034.jpg)
Wow, HW2's rendering engine is quite nice. I can pretty much guarantee it won't run on my PC, though. :sigh:
Heh, Bob, you've been saying that a lot lately. I agree. :D
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Ravana shinemaps! :)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Ravana.jpg)
the two on the lower left are taken in tech room since i didnt get the right angle in-game :)
Ravana shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Ravana-shine.zip)
note that you need the FS1 shinemaps in order to have all textures the ravana needs.
As always, comments welcome :)
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Besides the shinemaps, is HTL what makes those ships look so incredible? My game doesn't look even remotely as nice as any of the ships Lightspeed has shown :(
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Originally posted by J3Vr6
Besides the shinemaps, is HTL what makes those ships look so incredible? My game doesn't look even remotely as nice as any of the ships Lightspeed has shown :(
no, ht&l makes it look worse, actually since we dont have ambient lighting yet.
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So I guess it's my graphics chipset on my laptop that makes them look crummy :sigh:
Do you use the FS1 ship textures?
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yes, i use the large textures there are from FS1.
-although on most of these models not one of them is used
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Originally posted by Lightspeed
yes, i use the large textures there are from FS1.
Are they up for download somewhere? I just can't be bothered to reinstall the game :)
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i know what would be cool.....
stick a beam cannon on every spinning thingie and then they join in a point in the middle of the cannon and a HUGE beam comes out of the middle thing :D
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Actually, Ashrak, when I was redesigning the Mjolnir, I came up with a decent explanation as to why the whole thing is built the way it is. The inner grinder sets up a magnetic lens for bending the beam for small adjustments. On capships, this is handled by a spinning donut built into the hull, but the Mjolnir doesn't have the space for that. The outer grinder... well, I never came up with a good reason for that. ;) Counter rotation perhaps? ;)
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Originally posted by mikhael
Go look at the mesh in a 3d editor. Its utter garbage. I swear, some :V: crony had a spare ten minuts on his lunch break and threw something together. Then they realized they didn't have a model for the Mjolnir and took the first mesh that was offered up.
I'll remodel the Mjolnir cleanly if anyone wants it. If you'd like, I'll model it as a low poly version of my Mk2 model. Someone will have to texture and convert it though. It'd only take me like a couple hours to throw it together.
Since the Mjolnir RBC was added as a fan request on the VBB, (there was quite a demand for a beam cannon turret for nodes) it's not too far from the truth.
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Originally posted by mikhael
Actually, Ashrak, when I was redesigning the Mjolnir, I came up with a decent explanation as to why the whole thing is built the way it is. The inner grinder sets up a magnetic lens for bending the beam for small adjustments. On capships, this is handled by a spinning donut built into the hull, but the Mjolnir doesn't have the space for that. The outer grinder... well, I never came up with a good reason for that. ;) Counter rotation perhaps? ;)
i would have always thought they would have been used as heat sinks of some sort, at least the outer grinder would be. your innder grider idea sounds reasonable
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oh yeah! I did put thermal radiation fins along the backside of the outer grinder! I completely forgot. It wouldn't really need to spin though.
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Mik, if you do make a low-poly version, take some isometric renders of the hi-poly one to use as base textures for the low-poly. :)
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Since everyone wanted me to do fighters first....
... here they are:
(http://smalltimerivalry.com/sschost/scriptlightspeed/fighters.jpg)
With those shinemaps completed every fighter and bomber there is in FS2 will have appropriate shine maps. All that's left to do is some more c(r)apships ;)
Download the fighter shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/fighter-shinemaps.zip)
Comments always welcome :)
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Sandwich, you're insane. You realize how many different angles you'd have to get to get decent maps for the thing?
Besides, my high poly one isn't detailed enough to use as a base for textures of a low poly one.
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Oh! I'd love to see your take on the FS1 ships, since I didn't like GE's version. :D
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Originally posted by Corhellion
SOMEONE PUT THIS IN THE HLP NEWS!!!
* points to "suggest as news post" option *
Do it yourself! :p
(really, you guys gotta start using it, we can't keep track of everything that happens on the forums)
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I just tried, but after I hit send or whatever, I got a blank white screen.
Edit: Hm. I was logged out of the main page.
Edit 2: And now it's telling me my password and stuff are wrong again. :wtf: This is why I can't participate...
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Originally posted by Raa Tor'h
Oh! I'd love to see your take on the FS1 ships, since I didn't like GE's version. :D
I think my version would be pretty similar, but maybe i'll have a go at them later when i finished the FS2 stuff.
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I think the shivans would look a bit better if the shine map was a bit granier, like it was made of a composite crystal, and maybe just a very very slight bulish and purpleish glent to them, just MHO though, they do look very nice
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Originally posted by mikhael
Sandwich, you're insane. You realize how many different angles you'd have to get to get decent maps for the thing?
Besides, my high poly one isn't detailed enough to use as a base for textures of a low poly one.
I know I'm insane, what's your point? ;)
Seriously, though, it's not that bad. All you have to do is render a single "wing" at 90 degrees to get a base texture for the wings, a single side of the main part to get a texture for that, etc. Each time you turn off from rendering the parts that you're not interested in.
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the rings could be expiriemental gravito-magnetic engine technology holding it implace
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Sweet mother of mystery! :eek: Okay, you made good on my challenge. That is so highlight-worthy. :)
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GalacticEmperor's maps? Yeah, he incorporated them into the Port. :)
Congrats, Lightspeed, welcome to the highlights. ;)
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Originally posted by Setekh
GalacticEmperor's maps? Yeah, he incorporated them into the Port. :)
no, i think he means [v]'s big maps (like the lucifer texture, the ursa texture etc etc)
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linky for the FS1 shinemaps:
http://www.hard-light.net/forums/index.php/topic,17730.0.html
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Indeed. Man, I miss FS1... too bad you can't code in the atmosphere from the original into FS2. :p
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Originally posted by Bobboau
I think the shivans would look a bit better if the shine map was a bit granier, like it was made of a composite crystal, and maybe just a very very slight bulish and purpleish glent to them, just MHO though, they do look very nice
actually i played around with that. It didn't look pretty good though, so i got rid of it again. It's solid metal plates, thats why they need a smooth shine, just looks weird the other way.
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First let me say you are one very talented chap!:yes:
but....I do have one minor gripe.
The Shivans. They seem TOO shiny to me. The image of Shivans (to me) is a dark and brooding one. Lt Ash from the FS intro said:
'They had these death black ships....'
These shine maps are almost there, but it seems, IMHO, that they are Shivan vessels with Terran armour plates added.
Wonder how they would look with the shine on the plates turned down a little....
Now I've got to wait a couple more years before I can upgrade my graphics card...(have Nvidia TNT2 pro, so most of these fancy effects will not work:( )
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Originally posted by Raptor
The Shivans. They seem TOO shiny to me. The image of Shivans (to me) is a dark and brooding one. Lt Ash from the FS intro said:
'They had these death black ships....'
These shine maps are almost there, but it seems, IMHO, that they are Shivan vessels with Terran armour plates added.
that's the good thing about shinemaps: The ships still
are death black, although when a source of light shines on them theyll reflect it. Also, that's from the FS1 into, and if you compare the FS1 shivan texture style with the style used in FS2 you'll notice that the FS2 shivan textures indeed do look like some terran armour plates. (just have a look at the mara).
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completed the hecate shinemaps.
(http://smalltimerivalry.com/sschost/scriptlightspeed/Hecate1.jpg)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Hecate2.jpg)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Hecate3.jpg)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Hecate4.jpg)
Download the hecate shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Hecate-shine.zip)
note: some other ships will use these textures as well, but probably the future shinemap release for that certain ship will have an updated version of the texture. For this particular release, have a look at the Aeolus. It should pretty much only use new shinemaps now.
As always, comments are welcome :)
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You can install atmosphere?! :lol:
I think Raptor and I are on the same wavelength for Shivan ships - in FS1 they were incredibly black, you could still see them but they were much more alien because they were so black. The grey textures that almost match the Terran ones in coloring give them a more human quality that just doesn't have the right effect (for me).
Some day I'll put my money where my mouth is and do something about it.
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Yes! Yes!! It's beautiful! Damn thing actually looks like a starship now!
Psst, do the Deimos ;)
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Originally posted by Sandwich
I know I'm insane, what's your point? ;)
Seriously, though, it's not that bad. All you have to do is render a single "wing" at 90 degrees to get a base texture for the wings, a single side of the main part to get a texture for that, etc. Each time you turn off from rendering the parts that you're not interested in.
It will be done.
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I'd like to second Thunder. the Shivan ships should not be gloss black. They should be matte black. They should suck in light. There should be no glossiness at all. If there MUST be glossiness, make it ultra-specular. Tiny harsh white flares, instead of soft reflections.
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The one thing I don't like are the greenish/brown parts on the shinemap. If the map was pure greyscale in this case it would look better, more metallic, and less anime-esque.
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Originally posted by Lightspeed
no, i think he means [v]'s big maps (like the lucifer texture, the ursa texture etc etc)
And where do you think GE got them from? :D
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To late. I hope you guys have broadband ;)
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Number 2...
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Number 3...
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Number 4...
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And finally number 5 :)
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am I wrong or the hecate's dorsal maps (the green/grey tileing) are little misaligned compared to those on the side? noticed it for the first time:rolleyes:
btw....
:jaw::jaw:
HOLY CRAP IT IS UNBELIEAVBLE THOSE ARE INGAME SHOTS
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Wow. I hate to say it... I really do hate to say it. But its not going to be much longer before FS/SCP is going to look better than IWar2. :( :)
Shame about the crappy FS2 physics model though. ;)
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Yeah, if we up the poly count on the ships :rolleyes:
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Nice Hecate!
Even though I particilary like Lightspeeds Mar, I also feel the shivan fighters to be dark like in a FS1 way as some other people said. But perhaps you need to redo the fighters model or skin all together to achive that. I don't know, I just don't have clue when it comes to graphics. But I do agree with some previous commenters that it would feel more shivan with less "terran plating style", even though I think they look great as they are.
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I imagine that simply selecting the none-red sections of the fighter and tweaking them to appear all together darker (and also less shiny) would achieve the right effect.
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oh my god, all threads glued together! O.o
Now who will take the time to search through them all to find the different ships & textures... oh well
Let's enlarge this thread even more:
Hatshepsut Shinemaps!
(http://smalltimerivalry.com/sschost/scriptlightspeed/Hatshepsut.jpg)
Download Hatshepsut shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/hatshepsut-shine.zip)
Comments are, as always welcome.
I wonder if it was a good idea to glue all those threads together :doubt:
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The "neck" seems a tinsy bit bright, other than that it's spot on!
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Originally posted by Kalfireth
Yeah, if we up the poly count on the ships :rolleyes:
True, but who is going to do higher poly versions of existing meshes AND texture them, etc.
With newer modes though, we've got some potential. If only they would fix the physics engine...
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Somehow, the Hatshepsut looks even more like a vacuum cleaner now :D
It's beautiful though.
And those ingame shots of the Hecate :jawdrops:
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lol just realized about 50% of the replies got lost when this thing was glued together, and the rest is all cluttered together in no obvious order.
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Am I the only one who deosn't like the cell-shaded look on the Hecate? It's expertly done, but it looks too carttony for me. :|
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Originally posted by Sandwich
I know I'm insane, what's your point? ;)
Seriously, though, it's not that bad. All you have to do is render a single "wing" at 90 degrees to get a base texture for the wings, a single side of the main part to get a texture for that, etc. Each time you turn off from rendering the parts that you're not interested in.
Feel free to break this out into another thread.
I've redone the outer grinder. Its gone from 15K polys to 2100 polys. If I see those kind of savings across the board, we're looking at a total poly weight of around 4500 polys for the entire model.
In reality a percentage saving model isn't really accurate. I think it'll come out closer to around 6000 polys. We'll see.
Can the SCP handle that reasonably well?
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Yes, 4k polies is nothing for it. :)
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[device type='speech' voice='MrBurns']
Eeeexcellent....
[/device]
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Originally posted by Raa Tor'h
Am I the only one who deosn't like the cell-shaded look on the Hecate? It's expertly done, but it looks too carttony for me. :|
Yeah, that was my complaint too :)
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Originally posted by Kalfireth
To late. I hope you guys have broadband ;)
Yaaaah! *starts howling in pain* My modem, my modem!
Nice one, man... those are beautiful shots. ;)
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Originally posted by Raa Tor'h
Yes, 4k polies is nothing for it. :)
Very good. It came out to 3566 polys. There's not as much detail naturally, but its done. :D
I remodelled it entirely from scratch. Not bad for 3hrs worth of work. :D
(http://home.nc.rr.com/mikhael/MjolnirSCP-01-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-01.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-02-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-02.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-03-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-03.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-04-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-04.jpg)
(http://home.nc.rr.com/mikhael/MjolnirSCP-05-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-05.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-06-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-06.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-07-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-07.jpg)
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There you go. A 3623 poly Mjolnir Mk2. I rather thing the inner grinder design and the two missile banks came out better in this version.
Now, Lightspeed. What are the chances of getting you to shine map this lovely little beast? ;)
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Originally posted by mikhael
There you go. A 3623 poly Mjolnir Mk2. I rather thing the inner grinder design and the two missile banks came out better in this version.
Now, Lightspeed. What are the chances of getting you to shine map this lovely little beast? ;)
chances are 100%. Just give me the model, some textures (i guess you have some for it) and i'll do them.
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Um. No. Its never been textured actually. I just model. ;)
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Originally posted by mikhael
Um. No. Its never been textured actually. I just model. ;)
uhm, i could try texturing it too :)
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Originally posted by mikhael
Very good. It came out to 3566 polys. There's not as much detail naturally, but its done. :D
I remodelled it entirely from scratch. Not bad for 3hrs worth of work. :D
[quick renders coming. watch this space]
(http://home.nc.rr.com/mikhael/MjolnirSCP-01-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-01.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-02-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-02.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-03-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-03.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-04-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-04.jpg)
(http://home.nc.rr.com/mikhael/MjolnirSCP-05-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-05.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-06-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-06.jpg)(http://home.nc.rr.com/mikhael/MjolnirSCP-07-sm.jpg) (http://home.nc.rr.com/mikhael/MjolnirSCP-07.jpg)
Yegads man, from scratch?! Nice one, mik. :)
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It was easier that way and a heck of a lot faster. Devolving a detailed mesh from 38k polys to something sane is incredibly difficult. Working from scratch, with the higher poly model in the background is easier. The work goes much quicker.
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That sounds pretty sensible to me, but being no modeler, I still must bow down in awe at the quality of that RBC, dude. Nice one.
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The only problem with that, is if the skinning and such looks good on the final version, people will want more high-poly ships :)
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That's not a problem - that's an opportunity. to exploit Mik and his l33t high-poly modeling skills
;)
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yes that looks perfict for HT&L, right on, just with counts that high, make sure you don't use too many textures, a diferent one on each submodel will be fine (becase they have to be rendered independently anyway), but don't use like 30 diferent textures (if posable only use one),
also a note on UV mapping, future improvements may use index buffers, to get the most out of your model for this geometry structure you should try and get as many faces to use identical UV coords on a vert as posable, so if you can try not to break the faces into too many UV groupes, this however is many months down the road if it ever arises at all, so don't break too much sweat over it
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The Hecate doesn't look cel-shaded at all... cel-shading looks very different from that.
The metallic shiny look suits it perfectly (except now the the edges of the textures really stand out).
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eh, how did anyone get cell shadeing out of that, it, it isn't even... anyware nearl looking cell shaded... :wtf:
and as far as the Hecate shine maps go, look realy realy good, but I think they should have more dents and scratches in them to match the orgonal textures
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in my opinion the Hecate textures absolutely don't give the idea of a ship of that size, althought the result is surely nice looking
mik...very nice model...l
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Originally posted by ChronoReverse
The Hecate doesn't look cel-shaded at all... cel-shading looks very different from that.
:blah: Why should it look cel-shaded?
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Somone else said it looked cell-shaded.. I think he's saying that it doesn't look like that at all :)
And Mik, I've said it before but... nice!
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there is a shot of a hecate cellshaded somewhere, or am I wrong? And it was nice and she seemed a spaceship (or what I imagine a spaceship) more than the original one:), but obviously it was anime style
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http://www.hard-light.net/forums/index.php/topic,16893.0.html
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(http://freespace.volitionwatch.com/blackwater/cell03.jpg) :)
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Okay guys, back on topic:
Shinemaps for the shivan comm node, and the NTF Iceni (note that the iceni maps are not complete, they're only an update to the earlier Boadicea pack)
(http://smalltimerivalry.com/sschost/scriptlightspeed/impiceniandcomm+.jpg)
Download the Shivan Comm Node & Iceni shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/iceni-&-comm-shine.zip)
Comments welcome, but try to keep this on-topic since the thread is - uhm - rather huge even without any off-topic content. :)
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Are these all going to be included in the VP eventually?
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lol that was bad... i hit the last post on page 7 O.o
anyway... yes i think they will be included in the mediaVP, and i'll prolly release a complete package too when finished.
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Sweet. I wanna download these but don't wanna be fishing around the entire thread for each individual set. I guess I'll wait til their done.
Keep up the good work, Lightspeed. I think what you do is bad ass.
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Originally posted by J3Vr6
Sweet. I wanna download these but don't wanna be fishing around the entire thread for each individual set. I guess I'll wait til their done.
Thank the person who glued all my threads together (http://forums.shatteredstar.com/graemlins/shake.gif)
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Moloch done.
(http://smalltimerivalry.com/sschost/scriptlightspeed/Moloch.jpg)
Moloch Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/moloch-shine.zip)
Comments :)
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Don't look at me - I was kinda worried when all the threads disappeared! Anyway I suppose it does keep things neat. Perhaps you should edit your first post with a link to every pack you finish? Then people only need the first page to get all the links...
Edit: Sheesh, I post a reply and in the time it takes a new ship is done. She looks sweet as well :nod:
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great idea there fire ;)
Okay, lets get this threaddie clean :D
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nice lightspeed. very cool.
are you gonna packadge these into a VP when your done?
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Originally posted by Lightspeed
anyway... yes i think they will be included in the mediaVP, and i'll prolly release a complete package too when finished.
:nod:
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Okay, for those who're new to the thread or those who dont want to fish through the whole thread. The first post now is a summary of the thread, including links to the posts, and the corresponding download packages. Enjoy! :)
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You all wanted it, and here it is :)
The Deimos shinemaps ;)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Deimos1.jpg)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Deimos2.jpg)
This is probably not the final version, since there's a couple of things I could possibly still improve on the maps, but that probably wont happen until all the maps are finished. Maybe it will stay that way, though (depends on if i succeed in doing what I have in mind, on your feedback, and on free time).
Download the Deimos shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/deimos-shine.zip)
This set also fixes a couple of bugs and other odd things in shinemaps for previous releases (mainly the Iceni again).
Comments! :)
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meh, to plain.
add some eye candy like you did to the Vas. AWACS
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I think it's perfect. Rugged looking, gun-metal polished, and not too flashy. Quite what I'd expect from a military ship. Plus, there's nowhere near as much "flare" that can be added to a deimos anyway, especially since most of its textures are shared all over the place.
Now we need a finished Aeolus, and maps for the Sobek, Mentu, support ships, and most of the shivan stuff. Then the freighters, transports, installations (someone needs to have a look at some being used by the arcadia), cargo, etc.
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What's with the unusually heavy aliasing? Looks like you upped the contrast too much or something...
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I think it's just a trick of the lack of ambient light.
Looks fine to me, though it might be nice to have a blue hue to the silver textures, though I'm not sure whether these are used on other ships :)
Flipside :)
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I don't think any hues are appropriate for Terran ships, they should be plain grey. But the Deimos looks great as it is!
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lightspeed, that long strip of "lights" is awfully plain.
When the light hits them all that reflects is a layer of gray that looks rather ugly.
Cant you remake them so those lights actually shine? (sorta like what you did with those "dots" on the AWACS.
anyway, now i want to figure out how to do this! What happend to that toutorial that GE was working on.............
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Originally posted by Styxx
What's with the unusually heavy aliasing? Looks like you upped the contrast too much or something...
That's one of the things i might want to fix, just didnt think of a good solution yet. You should have seen it in-development; this was a main issue and took quite a long time until it got as "good" as it currently is.
Originally posted by Drew
lightspeed, that long strip of "lights" is awfully plain.
When the light hits them all that reflects is a layer of gray that looks rather ugly.
Cant you remake them so those lights actually shine? (sorta like what you did with those "dots" on the AWACS.
hehe its not just a layer of gray. You don't see it quite well on the screenies, but its actual metal plates with the lights mounted on them. Also, this model is pretty much "original [V]" since i have used a shinemapped Deimos on the cover as a template ;)
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Originally posted by Lightspeed
hehe its not just a layer of gray.
akk! i guess ill just post screens to show what i mean.
(http://mywebpages.comcast.net/ksickafoose/images/greyfilm1.jpg)
hard to see, i know. (there is somthing screwed with my photoshop color settings that i havnt figure out) nevertheless, the film is there!!!!
(http://mywebpages.comcast.net/ksickafoose/images/greyfilm2.jpg)
there too!!! look in the techroom!
Just MHO lightspeed, but if you added extra highlights in a few special areas you could change your Deimos from good to awesome.
(like the AWACS!!!!!!:nod: )
Take galemps for example ;)
(http://mywebpages.comcast.net/ksickafoose/images/shineseth.jpg)
(http://mywebpages.comcast.net/ksickafoose/images/shinepod2.jpg)
And to leave on a positive note! Your new TGA effects really kick ass! (http://mywebpages.comcast.net/ksickafoose/images/purtynebshot.jpg) (<-- Look!)
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Originally posted by Drew
And to leave on a positive note! Your new TGA effects really kick ass! (http://mywebpages.comcast.net/ksickafoose/images/purtynebshot.jpg) (<-- Look!)
That's an in game shot? :eek2:
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Originally posted by Drew
hard to see, i know. (there is somthing screwed with my photoshop color settings that i havnt figure out) nevertheless, the film is there!!!!
(http://mywebpages.comcast.net/ksickafoose/images/greyfilm2.jpg)
there too!!! look in the techroom!
Just MHO lightspeed, but if you added extra highlights in a few special areas you could change your Deimos from good to awesome.
meep meep, I knew what you meant the first time, and still I say, if you look at it from close range you'll notice that it isn't a grey film at all, that there are indeed extra highlights placed ;) Feel free to take the base texture and boost the brightness, then you'll see why i shinemapped it like that.
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Drew, remember, the Deimos can't have non-tiled highlights because all of its textures are shared either in public mods or other :V: ships. Plus, the examples you cited were all unwrapped models, so you can do a custom highlight (not to mention that some of the tile shinemapping done by Galemp is a tad bit, well, funky. The Arcadia looks really wierd on my system). Tiled images, however, look notoriously bad if you overdo the highlights or try to add in details, as it just repeats over and over.
Lightspeed, maybe the shine levels could be reduced around the lights? Not necessarily at the loss of detail, but just somewhat darker so that we aren't getting a glare masking out the lights.
EDIT: You know, looking at those shots, that raises an interesting question. As of right now, what's rendered "on top" with the textures? The shine or the glow? Those pics look like the shine is covering up the glow when the shine is full bright. It's a mixed bag, but I really think the glow needs to be the priority-taking layer. Or the shinemaps need to darken down to black around the lights.
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Originally posted by Raa Tor'h
That's an in game shot? :eek2:
yes
Originally posted by StratComm
Lightspeed, maybe the shine levels could be reduced around the lights? Not necessarily at the loss of detail, but just somewhat darker so that we aren't getting a glare masking out the lights.
hmm i thought thats what i was saying.... :\ oh well....
*hides behind a rock*
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Drew, try this map instead and see if it fits more in line with your expectations.
Try Me (http://www.duke.edu/~cek6/Tcov4A-shine.zip)
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thnx LSD
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Originally posted by Raa Tor'h
That's an in game shot? :eek2:
Looks like a skybox/nebula combo... works well as well! Very "aurora lights" kinda thing!
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Yegads man, you're fast. :)
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Uhm i do have non shiny parts where the lights are... geez someone needs to post a close-up ingame screenie.
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On it :)
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Tada!
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Nice screenshots there... here's a few of mine ;)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Sobek.jpg)
(http://smalltimerivalry.com/sschost/scriptlightspeed/Sobekmentu.jpg)
:D
Download Sobek & Mentu shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Sobek-&-Mentu-shine.zip)
Seems the thread got a bit.... "slow". There's a fix to it ....
and it's called... (http://dynamic4.gamespy.com/~freespace/forums/images/HLPreply.jpg) (http://dynamic4.gamespy.com/~freespace/forums/newreply.php?s=&action=newreply&threadid=18657)
:D
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Yes...oh yes...Mentu...
*Screams*
*Dies*
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I have downloaded all the shine maps extracted them and ZIPed them to a 2,7 MB ZIP file. They can be found here: http://www.geocities.com/zaki_no/SM.zip
All you need to do now is extract them all to a MAPS folder.
Note: I didn't see the whole topic. I just saw the images.
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might itnot be a good idea to wait till there all done ... then again its hardly a big file is it.
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As long as it's kept up to date I guess...
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Originally posted by Razor
I have downloaded all the shine maps extracted them and ZIPed them to a 2,7 MB ZIP file. They can be found here: http://www.geocities.com/zaki_no/SM.zip
All you need to do now is extract them all to a MAPS folder.
Note: I didn't see the whole topic. I just saw the images.
uhm i think it would be better to wait for my final package, since there will be more shinemaps :wtf:
I just hope you have the right ones in there :)
-edit-
Just noticed, there's some files missing in that zip, others are not the most up-to-date version (see which files have updates in the first post), and it also contains the afterburner effects :wtf:
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Originally posted by Lightspeed
uhm i think it would be better to wait for my final package, since there will be more shinemaps :wtf:
I just hope you have the right ones in there :)
-edit-
Just noticed, there's some files missing in that zip, others are not the most up-to-date version (see which files have updates in the first post), and it also contains the afterburner effects :wtf:
Well Ok no problem...I ll wait and pack them whenever you're ready. I dont think there are any maps missing. Some were the same filenames so I overwrote those as i added more. Change those names.
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Razor i would just leave it all together, when some one tries to sort another persons work things always goes wrong.
Light intends to make a VP or whatever with all his work in it so it would be best to let him do it, that way nothing can go wrong ... well if it does its his fault at least :D
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Lightspeed, I'll tell you this now, if you mess up my Anuket, I see bad things in your future. :p ;)
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Originally posted by Raa Tor'h
Lightspeed, I'll tell you this now, if you mess up my Anuket, I see bad things in your future. :p ;)
I dont actually have 'your' Anuket, mine is probably about 13K polies less ;)
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Not what I meant, bugger. :p
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:eek2::yes:
"All I know is... I don't even like the Mentu."
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Originally posted by J3Vr6
Are these all going to be included in the VP eventually?
*puff puff*
All are in 3.5.6b, link in siggy. :D
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Originally posted by Setekh
"All I know is... I don't even like the Mentu."
:confused: :nervous:
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;) It's an SG-1 quote. The team has been implanted with a sentient computer program, which is a sort of exploration program which learns through its host's experiences. It (he) encourages them to experience things by enhancing their sensations of things, like taste. Suddenly O'Neill finds himself eating mouthful after mouthful of yoghurt, and he says: "All I know is... I don't even like yoghurt."
I'm saying, your job on the Mentu's great. :p
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Indeed.
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what do you need to do to make the shinemaps work in fso? is there a commandline i need to put? do i need ht&l to make it work? i changed the files into the normal ones and it doesnt work. i checked the bombers in the tech room and they don't look like the pictures you guys posted. little help here.
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Originally posted by spaceman spiff
is there a commandline i need to put?
no.
do i need ht&l to make it work? [/B]
no.
i changed the files into the normal ones and it doesnt work. i checked the bombers in the tech room and they don't look like the pictures you guys posted. little help here. [/B]
changed.... into the normal ones? O.o
You only have to extract them to your maps folder so any XXXXX.pcx has a corresponding XXXXX-shine.pcx and from there they should work :)
-edit-
(http://dynamic4.gamespy.com/~freespace/forums/images/welcome2hlpbb.gif)
Welcome :D
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(http://smalltimerivalry.com/sschost/scriptlightspeed/Aeolus.jpg)
Download Aeolus Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Aeolus-shine.zip)
:)
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Aeolus is lookin' sharp. :)
Welcome to HLP, spiff, hope you can get FSO working with these shinemaps. ;)
:welcome:
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Very nice work on the Aeolus, along with the Deimos and the Orion it always did suffer the worst reflection...
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this one had the worst reflection of all models...
untill....
(http://smalltimerivalry.com/sschost/scriptlightspeed/triton.jpg)
Triton Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Triton-shine.zip)
:)
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where is that orion anyway? :D
and there all great btw mate :nod::yes:
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Yes! Orion! Please!!
The Tritons great by the way, I always liked the design of that thing :)
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Originally posted by Sheepy
where is that orion anyway? :D
it's in GE's shinemap VP :)
(i might have a look at it, but i'll finish FS2 ships first, so none are left completely un-shinemapped)
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Love your work, Lightspeed, but there's no need to hurry through them too quickly. ;)
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Pokes Setekh...
"Yes there is..."
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There is? *Kal pokes Setekh again* Oh, right. There is. :nervous: ;)
What I mean is, make sure you give these things some love. :D I'm probably wrong, but I really can't shake the feeling that these are rush-jobs, you know? Ignore the old codger who thinks that all good things take time, I'm just rambling. ;)
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Originally posted by Setekh
What I mean is, make sure you give these things some love. :D I'm probably wrong, but I really can't shake the feeling that these are rush-jobs, you know? Ignore the old codger who thinks that all good things take time, I'm just rambling. ;)
Oh, I do. It's just that urm, you see, i'm running out of holidays so I want to do the most important models now, while i still have time to give them all the work they need :D
They still take their time of course (since i actually don't really rush) but i'm pretty much working on them nonstop (even while i'm posting stuff :) )
-edit-
oh and those aeolus maps were basically ready late night yesterday, so i only had to upload them today ;)
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I respect that. :nod: Just keepin' ya in check man, keep up the outstanding work. You're gonna need a medal or something soon. ;)
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Is there will be Colossus's shine maps now? :D... I hope so... It will be great!
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I'm working on the GVFr Bes at the moment, but it doesn't look right yet.
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uh, i just checked again and they don't seem to work for me at all. the only difference i've seen is the artemis d.h. it looks sorta not dark anymore. i think i'm doing something totally wrong i just don't know what. i just put the shinemaps into the proper folders. that's all. they should work right? cuz it sure doesn't for me.
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What version of FS2_open are you running?
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3.5
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oh yeah, thanks for the welcome setekh. i just started using fso the past 2 weeks and i really have no idea what i'm doing nor what it's doing to freespace2. so just bear with me if i ask too many questions.
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You know, I think the admin guys should give Lightspeed his own custom rank. Change it from "Myrmidon" to "Shineman" or something like that... or does someone have to reach 300 posts before the admin team will allow an open rank?
Later!
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If i were to have a custom title it woud be "just a random light effect" :D ;)
Anyway... here's the shinemaps
(http://smalltimerivalry.com/sschost/scriptlightspeed/Bes.jpg)
Download Bes Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Bes-shine.zip)
Hope you like them, they were pretty weird to do :doubt:
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light, you do know i hate you at times :D
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you know if you get them all done we may turn off that whole auto-load the base texture as the shine map thing
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But then what would we do about mods like Inferno which don't have them yet?
Originally posted by spaceman spiff
3.5
I don't think 3.5 actually had shine maps in it. You want 3.5.5 or something newer.
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Originally posted by Sheepy
light, you do know i hate you at times :D
hehe just wait till FSO goes multi :devil: ;7 :D
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on that note, my comp has taken a bad liking to FS multi so dont expect to see me around there much :(
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hehe and i can't fly crap anymore without my FOV settings adjusted ("huh! why does this thing turn like that! arrrghhH! b00m.") :)
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Anuuuuket Anuuuuuket!
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Originally posted by Lightspeed
this one had the worst reflection of all models...
Triton Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Triton-shine.zip)
:)
:hopping: link broken!!!! :hopping:
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im still getting CTD's with -t32 when it's in a mod directory.. *Growls*
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Originally posted by Drew
:hopping: link broken!!!! :hopping:
Okay, I don't know what happened. I just noticed that some of my uploaded files were missing. gone, vanished, away. It seems to have gone totally berserk and theres no clear pattern as for which files are gone and which are still there. I have uploaded them again, all that's left to do is hope it doesnt happen anymore. Oh, and the 32-bit effects screenshots are lost, I dont have those screenies anymore. Eventually i'll put in some others.
Every download package should be reachable again.
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You could ask an0n for hosting, he's fairly generous. So long as there is no legality issues. :)
And, no, I highly doubt he'll mess with your account, since you're not razor.
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Here they are....
--- although, before that, i'll have to say i couldn't resist to make some special shinemap versions (http://smalltimerivalry.com/sschost/scriptlightspeed/AllyourbaseArEbelongtouS.jpg) for someone.... ;)
Anyway....
(http://smalltimerivalry.com/sschost/scriptlightspeed/Anuket.jpg)
Download Anuket Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Anuket-shine.zip) - UPDATED
I hope you like them :)
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i can vouch for an0n, his hosting is very good, fast clean .... and he lets me abuse it like hell for some reason .... good shinemaps as always (like i need to keep saying it)
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I'll bludgen you for the special ones...
Actually, I hate to say it, but I think you lost something that was nice about the anuket's skins, they had flecks of other colors in the shine. I think if the original map was used but with a strobger crack between them, it'd be nicer.It looks too much like the sobek now...
And I'm not so fond of the bluwness on the recessed bits...
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Something like this, perhaps...
(This is 1/2 the size of the one I use)
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Originally posted by Raa Tor'h
Something like this, perhaps...
(This is 1/2 the size of the one I use)
i updated them. have a look.
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How did you make that tar look? It's pretty cool.
And I'm opening FS now. :)
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glad you like it; i was looking at it and noticed you were right, so i went back and changed some things :)
That's why i want people to comment my shinemaps. It can only improve them ;)
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Well, I'm very protective of my anuket. :) It's much better now. :yes:
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Originally posted by Lightspeed
Okay, I don't know what happened. I just noticed that some of my uploaded files were missing. gone, vanished, away. It seems to have gone totally berserk and theres no clear pattern as for which files are gone and which are still there. I have uploaded them again, all that's left to do is hope it doesnt happen anymore.
no worries, was a human mistake by the guy who runs the server. By the time he noticed that files were being deleted, half the folders were already gone (and mine was the one being deleted at the moment... lol)
:)
shouldn't happen again
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Originally posted by Trivial Psychic
You know, I think the admin guys should give Lightspeed his own custom rank. Change it from "Myrmidon" to "Shineman" or something like that... or does someone have to reach 300 posts before the admin team will allow an open rank?
You know, you really shouldn't have asked. ;)
http://dynamic4.gamespy.com/~freespace/hlp/item_show.php?itm=14
And Lightspeed... yegads man, what on Earth is that Anuket skin? Galactic Vasudan Fairy Floss? :D
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hey, nomenating other should be possible,
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Continuing on the gas mining vessels...
(http://smalltimerivalry.com/sschost/scriptlightspeed/rahu.jpg)
Download Rahu shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Rahu-shine.zip)
:)
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Nice, but what's with the yellow?!
-
thats the way the gas looks.
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I can only reccommend to try this, it really looks cool ;)
Posting screenies isn't really much used since this consists of animated glow maps (just try it and you'll see why screenies aren't much use -- but if you manage to get some good screenies, feel free to post them :) )
(http://smalltimerivalry.com/sschost/scriptlightspeed/screen01.jpg)
the best screenie i was able to get :)
To get them to work, you must make sure the game will NOT find any corresponding PCX file to it. To achieve this rename the glow map to something like XXXX.pcx.orig, and if you have the glowmaps VP you'll have to either build a new VP or extract all the glowmaps to the maps dir and rename the VP, and then rename the pegasus glowmap to something else. Else, FS2 will revert to the PCX glowmap.
Nonetheless, it's worth it, believe me.
Download animated Pegasus Glowmap (http://smalltimerivalry.com/sschost/scriptlightspeed/Pegasus-glowmap.zip)
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great what you have done :)
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Damn man, that's impressive... seriously impressive. I was planning on doing something like that for the docking points on the Orion fighter bay and so on - but I think I'll leave it to you!
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Originally posted by Lightspeed
To get them to work, you must make sure the game will NOT find any corresponding PCX file to it. To achieve this rename the glow map to something like XXXX.pcx.orig, and if you have the glowmaps VP you'll have to either build a new VP or extract all the glowmaps to the maps dir and rename the VP, and then rename the pegasus glowmap to something else. Else, FS2 will revert to the PCX glowmap.
bob, make it so we dont have to do this ;)
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well, seeing as someone is actualy useing it now, I might
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Would just renaming the .ani to .pcx work?
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no, it would open it as a pcx, and probly crash horably
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Doesn't want to work for me. I've put it in the maps folder and deleted the pcx glow map. I don't have another one in a VP... is there something else I need to do?
Hold on, will it work in the tech room? Cos I didn't actully try it in a mission...
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Lightspeed I have all the respect for GE's work, but some of his stuff is just shine highlighting IMHO, whereas your ones give a more genral shinyness to ships.
So I was wondering if you ever wanted to have a go at the FS1 ships too?
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I got it working remember to look in the root data and data/maps
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dude, lightspeed, that is f*ckin awesome. I need to to learn how to do this. Now we can make the shivan caps look REALLY scary.
btw, i think it look really kewl if the speed which the maps pusled was related to the actuall speed of the pegasus. Like the fighter was sittin there idling, the pusling would slow down and it would look like the fighter was resting. And when it speeds up the pulses get faster.... that would be reallly kewl :D
and sumthin like; when a shivan is about to shoot a beam the area around it starts pusing fast like there is energy being dericted from under the skin to the cannon. :D :D :D
and it worked fine for me, just slap it into your root and maps folders
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The Pegasus, by its very nature as a stealth fighter, shouldn't shine or glow or do anything to attract attention to itself. :blah:
But it still looks cool. :D
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Originally posted by Galemp
The Pegasus, by its very nature as a stealth fighter, shouldn't shine or glow or do anything to attract attention to itself. :blah:
It shouldn't be covered in a network of bright blue lines, either. :blah:
Originally posted by Galemp
But it still looks cool. :D
Exactly. ;)
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Originally posted by Setekh
It shouldn't be covered in a network of bright blue lines, either. :blah:
that's the draw-back with the stealth technology, you need to absorb any energy signatures being sent out the ship.
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Originally posted by Drew
btw, i think it look really kewl if the speed which the maps pusled was related to the actuall speed of the pegasus. Like the fighter was sittin there idling, the pusling would slow down and it would look like the fighter was resting. And when it speeds up the pulses get faster.... that would be reallly kewl :D
Everyone wants Iwar2 graphical features. :D
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Originally posted by Galemp
The Pegasus, by its very nature as a stealth fighter, shouldn't shine or glow or do anything to attract attention to itself. :blah:
But it still looks cool. :D
being realistic, with ambient lighting turned off, you cant even SEE a pegasus outside of 1500 meters much less its blinking glowmaps. The range you have to get to to actually observe the blinking maps, the pegasus would be detected anyway, Blinking like a cristmass tree, or not.
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So how many ships are left to do?
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lots, and i'm not really working fast anymore (damn real life, i need more holidays :D )
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In any event, I'm sure the entire community appreciates all the work you've done :D
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Go! Lightspeed GO!
God-Light-Speed!
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Okay, I managed to find some time to do these:
(http://smalltimerivalry.com/sschost/scriptlightspeed/Sathy.jpg)
Download Sathanas Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Sathanas-shine.zip)
comments :)
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:yes: :yes:
Very nice!! She looks really menacing.
Cheers!
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Awesome. Just how she should look. :yes:
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Ooooo, SJ looks truly evil.. :drevil: Excellent work. :yes:
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Originally posted by Raa Tor'h
Awesome. Just how she should look. :yes:
She and every other ship... what a beast!! :eek2:
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ooo nice m8. Iv got nothin agains this one. He looks like a real badass
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the black sections of all the shivan ships should absorb light, as much as possible
"they had death black ships"
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it still looks prety death-blackish to me
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looks grey to me != death-black = almost zero light reflection (ie almost 100% lightabsorbtion)
[edit]
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well there wouldn't realy be any point in lighting them then now would there, might as well just turn lighting off and only render the glowmaps
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nice!:yes:
I agree with Kazan that the flank armour is a little too shiny, but I'm not sure quite how to improve it.
Deffinately scary now!:eek:
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The Sathanas is an armoured behemoth so the shinemaps are pretty apt, I think. Kudos. :)
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well, of course there's several ways to interprete shivan technology.
However, being a shivan (*1), i can assure you that the stuff the ships are mainly built of is metal. I'm not going into details here, but metal tends (even when painted) to be shiny. Whereas the ships of the scouting fleet were only weakly armoured they revealed more of the actual ship's inner workings, a look at the FS1 textures will show what I mean. As the GTVA started to put more resistance than expected, the situation actually needed some attack ships, which, of course, need to be armoured. Look at the shivan fighter maps from FS2. They still have the black parts, although they're mostly covered by heavy metal plates. Of course metallic hull plating makes sense:
1. metals have a very high melting temperatur
2. temperature will be distributed to the whole metal plate in very short time
3. metal can be reinforced if you put several layers onto each other and melt them together
4. metals have a very very high density
5. you can mix metals any way you want to achieve special effects; only metals are capable of 'metal bondings'.
Any metal also has the feature that the electrons can be stimulated to higher energy levels quite easily (because they can be moved around freely between the metal protons, which also provides a good conduction) so they can absorb and reflect a lot of light, they reflect preferrably light of the visual spectrum, which will cause them to shine.
--> FS1's shivans are not really shiny and death-black
--> FS2's shivans are not shiny either, but they have shiny armour parts (which are not even in the original texture black)
*1 : ask the Sheep or Ellanis (http://forums.shatteredstar.com/user-cgi/ubb/ultimatebb.cgi?ubb=get_profile;u=00000704) ;)
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I have another explanation:
Circa FS1:
DaveB: These Shivan ships look scary man...
MarkA: Nah, they're missing something... they look to Terran...
DaveB: You mean the grey hulls?
MarkA: Yeah... make them black.
DaveB: Black?
Mark: Yeah, black.
DaveB: Ok.
;)
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Hope you like them
(http://smalltimerivalry.com/sschost/scriptlightspeed/zephy.jpg)
Download Zephyrus Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Zephyrus-shine.zip)
:)
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Very pretty, dude. :) Still going in alphabetical order? How many you finished so far?
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Originally posted by Setekh
Very pretty, dude. :) Still going in alphabetical order? How many you finished so far?
nope, since lots of models use the same textures, i'm doing models with unique textures and textures i havent done yet first. I'll be able to release the last models fast as hell, because i will only need to do 1-2 textures per model.
What I've done yet:
moved to first post...
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One nitpick: Metals are actually considered to have a _low_ melting temperature when compared to materials like ceramics and some synthetics. Against energy weapons, a ceramic based armour might actually be superior to metal, and since Shivans since to rely on primaries more than secondaries, Shivan fighters having a ceramic based armour would make sense and be less shiny.
However, the maps don't look like ceramic so I say the lightmaps look good =D
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I think there armor looks crystaline, I've for a long time assumed they were some sort of atrifical diamond, probly with some sort of microscopic reinforcement
therefore I think when you are looking at them in most any direction they would be quite dark , but if light is going to reflect directly off the hull then you should see it
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Ooooh!! Just a little while longer and I'll be able to download the entire VP.
I don't think my laptop can handle the 32 bit stuff, though :( That's alright, though.
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(http://smalltimerivalry.com/sschost/scriptlightspeed/Rakshasa.jpg)
Download Rakshasa Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Rakshasa-shine.zip)
:)
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:yes:
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Sexy, even more so in game. Good work as always! Want a custom title? PM me :)
(note: This is a one off since Lightspeed has put so much into this. I don't want everyone else shouting for one. Thanks.)
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I want one! I want one! :p
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*looks through thread*
*wets self at the sight of the Sathanas*
Damn, the Shivans actually look scary now :D
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Lightspeed definitely is the flavor of the month!
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Ow, can anyone please instruct me how to use this all? I never really had the time to look through the SCP forum so I'm kinda a SCP n00b :p
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Just put it in the FS2 data directory, and the game will sort it out. :)
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Eh,got the glowmaps to work but shinemaps just won't work.
Any commandline I need to use?
I use the following:
- SCP build 3.5.5
- Launcher
- Media VP 3.5.6
- Downloaded all maps seperately even.
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Erhm.. yeah and can you explain in the newbiest terms possible? I've about the same as TCO, but my models look like crap (like 8-bit, seriously), glowmaps work, but shinemaps don't. Help? :confused: :doubt:
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Originally posted by Ulala
Erhm.. yeah and can you explain in the newbiest terms possible? I've about the same as TCO, but my models look like crap (like 8-bit, seriously), glowmaps work, but shinemaps don't. Help? :confused: :doubt:
actually, the textures ARE 8-bit. (although they shouldnt look crap). What's the prob with the shinemaps? dont they get rendered at all? Do they work but look weird? Do they crash the game?
If they look weird, a screenie would be good...
I had some pretty spooky shine effects on my old voodoo III (it didnt even really work with FSopen lol) so it might be an issue with the vid card, too.
System specs would help :)
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hmm while on the topic of tech support...
When i play Fso with all the new 1337ness i have a bit of a performance problem with your new engin trails. FSO renders all the other effects well with almost no slowdowns but when i look at a ship with your trails FSO slows from a peachy 35 fps to about 10...
will swiching to 8 bit solve this? or is it just a problem with using TGAs
and Bob (or whoever): if i converted the trails to JPG would that be faster?
2.0 ghz pent 4
256 DDR
Radeon 9k 64meg
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Another thing, you have to have the lighting seting under desplay options at max, or shine maps wont shine.
Wonderful work lightspeed, nice new title also, and thank God for net vampire, so I can DL all this on my slow modem
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oh, yeah, if you have you're lighting effects turned down you won't get lighting effects, like shinemaps
by engine trails, do you mean the particle trails, and if so how many particles are you churning out
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Aha! My effects were in fact turned way down. Okay, so that fixed the "everything looking crappy"-ness, however shinemaps still aren't working. Don't I just put the .pcx into the fs2/data/maps folder? Sorry I'm such a n3\/\/b1e with SCP stuff. :doubt: :sigh:
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Yeah, they go in data/maps, and DON"T CHANGE THE NAMES. We had someone in here the other day trying to do that, and it's not what you're looking for.
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Hrmm... everything seems right, except they still not shiny. :confused: I'm using the latest Launcher, fs2_open_3_5.exe, looks like I have a bunch of .vps in my FreeSpace2 folder:
fs2_open356.vp
root_fs2.vp
smarty_fs2.vp
sparky_fs2.vp
sparky_hi_fs2.vp
stu_fs2.vp
tango1, tango2, tango3_fs2.vp
warble_fs2.vp
Am I missing any? Also I d/led all the shinemaps and extracted all of them to the data/maps directory without changing the names. I turned the graphics and lighting to the max. My system specs are
Athlon 2600 mghrz
512 MB of Kingston DDR
Radeon 9500 Pro
Help!
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use this (http://freespace.volitionwatch.com/blackwater/fs2_open.zip) build
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Hey Lightspeed... congrats on your custom rank!
I was just looking through your list of ships which have or will recieve shinemaps, and I noticed some things you missed, although they're minor. You forgot the Terran and Vasudan FS2 sentry guns... the ones without beam cannons.
Later!
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they have FS1 shinemaps.
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I stand corrected.
Later!
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Originally posted by Bobboau
use this (http://freespace.volitionwatch.com/blackwater/fs2_open.zip) build
WEEEEEEEEEEEEEEEE! THANK YOU BOBBIE!
:D :D :D :D :D
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Don't the shine maps come as part of the media.vp? I'm fairly sure that's where I got mine.
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w00t! FS2 has never looked better, thanks for the help boys. :yes: :) ;7
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I think I'll still wait til all of them are done to see :\
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Originally posted by marajin
Don't the shine maps come as part of the media.vp? I'm fairly sure that's where I got mine.
That's right, many of them are in the media.vp - WMCoolmon updated it just a few days ago. But not all of them are in there - the most recent shinemaps won't be in there, till Coolmon makes a new build.
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Dunno about others but I think I can wait with the lag time on shinemaps being edited ;) It already looks damn cool
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Well it took me some time... but at least there's some new shinemaps :)
(http://smalltimerivalry.com/sschost/scriptlightspeed/support.jpg)
shine maps for FS2's support ships! I know the screenies couldve been better but since i finally found the time to complete them I wanted to release them ASAP ;)
Download Support Ship Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/support-shine.zip)
Comments :)
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Oooo, just a few more to go so I can finally get them!
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Too bad the Nepthys' original maps are poo. It needs to be re-done in higher detail. Too bad I can't... (Or can I? *gets idea*)
Anyway, the Terran one looks good. But the Nepthys looks, uhh... I dunno. You know those oblong pieces on it's back legs, like on the Seth, well, I think a better job could have been done on it. As of right now, it looks like the ones GE did. And I don't like them. They aren't shiny...
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the screenies are crappy. try it in-game :)
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I'll have to later. Takes so much effort to run the game and all... ;)
And I may still re-draw the textures, and make someone color it for me. But I doubt that'll be any time soon.
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Ah, excellent. The Nephthys (two Hs, btw), along with the Ptah (still waiting for her I believe ;)), is begging for shinemaps. Nice one. :)
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Originally posted by Setekh
Ah, excellent. The Nephthys (two Hs, btw), along with the Ptah (still waiting for her I believe ;)), is begging for shinemaps. Nice one. :)
its one H afaik... and as for the ptah... look up to the highlights. Then click the link ;)
Fighter shinemaps were here long ago :) (http://smalltimerivalry.com/sschost/scriptlightspeed/fighter-shinemaps.zip)
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I forgot you did them all in one big chunk. :D
Two Hs. :)
[q]$Name: GVS Nephthys
$Short name: VSup
$Species: Vasudan[/q]
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Hiar' I steind, waitin' to sheoot me som injuns...
[/cowboy mode off]
Soon, now they will be done. Courage be upon thee Ligthspeed, to bring light in the dark eternity of space.
In debt we all are...
And waiting for you to finish up Fs2 lightmaps...
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steak, shouldnt this be stickied?
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I haven't stickied it because (a) Lightspeed hasn't requested it (have you? did I miss it? :)) and (b) the shinemaps aren't finished yet. Once they're all done and in the Media VP, this'll be sticky.
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Originally posted by Setekh
I haven't stickied it because (a) Lightspeed hasn't requested it (have you? did I miss it? :)) and (b) the shinemaps aren't finished yet. Once they're all done and in the Media VP, this'll be sticky.
when theyre all done i'm gonna kill this thread, taking the summary and every file down, and start a new one with the complete VP, so any discussion about the VP will be at all possible.
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Hope this brings back some visitors to this thread ;)
More shinemaps, this time it's the GTVA Colossus and the GTM Hippocrates (released in one pack since they use nearly the same textures, and I had a lots of textures done yet for the Hippocrates, anyway)
(http://smalltimerivalry.com/sschost/scriptlightspeed/colossus.jpg)
(http://smalltimerivalry.com/sschost/scriptlightspeed/hippocrates.jpg)
Download Colossus and Hippocrates Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/colossus-&-hippocrates-shine.zip)
Comments, people, thread is back alive :p
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YAYAYAYAYAYAY! I wuv the Hippo! :D
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O_o I never ever noticed that the Colossus was green.
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Originally posted by ChronoReverse
O_o I never ever noticed that the Colossus was green.
That, my friend, is space crack. It is grown on the outer hullof GTVA vessels.
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The textures have a slight amount of green, do do the Hecate textures.
What I don't like about these Terran capship and some of the others (like the support ship) shinemaps is the high contrast and coloration on the hull plating. I'd rather see a subtle shinemap that gives the effect seen in a good render (go look at the Array or Dark's old renders) as opposed to the anime look.
Edit- As opposed to a high-contrast map, I'd take the original maps, greyscale them, and if using PSP8 use the clarify tool for a setting of 1 or 2, but never higher than 2. This will add some contrast and highlights, without going overboard.
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So not many left, eh? :D
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Originally posted by Ace
The textures have a slight amount of green, do do the Hecate textures.
What I don't like about these Terran capship and some of the others (like the support ship) shinemaps is the high contrast and coloration on the hull plating. I'd rather see a subtle shinemap that gives the effect seen in a good render (go look at the Array or Dark's old renders) as opposed to the anime look.
Edit- As opposed to a high-contrast map, I'd take the original maps, greyscale them, and if using PSP8 use the clarify tool for a setting of 1 or 2, but never higher than 2. This will add some contrast and highlights, without going overboard.
you can set intensity with command lines :)
My screenies use them with full inensity, if you want them more subtle, just tweak it with the command line till youre comfortable.
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But can you set color intensity? Like Ace, I like some tint, but having that texture shinemapped bright green is :ick:
A much lower saturation on that color would help immensely, and you'd pay more attention to the overall form and joint details than ou would to the color. It's just overpowering.
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I call for the command lines for that - if possible - it'd be handy to include in the readme element so people know what to tweak to get the game looking how they want it :)
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Ooowww... Tell me the command line(s)!
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Originally posted by TheCelestialOne
Ooowww... Tell me the command line(s)!
try this: "spec_exp 11 -spec_point 0.3 -spec_static 0.5 -spec_tube 0.05"
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Originally posted by Galemp
But can you set color intensity? Like Ace, I like some tint, but having that texture shinemapped bright green is :ick:
A much lower saturation on that color would help immensely, and you'd pay more attention to the overall form and joint details than ou would to the color. It's just overpowering.
reducing the intensity also reduces the visual color saturation.
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Originally posted by Lightspeed
you can set intensity with command lines :)
My screenies use them with full inensity, if you want them more subtle, just tweak it with the command line till youre comfortable.
My comment is not related to intensity, but the nature of the maps. Your fighter and bomber maps look excellent with full intensity or not, while the Terran capital ship maps do not have the same visual effect as the fighter maps you have done or good FS2 renders of capships.
I'll probably do my own set of capship shine maps in the near future.
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...which I'll also DL, and see if I like better. :D
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Originally posted by Ace
I'll probably do my own set of capship shine maps in the near future.
:yes: I will definately have a look at it :)
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Originally posted by TheCelestialOne
That, my friend, is space crack. It is grown on the outer hullof GTVA vessels.
So THAT'S why your wingmen keep crashing into each other!
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I like the bold colors
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wow... i'm blown away! the colossus.... i only wish 3.5.5 works on me soon.
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The bold colours... indeed, I think it's a matter of taste. Personally, I side with Ace (I guess that's why my renders come out that way ;)); but I still think you did a pretty a good job with them, Lightspeed.
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maybe my final version will be a bit toned down (on the colossus map, for example). In my final VP (or zip) some of the maps will have some fixes / improvements / updates ;)
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Big huge ships ARE SUPPOSED to be all glitter and gold.
Well, your call.
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i'll see about it, first i need to finish them, anyway :)
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I think there's a difference between ships having noticable windows and such - where they should shine - and just plain having stupidly shiny hull. What are they using on the outside of ships... chrome? :p
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Originally posted by Kalfireth
What are they using on the outside of ships... chrome? :p
yeha, like a car, do you have any idea how much it could cost if it get scratched??:lol:
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neh, not with these pilots, they'd be out of money in no time.
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no there probly useing something like titanium, wich is actualy rather shiny (and more expensive than chrome)
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all metal is shiny.
don't get me started...
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"Shiny happy people holding hands
Shiny happy people laughing!"
Errr, anyway. I think the way Lightspeeds shinemaps are now are great. I say keep them the way he's been doing them!
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Originally posted by Bobboau
no there probly useing something like titanium, wich is actualy rather shiny (and more expensive than chrome)
*Looks at his watch that is made of pure titanium*
*Looks at his desk made of glass and steel*
I think titanium isn't very shiny :)
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Titanium isn't very reflective, but it is bright. Light reflecting off of it is scattered much of the time, but it's still highly reflective. Chrome, polished stainless steel, and glass (when it reflects light) maintain the composition of light that they reflect, but that doesn't mean that titanium is matte. And for all we know, collapsed-core molybdenum armor plating could be as reflective as a mirror.
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Originally posted by StratComm
And for all we know, collapsed-core molybdenum armor plating could be as reflective as a mirror.
heh we wouldnt need much beam protection with that stuff on caps would we :D
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Originally posted by StratComm
Titanium isn't very reflective, but it is bright. Light reflecting off of it is scattered much of the time, but it's still highly reflective. Chrome, polished stainless steel, and glass (when it reflects light) maintain the composition of light that they reflect, but that doesn't mean that titanium is matte. And for all we know, collapsed-core molybdenum armor plating could be as reflective as a mirror.
Actually, it's simply ultra-dense molybdenum with the electron-shells effectively removed. It's degenerate matter such as what a neutron star is made of, but since it would be an artificial process, probably no where near as dense. (of course the ultra-high mass of hull material might be where they get the artificial gravity seen in the cutscenes from :p) The trick is wether or not a material with no electron shells would have a shine or not :)
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Originally posted by Ace
The trick is wether or not a material with no electron shells would have a shine or not :)
Nope. Light reflection is, at the quantum level, an interaction between photons and electrons. No electrons, no photonic reactions.
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Originally posted by mikhael
Nope. Light reflection is, at the quantum level, an interaction between photons and electrons. No electrons, no photonic reactions.
You beat me to it. If the collapsed-core molybdenum is as you describe it, Ace, it's not going to reflect very much at all. :)
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But even the most matte object is going to have a brighter side when a light is shone off of it, compared to it's other sides that are not illunminated by a light. So shiny or not, mirror-like or dirt like, an object is going to show some sort of difference when light is on it than when there isn't one.
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If it would be realistic, most normal objects in space would only have a black side, and a white side (solid white, solid black), but if FS2 armour is really made of that 'collapsed-core molybdenum' you describe there, you have a highly explosive and reactive material for your armour. I would not like to sit in anything made of this :wtf:
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Actually, if it was as Ace described, and all you had was a bunch of degenerate matter, you would have either an invisible hull that showed through to whatever was inside since there would be nothing to absorb (and thus prevent penetration) by photons. Unless the hull was so dense that photons simply bounced back or are somehow dissipated, in which case you'd either have a true mirror or a completely unlit surface even in direct sunlight. It's sort of hard to picture the quantum interaction when effectively no electrons are present.
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I would expect death black, StratComm, not transparent.
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I know, I'm just looking at it from a strictly quantum level. At any rate, it's wouldn't be true matte either I don't think. Hard to say exactly, though I'd imagine the effectiveness of the compacting procedure would have some bearing on that.
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Of course its 'true matter'. The neutronium of neutron stars is true matter, so this would be true matter as well. You could call it degenerate matter I guess, but I would think that would be a misnomer, really.
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whatever it is, it would not be very stable, and the pilot would be dead in a matter of seconds :p
Neutron Stars are very unstable things - they have an immense density and lots neutrons explode out of them at very high velocity - this will create VERY, VERY strong radiation.
-edit-
and lol, the ships would attract planets... ROFL :D
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Originally posted by mikhael
I would expect death black, StratComm, not transparent.
*cough* "they had those death black ships" *cough*
:rolleyes:
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Originally posted by Lightspeed
whatever it is, it would not be very stable, and the pilot would be dead in a matter of seconds :p
Neutron Stars are very unstable things - they have an immense density and lots neutrons explode out of them at very high velocity - this will create VERY, VERY strong radiation.
-edit-
and lol, the ships would attract planets... ROFL :D
Unstable, absolutely. Attract planets? no. We're not talking about neutronium here. If we were, the pilots would be crushed to death and the Orion would fold in on itself when a fighter docked. By collapsed core, I suspect they just mean a bunch of molybdenum nuclei forced into artificial proximity, stripped of their electron shells. That would make it awfully reactive (ablative perhaps?) but certainly not ultra massy like neutronium.
Drew, I chose my words carefully.
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Lol, I missed a word or two in my last post. What I meant to say was that any matter without its electrons would not react to light like "normal matter" with its electrons. I don't know how it would act, but it seems that without the electron shell light would simply not interact with the matter. If it is dense enough, then I don't know what would happen; if it is only marginally denser than uncompressed matter then light would pass through it unimpeded. However, it lets us have justifiable "death black" ships, ah-la FS1-intro shivans.
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Originally posted by mikhael
Unstable, absolutely. Attract planets? no. We're not talking about neutronium here. If we were, the pilots would be crushed to death and the Orion would fold in on itself when a fighter docked. By collapsed core, I suspect they just mean a bunch of molybdenum nuclei forced into artificial proximity, stripped of their electron shells. That would make it awfully reactive (ablative perhaps?) but certainly not ultra massy like neutronium.
where do they get the power from to force them to artificial proximity, let alone stripping them of their electron shells? If is not neutronium you'd need to keep it 'stable' on its current state (since if you create an artifical proximity with charged matter (you still have protons, but the electrons are gone) it will not be very durable since they push away each other, unless you have neutronium where the mass is so big that they are held together by mass) that you would need your own sun mounted on the fighter, and even that might not be enough.
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(http://smalltimerivalry.com/sschost/scriptlightspeed/argo.jpg)
Argo Shinemaps :)
note: you need other shinemap sets in order to have every map used by the Argo
Download Argo Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/argo-shine.zip)
I've got the whole day free, so expect to see more soon :D
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Huzzah. ;) Another update on how many you've got left?
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look at the first post in this thread :)
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(http://smalltimerivalry.com/sschost/scriptlightspeed/GanymedeColossus.jpg)
Ganymede shinemaps :)
includes an updated version of one shinemap also used by the Colossus.
Download Ganymede Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Ganymede-shine.zip)
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:eek2: two release posts right next to each other :nervous:
(http://smalltimerivalry.com/sschost/scriptlightspeed/Oh-How-Exciting!.jpg)
Here's the cargo pods, for those Deus Ex Machina players out there :D
Download Cargo Pod Shinemaps (http://smalltimerivalry.com/sschost/scriptlightspeed/Cargo-Shine.zip)
note that this will be one of the last shinemap sets (maybe the last one, even) in this thread, so if you only want specific shinemaps the best time to get them is now, since soon there will be only the full pack ;)
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Hmmm, the top and bottom of the Vasudan container look like army camouflage.
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is that a problem? i doubt all the scales would be the same colour
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It's like that in the original texture, too ;)
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As Cartman would say:
"swweeeeeeeeeeeeeeet!"
:)
Cheers!
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Originally posted by Sheepy
is that a problem? i doubt all the scales would be the same colour
It's way more pronounced now.
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...and? it looks good IMO
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aww, what happened to the metalic green :(
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its still there -- it just doesnt look as dirty anymore :)
Shinemap zip v1.0 released!
Everyone be sure to post on this (http://www.hard-light.net/forums/index.php/topic,19118.0.html) thread :D
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Congrats to you, sir. :)
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I'll resurrect this thread once i start my main work on glowmaps ;)
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*idea for the ravana*
Maybe have the giant "pipes" outside the craft flow like liquid or something like that. we could use a like overexposure effect to do it.
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Originally posted by Lightspeed
I'll resurrect this thread once i start my main work on glowmaps ;)
Please start a new one ;) It's less confusing that way!
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okay, new thread will be there.... sooon.... :)
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:D