Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on May 10, 2004, 06:07:34 pm
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All other of my work is temporarily cancelled, as something of higher priority wants to get done. Yes, it is shinemaps. And another yes, it is not only for FS2 ships as it used to be, but this time for ALL ships there are. And they include environment maps. Hmm... :)
But after taking a look at the results in-game I wasnt too amazed. I found out the "bug" quite soon. The original textures have a bit of colour lacking artifacts (as they are/were 8-bit). Now, by overlaying them with a lot of different layers (spec, env, etc) you multiply that effect, getting the texture to look worse than ever. Also, some of the sizes are horrible (not 2^n at all) and thus slow down performance. Now, as nearly everyone uses -pcx32 theres no difference at all between the retail PCX and true colour ones, so I thought "why not use the potential?".
So you will not only get 'some shinemaps', but instead a whole package with ship textures, glowmaps, specmaps (with env maps). The original textures are *slightly upgraded* (don't hold your breath) which will actually only be really visible when lighted.
Anyway. I finished the first model today, and it looked so... new, I had to take some FSretail comparison shots. Enjoy.
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release.jpg)
If you do *not* spot the slight texture upgrade, have a look at this screenshot to get a clue what I'm talking about: Click (http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/slight_upgrade.jpg)
However, if you do not use -pcx32 and want to run pcx in 16-bit mode, the shinemaps should work fairly well with the original maps too (but look worse).
Here's the zip containing all you need: Ulysses Maps (http://www.penguinbomb.com/lightspeed/Ulysses_S20.zip)
Have Fun, hope you like it :)
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Ooh, that texture looks noticeable sharper. The whole project sounds awesome, though I didn't understand a word of wwhat you just said.
And remember not to overdo the subtelty on the shinemaps & environment maps, the difference should be quite visible IMHO.
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impressive screenshots... if they look the same in game then they're a damn sight better than the ones in the 3.6 media pack :)
I also like the less glassy look of the reflections over what's in the media pack
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Christ... it looks so much more detailed! This has real potential :nod:
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Note it is (nearly) exactly the same texture size. ALL detail is worked in with shine and env maps. :nod:
Actually in-game it looks even better!
What I really suggest you to do is, try turning glowmaps off with FRED for a ship and look at it in-game. Or alternatively, click the link (http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/slight_upgrade.jpg) to find out about another nice 'new' feature :)
-edit: just noticed I have only included the maps for the first LOD, i'll go back and put in & upload the rest tomorrow (1:39 AM = no good).
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I figured why I'll never be quite as good as you LS.
ADD
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Very cool. Are the glowmaps animated or anything? Animated glowmaps on Shivan ships would be just awesome.
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Originally posted by Langy
Very cool. Are the glowmaps animated or anything? Animated glowmaps on Shivan ships would be just awesome.
:drool: i could just imagine it, pulsating red glows on a mara...
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i heard something about using the alpha thread for env-mapping in Bobby's new build.
Keep it in mind LS
(unless, of course, you already are)
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Oooooh... very nice. :) :yes: Now if only my system could do shinemaps, I would be in heaven... :D
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This is very very nice, looks much detailed. I hope that this will give same effect with larger ships :D Slighting is another thing that make me positive shocked ;D. Keep up tremendous work!
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BTW. Question to SCP masters. Is it possible to do that:
Originally posted by Jetmech Jr.
:drool: i could just imagine it, pulsating red glows on a mara...
... on SF Mara, SB Seraphim or... on SJ Sathanas? ;7
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Shouldn't that red-arrow thingy be a light?
I do see the difference in those pictures, at first I thought you'd magically doubled the size somehow. :p
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Originally posted by Foxer
BTW. Question to SCP masters. Is it possible to do that:
... on SF Mara, SB Seraphim or... on SJ Sathanas? ;7
Any AND all ;)
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I downloaded it.
I bow to thee Lightspeed.
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Which SCP build supports shinemaps again? theres a million and one, and they're not very descripively (sp?) named.
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virtualy all builds (made in the las 6 months) suport shine maps, only a hand full suport environment mapping, look in the environment mapping thread for it (look twards the end, there is a better build than the one in the front)
LS one thing, I think you should remove the blue and red light bits from the shine map (if you have, nevermind but it looks like it's still there), I have always thought it looked much better when the glowmapped section had no lighting at all
/*edit*/
just looked at the files, you did the exact opposite of what I want (glowy bits are white in the shine map)
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well, that's so if you turn the lights off, the glass where the light was will still reflect. Makes sense to me. :nod:
I love his work. I wish he'd do up the Seth for me. *hint hint*
I'll do more work on the Ke****l if you do... ;7
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bobbaou: I hate to be a bother, and this probably ain't the place, but neither of those builds in the evironment mapping thread work for me. What I get is, the screen turns black, then grey, then black, then grey a few times, and it goes right back to desktop.
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THIS BETTER BE GOING TO E3!!!!
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(http://www.ictcoordinator.co.uk/claitvirtualschool/help/CAPS LOCK KEY_files/image.gif)
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:lol:
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Would someone please explain to me what causes this streetlight effect on the wingtips and tail section with glowpoints?
(edit: img removed for being off-topic)
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its the glowpointing. its ok, but it'd be better if it were smaller
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That's not OK, that's awful. They should be much smaller
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Glowpoints are, and have always been awful. You cannot do anything decent with them, it would need blending, size pulsing and a lot of other new features to look at least *any* good. Just kick any of the ugly glow point models from your models dir (or VPs) and it's gonna look fine again.
Originally posted by Turambar
i heard something about using the alpha thread for env-mapping in Bobby's new build.
Keep it in mind LS
(unless, of course, you already are)
This is exactly the reason for this thread. I'm doing it *because of* the alpha env mapping :)
And yes, animated glowmaps are possible, and I will considerate doing some for the shivan ships (and some terran ones - see the already classic one for the pegasus). Might do it while i'm at it, too, actually.
-edit: keep the off-topic to a minimum, as this thread is gonna be for the next xx ships/releases, so it'd better stay tidy & clean :cool:
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Re: The pusling Shivan ships... can you make it more of a "Vorlon" effect... with the general flow of "energy" for want of a better word (or rather the "pulsed" part of the red) flowing like water... as if its vaguely organic.
I think it'd look a lot better than other more "artificial" methods...but then that's just my preference. Do what you think is best :nod:
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Updated the zip - it now includes textures for all LODs, not only LOD1.
As for the shivan thingy. Watch Hallfight. I was thinking something along the lines of the animated wall textures (the pulsating glow looking like some sort of vein).
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Kalfireth: undulating ;)
I was thinking the same thing, maybe some parts pulsing and other undulating, depending on the ship and the area of the ship :)
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And to think I'm supposed to be English... therfore having a good grasp of the language. :eek2:
...Yes. Undulating. :p
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Originally posted by Turambar
its the glowpointing. its ok, but it'd be better if it were smaller
As the other poster said, it's gawdawfull ugly...but it is clear now why...
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Originally posted by Lightspeed
I will considerate doing some for the shivan ships (and some terran ones - see the already classic one for the pegasus).
Then, I should ask you to plase make one as a tiled, glow only map. WOuld be much better for high poly ships, sure, that would be one more map having the glowing bits separated, but that would be
1) a significant file size reduction ( no need of the whole map for just the 3 odd red areas on that mara :p, and the same map would be used on all shivan ships, for exemple )
2) would make work so much simpler for modders
3) would save me the trouble of doing one :p
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Lightspeed, you've made me moist. Thank you. Now all I gotta do is get a kleenex and wait for your other ships.
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what the ****
oh and terrific job LS, i somewhat forgot in my last post :o
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I can do one of these for new models Venom, but I can do lots more ship-specific stuff if I use the normal glowmaps :)
Anyway.
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release2.jpg)
The Dragon. Glowmaps are animated for LOD0 (as any other LOD only has about 64x32 textures anyway :rolleyes: )
To download the Dragon textures, click here: Dragon Maps (http://www.penguinbomb.com/lightspeed/Dragon_S20.zip)
As a word of warning, you have to make sure there is NO OTHER FILE AS A GLOWMAP - else the still PCX will be used instead of my supplied ani (technically this shouldnt be happening with new builds, but it happens with bob's env alpha build). So, you'll have to delete/rename any files called "fighter03-01a-glow.xxx" inside VPs or folders.
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Sexy
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Just noticed something i'll need to fix, expect a minor update later :)
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*looks at contents of thread*
*weeps for joy*
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SF Dragon needs to be more hi-poly ;). Anyway ani glows looks very evil, I like it :).
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Updated the zip - fixed the problem I was talking about. :)
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oOo very nice :D
*wipes away drool*
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I saw the new Ulysses in the lastest VP. Great job there, Lightspeed!. You got me drooling over the bat :D
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only problem with this one is that the dragon is usually moving so fast you can't get a good look at it. Though the missile trails are pretty...
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Thats basically the problem with every ship, and particularly fighters. Its pretty unlikely that anyone who is playing the game is going to notice "oooh, those are some nice pulsating glows". But whatever, its pretties up the ships some I'm in favour.
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Hey! you did the same thing with the GTI Arcadia! What do you want, give me a heart attack? :D
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just cecked it out in game, I must say, exelent.
the glow map seems a bit waistfull though, I think the same effect could be done by interpolateing between to diferent textures (wich we can't do yet).
but I still have a few problems with the Uylisses, the cockpit glass had the shine map blacked off, and I think it would be better if there was more contrast added to the alpha layer, it seems like the environment is reflecting too well off the plates of the hull I think it should only be visable in the middle of them, and maybe some sort of grainy textureizeing filter or something to make it look less glass coated. (this is all uylisses BTW, the dragon is perfict)
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check again to be sure there's no other texture getting loaded first for the ulysses, coz for me it's the first time 'anything' displays right for a change...
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If it looks glassy you're definately doing something wrong bob. The ulysses has a ridiculously low amount of env strength on its hull.
The cockpit isn't really shiny, because neither it is in real life. Keep in mind it isn't a mirror, and that behind it there is a cockpit (i.e. a room) - It will thus look translucent from nearly all angles ('cept some very far angles - which we can't do with shinemaps) but will reflect the environment pretty well. That's both more realistic and nice looking, IMHO.
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I'll just wait that these will be implemented on newest media VPs. I am far too lazy and cautious to separately install all the nice new stuff (nebulae, glowmaps, Fenris/2), so I just stick and wait.
These are coming to next media VP, right? Right?
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Good work LS.
I love the dragon! :yes:
I'm working on something too. (Yeah, I'm not (that) lazy...)
Mind have a look ?
(http://www.ystart.net/upload/20040512/1084374812.jpg)
Still WIP (~75% ready).
What do you think?
And would you help me to create glow and shinemaps for it ?
Update(~90% ready):
(http://www.ystart.net/upload/20040512/1084385879.jpg)
(new high-res Rocket textures)
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Originally posted by Lightspeed
7
The cockpit isn't really shiny, because neither it is in real life. Keep in mind it isn't a mirror, and that behind it there is a cockpit (i.e. a room) - It will thus look translucent from nearly all angles ('cept some very far angles - which we can't do with shinemaps) but will reflect the environment pretty well. That's both more realistic and nice looking, IMHO.
excepted if it's done the same way as astronauts helmet visor ;)
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Thats really good DaBrain. Very crisp textures, I think even more than Lightspeed's version. Keep doing whatever you're doing, it works.
and also nice work on the Dragon there Lightspeed. FS2 doesn't want to cooperate, so I'm having a hard time running recent builds, its a shame really cause I would love to try these out in game.
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geezus, DaBrain. You made me more moist than Lightspeed.
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It looks good, DaBrain. But I don't like the extremely high contrast of it. It just seems... out of place. Maybe too detailed to look realistic. :blah:
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how many times do you see the ulysses in the FS2 campaign?
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Well, it is in that game of tag mission, but I hated the bat. I loved the Athena. And the Valk. I wish someone would do the Valkyrie up real nice.
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Agreed, the old FS ships have some really underestimated designs (even the Apollo - while weak - looks the part of a Terran fighter).
That said, the Ulysses is the generic ship when other mods don't load.. so it follows.
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someone do a hi-poly orion with better textures, or maybe make the Hecate look prettier (you KNOW it needs it) and then the Myrmidon (i love the myrmidon, its just so cool) and then i think that the Vasudan Interceptor you get to fly (name eludes me right now) that needs newness. the textures on it right now are the ugliest ive ever seen!
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Originally posted by Raa Tor'h
It looks good, DaBrain. But I don't like the extremely high contrast of it. It just seems... out of place. Maybe too detailed to look realistic. :blah:
As the MASTER of graphics, I can change the contrast to any level.
If you want lower contrast, NP :)
I think it's nice.
The contrast is ok in-game. (Notice, first version)
(http://www.ystart.net/upload/20040512/1084388562.jpg)
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Dabby, your thrusters are far too cartoony and the glow doesn't match with the trail. I would consider a revision if i were you. The bat looks great though. I suggest changing the contrast setting on your monitor, or just reducing the contrast on everything you do.
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Someone purdy purdy purdy please make my Ares fighter look this purdy?
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1. Never ever off topicize this topic anymore, for the sake of god
2. @DaB: I think I prefer the original textures. Your versions look way too embossed. The rough look makes them appear even more low res than the retail ones, I fear.
3. Please - let's try to stay on topic from now on. I'm sure we can keep pimping/design/whatever discussions to PMs and/or seperate threads.
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That said, here's yet the next release:
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release3.jpg)
Note that it's using the hi-poly Herc model, which is still in beta stages - wouldn't this be a good excuse for someone to actually finish that hi-poly model? :)
Hercules Maps (http://www.penguinbomb.com/lightspeed/Herc1_S20.zip)
Comments, advice or flames welcome but *stay on topic*!
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lightspeed, if you weren't so good, i don't think we'd tolerate you...
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Originally posted by Turambar
lightspeed, if you weren't so good, i don't think we'd tolerate you...
Second that.
You need to work more on your attitude, than on maps...
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And why would that be? Because people pull the thread off topic after being asked not to? See, a thread with this many release posts etc will be confusing enough *without* the off topic content. I normally don't care as the threads stay below 2-3 pages, but remembering my old shinemaps thread (which had around 20 pages, and almost no off topic) I don't want this to get a jungle beyond comprehension.
@DaB: I don't think so. Most people get along with me fine once they know me. The only people that get 'problems' with me are people who release something, and that's for a simple reason. As a darned perfectionist I don't say yes and amen to anything that appears around here. I'm sure your maps would have potential if they weren't all that 'contrast'y - and that's exactly what I've stated.
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He's right. Stop Hi-Jacking. That said. Good work, Lighty. I'm going to DL all of these right now.
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Ok, the herc looks good. But it looks only in the pic in the left upper corner, and the in the pic below it.
Looks like the shinemap is worse than the old one.
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What shine mapping on the old one? :wtf:
GE's Specular hilites? :ick: They sucked. I am totally thankful for this set of revisions. And I'm begining to sound like a broken record, but if people don't like them, they don't have to use them, and are free to not say so. I'd much prefer to see why people don't like them, than "it looks ugly" or "It looks worse." [/rant]
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well, having some light in those shots might actualy help seeing anything.
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These are the old shinemaps and textures used with the same model:
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/compare.jpg)
Could you please specify what's better in these maps DaBrain? I probably could fix it if you would tell me why. Personally, I don't see any 'advantage' here.
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Its shows off the shinemap effect a bit more clearly. It looks more...metallic I think is the word I would use. I prefer the new one, but the old one has its advantages.
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Eh? I think it exaggerates the shine too much. It makes it hard to see detail, and it doesn't exentuate(sp?) any of the detail on the model. Look at the top row, middle shot. The little do-dads look flat.
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Originally posted by Raa Tor'h
Eh? I think it exaggerates the shine too much. It makes it hard to see detail, and it doesn't exentuate(sp?) any of the detail on the model. Look at the top row, middle shot. The little do-dads look flat.
Well, that's not exactly like there's actually details there, too, if you think about it.
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As true as that is, you can fake detail with good maps. HALO did it. :p
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Originally posted by Raa Tor'h
As true as that is, you can fake detail with good maps. HALO did it. :p
I know that fairly well.
See how all the complaints about the ezechiel mesh being to flat disappeard after I started mapping it?
Pb is, the herc doesn't have good maps. Well, in fact, I'm pretty sure the VERY originals are gorgeous ( I suppose V didn't draw their maps on those small files ), but well, they've been cut down, etc, and what we have is blurry as hell, and just no good. That's the most frustrating, I'm sure there's damn excellent maps of all the FS fighters and bombers on some HD, somewhere in the States, but we'll never have nor see them.
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The new map is too soft.
While this is ok for more organic looking surfaces, it looks odd on terran metalplates.
Soft maps would perhaps fit to vasudan ships.
I think in space (nothing to do with realistic stuff) the bright highlights should be extreme. And the shadows too.
Either bright, or not. No super-soft fading between them.
Edit: Don't you think it's unfair to give the old one the old textures ?
(Cause this is about shinemaps and not the textures)
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New Media Vp and already new stuff...
Excellent :):yes:
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Also nothing to do with realism:
Smooth surfaces look good because you can see all important details in them, and you can still have a fair amount of shinyness - but it also highly depends on the model. Generally, the smoother the object is, the more extreme lighting can be applied and still look good.
On very boxy models like the Herc I intense lighting looks absolutely bad because it a) kills off the little bit of detail (mind you: not much) it has from the textures and b) creates ugly edges unless you use 10x+ Antialiasing
I rather prefer having a smooth 256 shades transistion instead of a practically 2 coloured model (white-black). If that's your personal taste it's okay, and certainly explains your obsession with insane contrasts in your images ;) - but I daresay it's not what most people would want to see (at least I don't).
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Originally posted by Lightspeed
certainly explains your obsession with insane contrasts in your images ;) -
1. I believe that :v: had no chance to use a good level of contrast, due to their limitation in colors. (less colors = all colors are as close as possible to each other, so there won't be ugly gradient)
2. This fightermap ins't final. I'll work on the contrast after I'm done with all layers. This contrast is a byproduct of my workingstyle.
3. Insane is a bit exaggerated... (It's not that much contrast)
4. Your previous shinemaps were grayscaled. Why ?
I think this is a much better way to be done for them.
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Please, let's not start about anything off topic again. Please. :blah:
So points 1-3 are irrelevant.
Originally posted by DaBrain
4. Your previous shinemaps were grayscaled. Why ?
uh, no? I never did any grey scaled shinemaps. Some of GE's shinemaps were grey scale (the Herc1 too). The current one is the first shinemap I ever did for the Hercules Mk I.
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I love the new shinemaps. The old ones were too extreme with too much of a contrast.
Anyways, all of the ships shown here look great. A high-polygon version of the Dragon would be wonderful though. (same with the other Shivan ships)
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I actualy started on a high poly dragon, stoped working on it a while ago though.
still don't like the lack of shine on the cockpits, glass is quite reflective, if you go out in a parking lot on a hot summer day the windows of all the cars is a glairing white from the sun. and the environment map effect isn't good enough to map the sun, it just looks bad, it needs a glaireing white specular highlight there.
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I agree with Bob, there.
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Yep.
And the loss of detail is no excuse for this super-soft map.
Just ad highlights for single plates. That will give the ship a more bumpmapped look.
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all-around very good work, lightspeed. Keep going !
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DaBrain, your maps are fantastic. The additional contrast is definitely a good thing.
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Originally posted by Bobboau
still don't like the lack of shine on the cockpits, glass is quite reflective, if you go out in a parking lot on a hot summer day the windows of all the cars is a glairing white from the sun. and the environment map effect isn't good enough to map the sun, it just looks bad, it needs a glaireing white specular highlight there.
Exactly. They glare, but only at a wide angle, else they only have a 'lense flare' - but they're not some white blob.
http://www.tmspa.com/2002%20photos/P7110165%20field%20of%20cars.jpg
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I don't like the new Herc shinemaps. I think it's not shiny enough... looks too much like plastic to me. The Ulysses on the other hand looks fantastic.
Great new maps, DaBrain.
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come on, Lightspeed, carefully choosing a pic doesn't constitute an exemple, I can do that too:
http://www.nasm.si.edu/galleries/lae/images/SR71.gif
You're missing one important point: as you say, the angle is determinent, but if you take a curved windows, and place the glare exactly where it's the most curved ( like in your exemple ), the glare will obviously be small. If, like in my exemple, it's a flat one, you'll get an all or nothing.
My exemple is too extreme for you? Fine, let's take an "halfway" approach:
curved on one axis ( like your car ), straight on another one:
http://graphics.stanford.edu/projects/mich/move-to-accademia/truck-at-lab-s.jpg
The glare will expand as much as it can along the straight axis of the glass.
I can find pics with the windows perfectly white, but obviously there will be a pb:
http://www.woodgas.com/images/Mel%20Strand%20Truck%20and%20TBR.jpg
See, the glare blinds you, since the glare is basically light coming straight at your eye ( or at the camera ), so There's basically no way to have a pic of that. Same in real life, you don't really see those, coz you'll blink.
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Myrmidon!
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Nico is right.
It's even visible in your picture.
http://www.ystart.net/upload/20040513/1084456917.jpg
Originally posted by JTK-1701-E
Someone purdy purdy purdy please make my Ares fighter look this purdy?
The Ares map... is some heavy stuff.
(~50%) ;)
@LS Who is GE ?
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GE = Galactic Emporer :)
Oh, and I took the liberty of remote linking to the images people have posted of cars windshields. If this thread gets as large as the last one I don't want to waste time downloading shots of someones truck.
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Not wanting to participate in this debate right now, I just wanted to stop in and say, LS, some of those shinemaps are really awesome - I'm especially impressed by how the Dragon maps look in-game. Well done. :nod:
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My god........
*worships Lightspeed*
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you know I think I like the higher contrast better my self.
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I have to agree with DaBrain - these maps are not metalic enough.
I don't mean that they're bad or anything - they just need some more reflectivity. The way they are right now is excelent for Vasudan ships or maybe Shivans, but Terrans need a harder shine map IMHO.
The best comparision I can come up with is plastic - you ship looks like a well polished piece of plastic, the problem is that plastical nice maniquen look doesn't fit with Terran design.
The older version was too harsh though - what I saw as the best example were shots of the Athena, when its base texture was used as shinemaps or the Apollo - those ships could look really good even without additional maps. Of course it could come off too harsh, but the Athena was nice.
I don't know what's your method of development, but if you're giving our public opinion some thrust, could you try a more 'metalic' version with harder shines?
That's my 2 cents on the issue.
The environment mapping, the texture sharpening, and the ambient parts look super. If this plastic/metal looking issue were solved than your terran ships would get 5/5 from me insteam 4.8.
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Originally posted by Bobboau
you know I think I like the higher contrast better my self.
So do I, but that's probably because I tend to use high contrasts myself. Low contrsts makes me think paperboard for some reason.
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Originally posted by Flaser
they just need some more reflectivity. The way they are right now is excelent for Vasudan ships or maybe Shivans, but Terrans need a harder shine map IMHO.
The best comparision I can come up with is plastic - you ship looks like a well polished piece of plastic, the problem is that plastical nice maniquen look doesn't fit with Terran design.
The older version was too harsh though - what I saw as the best example were shots of the Athena, when its base texture was used as shinemaps or the Apollo - those ships could look really good even without additional maps. Of course it could come off too harsh, but the Athena was nice.
I disagree, we're talking about ships with paint on them, if it's anything like current military vehicles, that means a matte powder paint, not a glossy clearkote paint that our cars have.
I do agree that the current maps are way too harsh, and also look more glassy than they do metalic, even toned down they'd look more glassy than metallic... not sure how to fix that though since I don't know the programming or physical aspects of reflection, refraction and caustics
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Why post car pictures when you have the jets thread (http://www.hard-light.net/forums/index.php/topic,23437.0.html)?
MHO is that the new hercules shinemaps could be a bit brighter on the hull, and much brighter in the cockpit, but not as bright as the old one.
The shine in the top-middle herc looks about right for the hull, but it doesn't look like that at all in the rest of the pictures.
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maybe what would make it look less glassy and more metalic is just a bit of noise to add variation? not like seriously distint noise, but a soft noise (speckles you know?)... worth trying even if it doesn't end up working
the cockpits definately need a high shine on them, since they ARE glass, lol :)
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Originally posted by Kalfireth
GE = Galactic Emporer :)
Except that a search for that name would be a waste of time as he changed his name to Galemp shortly before he vanished.
Where did he wonder off to anyway? I'm still waiting for a release of the node map he did. :)
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Originally posted by WMCoolmon
MHO is that the new hercules shinemaps could be a bit brighter on the hull, and much brighter in the cockpit, but not as bright as the old one.
The shine in the top-middle herc looks about right for the hull, but it doesn't look like that at all in the rest of the pictures.
Not as bright as the old one. That's I think too.
But not to have the whole fighter shine, but only parts.
Some plates are more refective than the other plates... (I don't know why... but this will look very cool)
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Originally posted by karajorma
Where did he wonder off to anyway? I'm still waiting for a release of the node map he did. :)
Probly looking for Alikchi
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The Herc shinemaps are toned down for two reasons - though it looks more shiny in-game than it seems from the screenies:
a) the shape doesn't allow any err... 'drastic lighting effects'
b) it's a very old fighter - not some polished new precious.
I agree the cockpits need to shine, but the way they would normally do it is wrong. If you just white out the window shinemap you'll have something that will look white when directly lit (which then REALLY looks like paper) and will look grey(!) when moving out of the light. I'm trying to find something that will make it appear shiny without said problems, but so far I haven't been all that successful. As you can see i've tried something with the Seth :doubt:
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release4.jpg)
Seth Maps (http://www.penguinbomb.com/lightspeed/Seth_S20.zip)
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wow, in all my life since FS1, I never thought I'd see a pretty Seth
Edit: wow, thats great how only the cockpit reflects. That's the way it should be.
Edit2: the cockpit and a bit on the metal bits on the bottom..
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The shinemap is ok, but the texture is nearly invisible.
The lines are too super-soft.
Looks somehow like a pice of soap. (especially the pic in the middle)
Edit: The glow map is perfect.
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Which texture? :p
Go and take a look at the retail seth texture - theres really barely anything to call texture about it.
The Seth would need a completely new texture (especially for it's back), but all I'm doing with the textures is to align them to 2^n and removing colour compression artifacts (8bit = deh ugh). So detail-wise they're just as good/bad as the retail ones.
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Any possible way of increasing spec glossiness on window stuff? I think thats what LS wants.
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Yeah, currently the shine is 'fake' in that last image, i.e. doesnt behave as it technically should in-game. What you'd really need would be the ability to set the specular parameters (the ones you can also set from the command lines) for individual parts of the model.
A window should have a small, yet very bright shine 'spot'.
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You guys are approaching this very 'single minded', I must say. Let's consider the environment these ships operate in...now without atmosphere to slow'm down, any little particle or enemy fire that impacts with a ship (whenever it may happen, it will happen) will have the effect of sandpaper on paint. Accepting that this 'spacedust' will be far between and small, this will not cause visible surface wear and tear, but it will take away that high-polished look real quick...it will still reflect, but not as if it's a smooth polished surface, but much more like a highly satin-gloss surface...
You can even see this effect on cars...the front window of a showroom new car reflects much more 'polished' than from a car that's over 5yrs old.
Now, in your last pics, the sun hilite on the cockpit looks soft blurred, exactly the effect you would expect from a space exposed surface, yet the nebulae reflects off of it like from a mirror...In all honesty...I'd sooner accept it 'as real' if both the reflection and the sun highlite where a bit 'out of focus'.
:) edit: you beat me to it, no wonder it looked different...:)
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The reflection should be in the center of the highlight, right ?
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@jarc: That, and there's no ability to set the blurryness of the env map.
However, I think it could be fixed/improved with two easy changes to the env map:
a) make the reflection image bigger (it looks really small right now, sometimes you can see cubic 'edges' of the background
b) scale down the resolution a bit (of the reflected image), which will make it look blurry and reflected - plus it would speed things up
@dab: no, actually not. But the highlight should be a bright spot moving around on the cockpit surface (towards the light).
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@dabrain; to a point, the center of highlite is the part where the light concentration and reflectance in your direction is the highest, so whatever it reflects would only be indicated by the 'dis'-coloration, and yet at the same time, because of the light intensity, whatever it reflects should be unrecognizeable
#lightspeed: no way to influence the blurriness eh?...ok...bobboau's very last env_map build, he said he changed it so you could fiddle with the alpha channel, right? sooooo...what if you introduce a very fine raster on the part that needs reflecting? would that not have the same effect as surface damage changing the reflectivity?
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Perhaps we need an extra map for env...
There is no way to affect the blurryness of the reflection. (only the intensity)
And I can't imagine any way to allow the mapper to adjust it...
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JarC: if that were true, the hubble's lens would suffer greatly from the micro abbrassions and the hubble would be all but useless. I don't think it has as harsh an effect as you say.
On the other hand, I still agree that, except for the cockpit's canopy, it should be a satin gloss because military vehicles are painted with matte paint, not with gloss paint
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Originally posted by ShadowDrakken
JarC: if that were true, the hubble's lens would suffer greatly from the micro abbrassions and the hubble would be all but useless. I don't think it has as harsh an effect as you say.
Good point, although that could be explained to be differences of materials used...?
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Don't forget that areas around space battles probably have more dust and debris than the area around the hubble.
Well, maybe not considering all the stuff floating in orbit around Earth now.
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doy Myrmidon next! do Myrmidon next! You Too Dabrain!
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What about the Earth's gravity? I think there'd be more particles around the earth, since its gravity would be constantly pulling them in. In empty space, the stuff would be drifting towards all the gravitational sources in the area...so less dust.
Though with the Hubble, it's only a matter of time before some astronaut's glove gets stuck on the lens. :p
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Originally posted by Turambar
doy Myrmidon next! do Myrmidon next! You Too Dabrain!
Whats your deal with that fighter :p
They all look good but try to start on some Capships, make it to wear they look like cities in the sky :D
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LS: You could indeed try a faint noise or raster on the env map for the main hull, a really dark one, but still a bit. The cockpit should really get a faint raster, but faint the other side of the spectrum, so that the image get's distorted a bit.
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What would that change? it would infly only on reflection, that wouldn't blur things out. you'd just get brighter or darker reflections.
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I'm not sure if this is needed - but perhaps it might be better if a new topic was started for this in the modding forum? My thoughts being that when this is worked out and this thread starts to fill with actual released content, it's going to be harder for people to wade through if there's two conversations going (one about the textures, the other about light reflections etc).
If you want me to prune the thread into another separate thread for both topics to continue (or indeed leave it as it is) let me know.
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Good thinking, Kal. That'll probably be a good idea if this specular discussion continues. :yes:
Oh man, the Seth... still my favourite fighter. Awesome.
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Originally posted by Setekh
Oh man, the Seth... still my favourite fighter. Awesome.
Ditto. I love you LS! ;)
Edit: Now if Gank would finish the Hi Poly Seth... :drevil:
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Forget the Seth, do a high-poly Horus. That was/is the best looking ship ever in the whole FS series.
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you know I fiddled with things last night and I changed a setting and I think it made everything look a lot better, but it might adversely effect the current art being developed
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what is it? tell us, tell us...
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here's a build (http://freespace.volitionwatch.com/blackwater/fs2_open_r_env_5-14-04.zip)
untill I get a way to determine weather a texture has an alpha chanel on it I'm going to use a comand line option to switch between color blending and alpha blending of the spec map with the environment map.
-alpha_env
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*goes off to test
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This might be interessting.
*download in progress*
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Okay, they look a bit softer, which is a good thing, but they still show some edges (ironically they only show up on little parts like fighter cockpits - capital ships reflect correctly). May I ask what you changed? :)
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Okay...
Maybe its just because I like this ship, or because it really was true - the maps were so horrible on this (I can show you some of it later ;) ) that the main work on this was making the textures any good - that's also one of the reasons why it took me so long.
But yeah, it's back, its vasudan, and it's as sexy as ever :)
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release5.jpg)
Those with low-end sytems might want to delete the LOD 0 textures and replace them with the LOD1 ones. :rolleyes:
The Horus - Clicky (http://www.penguinbomb.com/lightspeed/Horus_S20.zip) (beware: 2.6 MB download) <>
You gotta see this one in-game :)
-edit: And I'm still interested in what you changed Bob :nod:
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it was useing modulatex2 I changed it to simply modulate, so it's like half as strong as it was initaly.
(modulate == multiply)
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Bob: Here's what I got
(http://www.fattonys.com/images/upload/screen01122334.jpg)
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@LS Oh nice !
Some of the lines look sharper.
Did you redraw them ?
Each armor plate of a vasudan ship should have it's own shading.
It might look more plastically.
Edit: The hull is not reflective at all ?
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Doesn't look to me like it should be.
BTW; I like the rest of it, but the dot on the cocpit has to go. :ick:
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whow go slow on me :p
1.) JD: it will look like this for all ships as if no alpha map is present env map will be on full intensity for the whole ship. Once again, this thread is NOT the place for stuff like this actually.
2.) DaB: Yeah, I practically had to redo 90% of the map as it was rubbish. I agree about the shading, but the original was like this too, and actually I like the smooth look on it - 'tis definately obligatory for other vessels though (like the Anuket). The hull *is* reflective (a tinsy bit) but too faint to notice with Bob's new half-intensity thingy. I'll have to power it up slightly again.
3.) Raa: I agree about the dot, it is only in there for err 'experimental issues' as i'm trying to get a shine on the glass that looks right. No success I'm afraid.
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updated. Download again, everything is working as intended now.
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it's fainter than it was but you have more controle over it now I think
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Originally posted by Lightspeed
2.) DaB: Yeah, I practically had to redo 90% of the map as it was rubbish. I agree about the shading, but the original was like this too, and actually I like the smooth look on it - 'tis definately obligatory for other vessels though (like the Anuket).
Propably because your map is 1024x1024. At this high res, most parts of the old map look just like crap. (As the red parts of the Ares :( )
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eh, no. Look at it in its original size - it's just as bad. It's in 1024² because the original map was 782x620 or something, so it used 1024² in memory anyway, and cropping down to 512² would be a loss of even more detail. So I decided to scale up and - The refinement would have had to be done either way.
BTW, the Ares will be the next one. I wont get finished untill tomorrow, though.
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Ares. Vasudan Fighters. Anuket.
I love them all. Great stuff. Maybe we can get you to reskin the Hotep for me. :nod: ;7
Oh, and the two Vassy vessels that really need to be redone are the Bakha and the Sekhmat. Especially the Sekhmat. It's like 256x256. :ick:
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new build up (http://www.hard-light.net/forums/index.php/topic,23614.0.html)
fixes the seams that have been an issue for a while, was harder to fix than I thought it was going to be, but I think I got it :).
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Originally posted by Raa Tor'h
Ares. Vasudan Fighters. Anuket.
I love them all. Great stuff. Maybe we can get you to reskin the Hotep for me. :nod: ;7
Oh, and the two Vassy vessels that really need to be redone are the Bakha and the Sekhmat. Especially the Sekhmat. It's like 256x256. :ick:
Agreed. Not agreed (some of them look crappy). Agreed.
I will 'reskin' your vasudan ships, but that will be when we actually need them (i.e. Chapter 2) - you'll have to have patience till then. If you've got basic maps for each of them they should be done pretty soon after I start working on them.
Raa, *all* FS2 ships use approximately 256x256 textures. Thats why they look inferior to FS1 ships.
Bob: *downloading* :)
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Oh, I'm waiting, don't worry.
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release6.jpg)
The Ares. (screenshots taken with the last env build as the new one has problems (see builds forum))
Original hi-res maps made by DaBrain.
Further texture improvements, glowmaps, shinemaps and env map are my work.
Ares Maps (5.17MB) (http://www.penguinbomb.com/lightspeed/Ares_S20.zip)
@Bob: check the builds forum for my issues.
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5 mb?! :eek2:
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The funny thing is, the files are exactly the same size as those of the Horus. But the compression ratio is err... rather bad. :D
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I like it ;)
Now I realize how super-bad my glow map is... I'll use yours :)
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Not too long ago I was trying to put a cocpit in this ship. Now I may just try again. :nod:
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You saw my glow map ? :)
It was just a test... I knew it wouldn't have worked as I wanted it to.
I like the idea. In the cockpit is light, so why not add it to the glow map ?
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Actually, I was doing this like 2 days after Nico released the cocpit. I haven't seen your glowmap, no, but I'm sure it was good. I made a glow map for the cocpit using Nico's maps. The hardest part is getting it to render correctly. I wish there was a flag I could add to the subobject data in the pof to make it render first, or second, etc.
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subobjects are rendered in the order they are found in the pof, the main hull is rendered after everything else
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So I should have the model setup as a cocpit, cocpit glass, then hull?
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Holy crap.
I <3 you guys...
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Sweet Jesus. You just made me wet my pants. My favourite fighter..
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Originally posted by Raa Tor'h
Not too long ago I was trying to put a cocpit in this ship. Now I may just try again. :nod:
getting cockpits into ships is the ONLY way to make cockpits look right.
What we'd need is modellers to put one into each Terran and Vasudan fighter craft - it'd eliminate all the lighting problems we currently have with cockpits.
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Ahh, but what does a Vasudan cocpit look like? I don't know how similar it'd be, if GTVA engineers had to modify each craft for Terran use.
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Look at the shield cutscene from FS1 and the Vasudan Mainhall from FS2.
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...shield cutscene? I don't remember seeing Vasudan cocpits in that. And I know the mainhall is funky-kewl. ;)
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no cockpit, but you see vasudans controlling terran/vasudan tech stuff.
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Ahh, I see. And welcome aboard the Dashor. ;)
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Don't make the security team chase me :nervous:
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No way Vasudans fit in the ductwork. ;)
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release7.jpg)
The Thoth. :)
Thoth maps (800kb) (http://www.penguinbomb.com/lightspeed/Thoth_S20.zip)
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Originally posted by Raa Tor'h
*squeak!*:D
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LS, could u post a screenie of what it looked like before? It looks the same to me, but honestly Its off memory.
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Okay, I'll paste one in THIS post once I have it.
-edit: especially for J3Vr6:
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/compare002.jpg)
The old textures.
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release8.jpg)
Original Hires map by DaBrain; fixed one or two issues I had with it. Shine/env, glow map and LODding by me.
Myrmidon maps (4.48 MB) (http://www.penguinbomb.com/lightspeed/Myrmidon_S20.zip)
I don't yet know if this will, or will not be my final version. Might fiddle around with it a bit more.
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That mym is pretty.
The Thoth looks a lot cleaner and the light hits it better than the old one...
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Originally posted by J3Vr6
That mym is pretty.
Thx ;)
@LS I like the way you do the glow maps.
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The Thoth has:
a) no more colour edges like the original
b) slightly better overall textures
c) a (IMHO) better shine map as theres no overbright anymore
d) an alpha-env map
e) better performance in-game as its 2^n sized
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Could you tell me something about the alpha env map ?
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beautiful job on the Thoth LS!!!
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Originally posted by DaBrain
Could you tell me something about the alpha env map ?
Depends on what, but I probably can. :)
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Just how to make a good env map in a shine map :)
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Pretty! Now that I have my new Vid card, and FS2 runs like a dream, I can enjoy all of this work.
And play the Unification war!. :D
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Yay, time to test our missions, Raa ;)
Don't test mission 15, though, it's bugged due to a SCP 'fix' (see in the private forum).
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I just DLed them all. I'll play them in a (very) short while.
After I re-install 3dsMax6, that is. :)
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release9.jpg)
The Basilisk. The glowmaps are animated.
Basilisk Maps (1.8 MB) (http://www.penguinbomb.com/lightspeed/Basilisk_S20.zip)
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Do I need to quote myself again? I love you!
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The people at TVWP are lucky to have you, but I have no clue how you do quite literatly "everything" :)
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Indeed we are. And he can FRED. He's like a godsend. :nod:
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But!? Can he sing the entire Oscar Meyer Weiner song?
I think not!
edit: Lightspeed, the Thoth is your best one yet. Seriously, I am flabergasted by the quality. And I'm not one to be flabergasted easily.
flabergastedflabergastedflabergastedflabergasted
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Nope, I haven't even heard of that song you're talking of.
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When u guys say "animated" what do u mean? It may sound dumb, sorry. I thought LS already did animated things for the stealth ship and the dragon. But in game the stealth has the bright blue and the dragon is bright red, but are those red and blue supposed to dance around or flow or something?
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The pegesus has a wite flash run along the blue lines in game, and the shivan ships have glowmaps that pulse. That's what he means by animated.
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ANIs only work if no PCX/TGA/JPG/DDS image is found. You will have to get rid of all previous glow maps (may have to delete them from your SCP VPs too) for them to work. And yes, the glow maps pulse.
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release10.jpg)
The Manticore. Glow maps are animated.
Manticore maps (970 kb) (http://www.penguinbomb.com/lightspeed/Manticore_S20.zip)
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The red thing pulse.
It's kinda hard to notice this during the game. But try to create a mission with a dragon, which has it's engine disabled. And then watch it ;)
@ LS you could create a zoo-like mission, where all the ships you worked on, are in :)
Edit: Arrr, you where faster.
BTW perhaps it's not wise to create anis now. Bob said there might be 32bit anis in the near future.
Well, at least keep the 32bit images, for later ani creations.
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Yes, but do you need 32-bit to make a red pulsing glow? I don't know if you'd really need to use 16 million shades of red... :rolleyes:
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Really, I hardly use 250 of the 256 colours I have.
32bit anis for glowmaps would be a waste. Heck, I even save my normal glowmaps in 8-bit to save you some download size. There's absolutely no difference.
And about the disabled engine... Just go into your techroom. But what's even better: Go to FRED one of these days, and make a mission that makes use of the "disable glowmaps" feature. THEN watch what happens :nod:
-edit: and it should be animated in the targetting box as well, technically. So there's no excuse for not seeing it, unless you're blind. :p
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ugh, deleting old glows would be such a mission from the zpack or the other packs... I'd have to do it on a day I have patience.
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Sorry if this has already been asked, didn't have time to read the whole thread, but will there be a pack of all of the shinemaps? Or would it be too big to get hosted..?
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This thread makes me cry tears of joy. :)
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I still think the Nepthys, the Sekhmat, and maybe even the Bakha need major facelifts.
And since they're so good at it, I know I won't have to wait long. :D
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Glad you like it, Setekh :)
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release11.jpg)
The Loki.
Loki maps (890 kb) (http://www.penguinbomb.com/lightspeed/Loki_S20.zip)
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that pic was too dark for me to tell, but I"m sure it rocks.
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Fix your monitor according to this image (ignore the TGA/DDS part):
(http://www.penguinbomb.com/lightspeed/SCPTest/monitortest.png)
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well, I have to blink a lot to see the quad on the left :p
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The vid card on this box isn't good enough to show it. But this box has a nVidia Vanta. :p
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Nico: That's normal. Normally there's too much reflection on the display anyway :rolleyes:
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Originally posted by Lightspeed
Fix your monitor according to this image (ignore the TGA/DDS part):
(http://www.penguinbomb.com/lightspeed/SCPTest/monitortest.png)
I have my contrast and brightness maxed out and I can't see it.
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Now that your doing the shivan ships, my interest has peaked.
Absolutely beautiful, to bad that atm im too lazy to make the ani's work :p
Maybe later... :D
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Originally posted by J3Vr6
I have my contrast and brightness maxed out and I can't see it.
I think you need a new monitor.
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I just got this monitor last year!!! Luckily it's not my home computer.
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Heh in the last days of my old monitor I couldn't see anything below $RGB 50,50,50 - WITH gamma correction(!).
I'm really glad I have my new preciouss....
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I can only see the little square at rgb 50,50,50 The other ones are black. The box below it that's supposed to be comprised of two colors is completely black to me.
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Use the gamma correction in your video card drivers- put it up untill you see at least four of them. (down to 15,15,15)
This should help (but not look as good as a decent monitor) - but I suggest you change that monitor at any cost.
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Originally posted by Lightspeed
(http://www.penguinbomb.com/lightspeed/SCPTest/monitortest.png)
Perfect for me, as I have my self-created color profil.
But my problem is, windows switches back to the old profil as soon as I use a fullscreen D3D or OpenGL game.
It's a hassle if you want to do high res maps. (Makes it harder to compare the ingame look with the map.)
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Originally posted by J3Vr6
I can only see the little square at rgb 50,50,50 The other ones are black. The box below it that's supposed to be comprised of two colors is completely black to me.
That's pretty severe :p
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if you're serious about monitor calibration beyond just gamma, I have a full color calibration spread that I made for my photo editing
Click Here (http://mygallery.ath.cx/images/ColorChart.png)
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This is the most beautiful thing I've ever seen on my monitor. *Weep*
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release12.jpg)
Medusa Maps (1.26 MB) (http://www.penguinbomb.com/lightspeed/Medusa_S20.zip)
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Cripes, that is excellent. The look is spot on. Keep that in mind for the other similar styled Terran ships.
Excellent :)
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I have no idea how to get into gama correction in the card. There's no setting for that in the settings or advanced tab. It's a work monitor so I'm not about to request a new one because a picture was too dark :p
I'm sure the pictures are nice though :(
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The hull should be a bit more reflective, I think.
And try to smooth out the edge on the missile pod, by shoothing the shinemap in this part.
The texture is good. :)
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Don't touch this one LS, it's perfect ;) Looks just like the one on my ST box.
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I wanted to stick close to the original ( Clicky (http://www.descent-freespace.com/goodies/gallery/big/bomber04bcopy.jpg) ) shine-wise :)
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She was amazing, wasn't she?
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Yeah.
The ships not bad either.
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Awesome job on the medusa, perfect shine to the metal!
Now if only the in-game shine wasn't that aweful gold/yellow color so the ships would actually look like that ;)
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Originally posted by Kalfireth
Yeah.
The ships not bad either.
:D too bad it didn't had the same hairdresser :D
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Originally posted by ShadowDrakken
Awesome job on the medusa, perfect shine to the metal!
Now if only the in-game shine wasn't that aweful gold/yellow color so the ships would actually look like that ;)
Ever heard of specular lighting that uses the colour of the sun you place in the mission ? :p :rolleyes:
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uh ok, well lets see here... Earth has a yellow sun... spec lighting off objects on Earth is white... go fig
the bright gold is just plain ugly anyway, plus every sun in every missions of the base game is white anyway
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Um, no they're not. They just come out white-shining because vanilla FS2 didn't have spec. But the color of light cast from stars should be close to white. Save the deep tones for areas passively lit by nebulae reflections, that'd really look best IMO.
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Edit your stars.tbl if you dont like it. :)
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file search didn't come up with any file called stars.tbl anywhere on my computer :P
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its in the root VP.
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Update the zpack, please?
mv_zpack.exe 08-May-2004 23:21 39M
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Medusa's looking fantastic. :):yes:
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LS: ie, screw the players, only developers are allowed to do anything eh?
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Hate to say this but there are tools for opening and extracting files from the VPs that makes modding very easy.
However perhaps a compromise of some kind can be reached that edits the saturation of shine maps via the launcher?
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yeah, that's like the first thing that most people do when they start modding FS.
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Originally posted by Lightspeed
Forget the Seth, do a high-poly Horus. That was/is the best looking ship ever in the whole FS series.
On the cards, along with the seraphis as soon as I figure out whats making Rhino crash and finish the seth. Though work is backing up and it might be a while before they get done.
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I was wondering wheter you're willing to give a facelift to the FS1 ships too an Athena (my kickass lightning bomber!), an Apollo (whoever said they are poor, should get their egines checked, these aren't the fastest but the most balanced ships) or a Valkyre (everyone favorite) would be very nice.
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Don't forget about the Anibus, Amun, Scorpion and Shaitan.
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I'm gonna make a poll out of it as soon as i've finished the small vessels that concern FS2.
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I checked out the Shivans - I was wondering if a longer "warmup-wearoff"/"heart-beating" pattern is possible with the glowmaps, so the glows would completely go off for a milisecond or so.
BTW they are excelent as they are, but I thought this "heart-beat" could bring them to "life" even more.
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Try a mission that makes use of the 'disable glowmaps' FRED feature with them :D
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What if you wanna see em in a Campaign?
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err... just play? :p
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With the beating action (glowmaps on, glowmaps off, glowmaps on, glowmaps off) mentioned by Flaser, I mean. :p
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Err...It's not exactly a rapid beating - it's more like an ani where the whole thing actually fades to black, a gradual thing.
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thats what I meant, but believe it or not, I felt too lazy to explain, I figured itd be obvious.
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release13.jpg)
Osiris Maps (2.84 MB) (http://www.penguinbomb.com/lightspeed/Osiris_S20.zip)
:)
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Thats soooo pretty.
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:eek: awesome dude just awesome
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Excellent work !
Only one thing (not very important).
You added a stucture, right ?
But it looks like you reshaded the map before you did so.
IHMO it looks better if you shade them after you gave them a structure.
Well, that is a super-small improvement. It's great.
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Heh, thing is, I decided it needs extra structure *after* shading it. And being a complete moron, I had already merged the layers.
Certainly, I didn't want to redo all the work so I left it as it was.
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Originally posted by Lightspeed
Heh, thing is, I decided it needs extra structure *after* shading it. And being a complete moron, I had already merged the layers.
Certainly, I didn't want to redo all the work so I left it as it was.
Do the Apollo, and Athena next!:nod:
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Originally posted by Lightspeed
Heh, thing is, I decided it needs extra structure *after* shading it. And being a complete moron, I had already merged the layers.
Certainly, I didn't want to redo all the work so I left it as it was.
;7 Sounds more like my working-style.
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Originally posted by Starfighter
Do the Apollo, and Athena next!:nod:
I believe they should aim for ships at least making a single appearance on FS2 before filling the needs of FSPort.. :p
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...but those ships are easier to redo since they have higher res. textures already IIRC.
Moreover they have a better feel to them than most FS2 fighters - of course that's my biased opinion :b.
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Mine too, although I hate the Apollo. More of a Valkyrie/Athena man m'self... ;)
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I'm doing FS1 era ships at the moment.
See, when i've finished those that also appear in FS2, I probably will do the FS1-only fighters and bombers. After that, i'll do the FS1 era capships that appear in FS2.
Oh, and i'll do any map that comes from Mr T. and DaB. If I happen to finish with every FS1 era ship before they got all the FS2 maps done, i'll start working on those, too.
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release14.jpg)
Ursa Maps (3.74 MB) (http://www.penguinbomb.com/lightspeed/Ursa_S20.zip)
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When are the links going to be on miliways??
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When the fighter/bomber vessels are done.
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the latest pic is a bit too dark, I can see a thing. BTW, you're using the hi-res maps the V released, correct?
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Please to the Scorpion next I beg you! *gets on hands and knees*:nod:
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These go in fs2/data/maps, right? Sorry for dumb probably over-asked question.
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Originally posted by Ulala
These go in fs2/data/maps, right? Sorry for dumb probably over-asked question.
yes
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Originally posted by Rictor
the latest pic is a bit too dark, I can see a thing. BTW, you're using the hi-res maps the V released, correct?
I used it as a base for my work, yes. And yeah, just noticed I took practically all screenies with the thing in the shadow sides - not good for people with bad/old/damaged monitors I guess. Try it in-game to see it properly :)
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my monitor is bright, yet hte shinemap on that Ursa seems a bit...dull. Perhaps increasing the shinyness a wee bit (10% at most) might help? :)
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Awesome awesome, the Osiris with its plating texture looks fantastic with shinemapping. Well done.
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Originally posted by Singh
my monitor is bright, yet hte shinemap on that Ursa seems a bit...dull. Perhaps increasing the shinyness a wee bit (10% at most) might help? :)
Really, try it in-game. The shine's even a bit too intense in some parts. The screenshots are ALL from the pretty much shadowed sides :wtf:
Originally posted by Setekh
Awesome awesome, the Osiris with its plating texture looks fantastic with shinemapping. Well done.
Yeah, because I made individual plates of what was a low-res colour mess before. That was quite some work, seperating all the individual plates there :doubt:
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Got another Shivan one for us? do the SB Nephilim, or the SB Seraphim next.
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The Nephilim is the next one on my list. :)
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...was :)
'cause here it is.
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release15.jpg)
Nephilim maps (4.83 MB) (http://www.penguinbomb.com/lightspeed/Nephilim_S20.zip)
Note: This might cause rather crude slowdowns for you. If this is the case, delete the first LOD of the animated glowmap and replace it with a copy from the second LOD. This should fix up the slowdown and only look slightly worse. I have not tested things a lot yet, so it might or might not happen.
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Coolness™
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Man, I'm not sure if I can use these... The first ones I looked at in-game halfed my frame rates
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Read my post :rolleyes:
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Fantastic work Lightspeed! :eek2:
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release16.jpg)
The Zeus. If only that ship wasn't soooo useless in battle :doubt:
Zeus Maps (1.41 MB) (http://www.penguinbomb.com/lightspeed/Zeus_S20.zip)
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Originally posted by Lightspeed
Read my post :rolleyes:
:D Hehehe... Blond moment, wait a tic, I'm not blond... Ahhhh!!
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Ah the Zeus, my all time favourite FS2 ship. Great work man.
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it was my all-time favorite ST ship :nod:
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once you get them all mapped LS, are you gonna release a single download pack for them all? or at least make a post with links to all the individuals in one place? :)
These are looking awesome in your screens you're posting, can't wait to use them in game, but not gonna grab them until they're all done so the whole game looks consistent ;)
Also, how do you use them in the game anyhow? *inno*
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For the 100th time - yes, they WILL be packed up :)
(first in individual chunks - fighters&bomber, etc. ; and when they're all done in a big zipfile)
As for using them, I might make a VP out of them so you'd just have to put the VP into your main dir. Or I might just throw them in as individual files, in which case you simply have to copy everything to your data\maps directory.
@JD: Did my suggestion fix the performance troubles you had?
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Okay, before you're going to kill me. I didn't stay "canon canon" with this map. I simply found it too horrible to stay as it was, so I kinda tidied it up. Heck, the Seraphim didn't even look shivan 'cause of the bad map. It was a mess of odd colours and blurry lines. So... I cleaned out the whole thing, and made it look shivan (decent).
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/release17.jpg)
Seraphim Maps (1.35 MB) (http://www.penguinbomb.com/lightspeed/Seraphim_S20.zip)
I hope you like the new look, because I won't change back to the 'trash' it was.
Really, whoever made that map mustve been drunk at the time.
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Luckily it looks better, good work :)
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Well, I liked the out-of-place look of the Seraphim, but this good work.
But why is it limited to 512² ?
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'cause that's hi-res enough if the other maps are set up to match.
If a map is 256x256 in the original you'll have to rebuild it anyway so it doesnt matter if you push it to 1024x1024 or 512x512 - but If it's around 512 already it's acceptable to stick to that.
Another thing is I like to keep glowmaps and normal maps synched, and 1024² animated glowmaps can be quite some drain (see nephilim)
-edit: How's the perseus coming along, btw?
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Nice. I like the green bits too.
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Originally posted by ShadowDrakken
once you get them all mapped LS, are you gonna release a single download pack for them all? or at least make a post with links to all the individuals in one place? :)
These are looking awesome in your screens you're posting, can't wait to use them in game, but not gonna grab them until they're all done so the whole game looks consistent ;)
Also, how do you use them in the game anyhow? *inno*
Check out mv_textures_a in the media VP (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/media%20VP). For future reference, the wiki is a good source of all FS2 info, just click the fsdoc link in the upper-right of the forums.
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Originally posted by Raa Tor'h
Nice. I like the green bits too.
They were there in the original too, but so messed up they weren't noticeable.
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Originally posted by jdjtcagle
:D Hehehe... Blond moment, wait a tic, I'm not blond... Ahhhh!!
blond = hair color
blonde = behavior
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Originally posted by Lightspeed
Okay, before you're going to kill me. I didn't stay "canon canon" with this map. I simply found it too horrible to stay as it was, so I kinda tidied it up. Heck, the Seraphim didn't even look shivan 'cause of the bad map. It was a mess of odd colours and blurry lines. So... I cleaned out the whole thing, and made it look shivan (decent).
:D The man is not only a grade A artist, he's also psychic !! :D
I was just about to post in your poll what to take on next, and here you are posting the very thing :)
Do not feel the need to apologize here, I have the same feeling, it darn well looked as if it was ripped straight from a bad Doom port...much better, MUCH much better :D
re: the green bits...
Originally posted by Lightspeed
They were there in the original too, but so messed up they weren't noticeable.
personally I don't mind them...but they are indeed so messed up that it is almost as if it was just artefacting from the conversion to pcx256
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WMC: the Wiki is a mess, I can't make heads or tails out of it, so I stopped bothering.
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That was the last one from the FS2 fighter size ships, so the poll is indeed for the next 'step'.
If any of the capship thingies wins (as it seems now) i'll pack all this up for a first release :)
If the FS1 fighter textures win, i'll wait with it till I've also finished those.
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...what poll? :wtf:
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This one:
http://www.hard-light.net/forums/index.php/topic,23925.0.html
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Originally posted by Lightspeed
-edit: How's the perseus coming along, btw?
No time for this at the moment, but it will get finished this week for sure.
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I love your reworking of the Seraphim. Well done. :)
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Originally posted by ShadowDrakken
WMC: the Wiki is a mess, I can't make heads or tails out of it, so I stopped bothering.
Ok, what do you want to find? There is a search box, you know.
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Originally posted by Lightspeed
@JD: Did my suggestion fix the performance troubles you had?
I'm sorry lightspeed, but I haven't tried it yet... But, I will eventually
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So now I know what Seraphim really looks like! The old map resembled more a bloody diarrhea than a Shivan craft - that's really cool.
Platinum work as usual, LS.
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Originally posted by Kazan
blond = hair color
blonde = behavior
Ke? I was under the impression "Blond" was just another LAS (Lazy American Spelling).
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Originally posted by Black Wolf
Ke? I was under the impression "Blond" was just another LAS (Lazy American Spelling).
I don't think it's just an americanism. IIRC they are just alternate spellings rather than one being American and one British.
Personally I prefer one with the e :)
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Actually, they're both in English. Blond(e) is the only word in the English language that changes with gender (I'd use the proper terminology, but it escapes me right now).
Blond = Male
Blonde = Female
Not used much any more, peoply mostly settle for one or the other.
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Unimportant. Shh.
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Well no, I learned something new today :P
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has nothing to do with gender, and isn't even originally English... check out www.dictionary.com
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Originally posted by ShadowDrakken
has nothing to do with gender, and isn't even originally English... check out www.dictionary.com
uh? sure it is original english...only spelling changed...
btw
blond = hair color
blonde = person having blond hair...
same difference as brown/brunet
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Ahhh!!!... It doesn't matter, I was having a stupid moment :p
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Originally posted by JarC
blond = hair color
blonde = person having blond hair...
Still incorrect. :) Seriously it's just a spelling difference. Accept it and move on.
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Fine.
Lightspeed please contact me when you need the thread unlocked (or have another admin/mod do it). I'm damned if I'm going to look through 50 spam posts just to find the actual content of this thread, and you guys had the chance to drop the subject.
Edit:
Topic unlocked for continuation. Please try to keep it spam free from here on :)
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The time has come to proudly release another DaB-LSD coproduction.... The Perseus!
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Perseus.jpg)
I love this ship.
Perseus Maps (4.15 MB) (http://www.penguinbomb.com/lightspeed/Perseus_S20.zip)
Enjoy :)
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So it was helpful to add the 95% map.
Looks like you used it for the shinemap ;)
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yes, I used it as a base to work on. :)
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But notice the lines are not worked-over in the 95% map. That looks odd somehow.
This might be useful: http://www.8ung.at/dabrain/fighter2t-03A_101.rar
I copied the line layer from the final map.
Sorry, I should have done this earlier I think.
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lol, LSD
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Err I knew that DaB.
Fact is, I redrew all the lines anyway to seperate the individual plates' shines.
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And it looks absolutely stunning! I especially like how each plate has an individual shine, as if it's a different kind of metal. :eek:
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Yeah, the shinemap is excellent.
The idea with the different shine-levels is pretty good.
I used this for my Myrmidon shine map.
@ Lightspeed I ment that the lines shoul be weaker in the shine map.
It looks kinda weird, that they appear when light shines on them...
(The over-worked lines are weaker/blurred in certain areas.)
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Who needs high poly with these maps, really... thats amazing
With the maps I can't tell any any low poly problems on any ship you guys have done. :)
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Originally posted by jdjtcagle
Who needs high poly with these maps, really... thats amazing
With the maps I can't tell any any low poly problems on any ship you guys have done. :)
I'm trying to create a so-so 3d effect with better shading.
This effect gets increased by Lightspeeds excellent shinemaps.
I also try to (optical) smooth the egdes with better shading.
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My baby all shined up :p
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Oh yeah, i'd perseus 1vX any day. :D
DaB: The lines are stronger in the shinemap on purpose. The little cracks between different plates don't shine, whereas the actual plates do.
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Lighty. I noticed something wrong in the Milliways restaurant. The WIP menu says:
Alpha Env shinemaps & Texture upgrade:
Ares, Basilisk, Dragon, HercI, HercII, Horus, Loki, Manticore, Medusa, Myrmidon, Nephilim, Osiris, Seth, Thoth, Ulysses, Ursa, Zeus, Seraphim
Download link: Shine_FS2_2.0 for small vessels (listed above) - build date 2nd June '04
Is there a HercII shine-maps really? It would be great to see HercII in SM2.0 version :).
Greetings!
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Oh, I love those map soo much...
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Originally posted by Foxer
Lighty. I noticed something wrong in the Milliways restaurant. The WIP menu says:
Is there a HercII shine-maps really? It would be great to see HercII in SM2.0 version :).
Greetings!
oops.
My fault there - it won't be in 'till a hi-res map is finished for it.
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Dude... I never realised the Perseus could kick so much ass. :eek2:
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Wow, great justice have been done to the Perseus (my fav ship). :) Great work man.
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the persueus rul
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Aye, what he/she/it said! :)
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:yes: *wants to buy one of those* (or a dozen)
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I'd like to see the Sobek redone that ship is awsome IMHO and that the Diemos......
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i know what im asking for this christmas
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bump
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Why are you bumping this? There hasn't been any updates...
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Such is life. :)
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On a side note... I think I finally got environment mapping down. :)