Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Turambar on January 25, 2005, 03:20:44 pm
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(http://img192.exs.cx/img192/145/ptahold0nx.jpg)
(http://img192.exs.cx/img192/4396/ptahnew3eq.jpg)
Inputs, criticisims, advice?
(yes, LS, i know you make the lights dark on the actual map, theyre there for planning purposes)
Its still WIP, im working on texture alignment and then i have to go in and make the pipes n stuff look good, then some more detail on the top plates, this is just to convey the general idea
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It looks better. Nice model.
Now remove the damned 242nd logo. It seriously doesn't fit the textures.
As for thing on the front, I have no idea what you're talking about...
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Hi-res or not, it still looks like a freaking fir cone.:p
could you post a comparison without textures?
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Originally posted by Moonsword
Now remove the damned 242nd logo. It seriously doesn't fit the textures.
As for thing on the front, I have no idea what you're talking about...
Originally posted by Lynx
could you post a comparison without textures?
how?
and the thing on the front is the glowy triangular bit on either side of the cockpit ( i want it to glow, but not brightly)
what do you mean comparison without textures?
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Non hi-res? Looks good :)
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Originally posted by Lynx
Hi-res or not, it still looks like a freaking fir cone.:p
could you post a comparison without textures?
It's Hi-Res not HTL. Turambar improved the textures not the model (I assume).
You could get a look at the textureless model in modelview right now :p
That said a before and after pic for the lazy amongst us wouldn't hurt :D
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before=top
after=bottom
previously 256x256 pcx
currently 1024x1024 tga, WIP
its a texture upgrade, not a model upgrade,
i guess that needed clarification
though a model update would be nice, but the ptah isnt exactly a bad model, there are much worse out there that should be done first
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The first picture didn't load last time and Firefox has a habit of ignoring pictures it can't load so I didn't even know you'd posted it :D
Definate improvement :D
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It looks too...drawn. Sorry, I'm not an art expert ;) But I think the lines are too big, and that gives it the sort of cartoonish look.
It definitely looks hi-res :yes: but for some reason it doesn't look as realistic as the other hi-res textures.
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Looks better but not better enough to warrent 8 times more texture memory imo.
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thats why its called a WIP
*goes off to work on it some more*
-more realistic detail
-smaller lines
-re-do lower front plating and middle two rows of upper top plating
-work on the cockpit
-work on those random pipes
Edit: and i think im gonna simplify those two triangular 'primary weapon port' glowy areas on either side of the cockpit, looking back on them ,theyre too busy and 'elvish,' I'll try to stick with the original [V] textures on those
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As it is now, I only like the toop view. Although you changed some things in the basic design.
Some armor plates near the cockpit lost their shape.
I think it would be better to copy the old part in and redo it now, as it still possible.
I also tend to do such thing when it's already to late to make an easy job of it. :rolleyes:
Ah btw. The earlier you cut out the lights the easier it is.
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You can also leave them in, and i'll cut them out. Whatever suits you. :nod:
Just be sure to upload the map when you're done with it, and i'll get to work on it.
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oh, and how do i get rid of the logo?
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How did you take those shots?
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i made a mission with me in a Ptah, and absolutely nothing else, i loaded the mission and started it, then i pressed [. Del] on the number pad to go external, used + and - to zoom, used the mouse to move around and PrtScrn to take the shots, then i threw all the bitmaps together in photoshop and labeled them with nice glowey text.
1280x960 resolution with 8xS AA and 16x AF with trilinear mipmaps forced on the gfx card
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Ah... there's your problem. Make a 'blank' squadron insignia, then.
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i'll try it
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Oh, yeah, those triangles on the front might need a *little* less glow, but not a *lot* less, if you know what I mean.
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You could probably get away with 512x512 on this one - even Vs original 256x256 looks pretty decent, and it's a quarter of the memory usage.
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I have to agree with Black Wolf there. Not that the fuzzyness adds anything, but there's not a whole lot there to merit textures that large. Oh, and put back the techy exposed bits between the plates around the outside of the top profile, they add to the fragile, high-tech style a lot and their dissapearance is probably the biggest reason it looks cartoonish in comparison.
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Somebody needs to do something with the squadron insignias, they look a bit unrealistic.
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They need to be lighted, and they'd look more realistic. Just like small objects (countermeasures / missiles, etc) should be lighted as well.
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lighted? They're bright enough as it is. Stick out like sore thumbs.
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They don't glow though. There's a model with textures that's a really good example of this (maybe the Vasudan support ship, remastered?). When a light is lit on a fighter, it would cast a glow around the surrounding area; these l
I'm not sure if you'd apply that to an alpha-blended glowmap or normal map, but it'd help it a lot.
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i think by lighting LS means that the same lighting applied to the rest of the ship should be appleid to the logo, because as it is now, i think the logo is at the same brightness all the time
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That's true too. :p
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Originally posted by Gank
lighted? They're bright enough as it is. Stick out like sore thumbs.
Lighted as in lighted. As it is, it is handled like a glowmap, rendered at full brightness no-matter-what.
Oh, and T: Any chance you're going to release this soon'ish?
I would love to get this into this week's release.
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I know that you meant specular lighting, would still stick out like spare pricks though. Partial transparency should do it, enough to let some of the detail in the texture behind show, make them look like they're actually painted on rather than a bit of vinyl stuck to the ship.
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Actually it's not spec at all, they really are treated like glowmaps. Rendered full-bright regardless of ambient and direct lighting. Partial transparency may be helpful too, but it wouldn't resolve the brightness problem.
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Hmm, only one way to find out, can somebody test this, I broke my freespace and havent got around to fixing it yet:
(http://img.photobucket.com/albums/v112/Casuir/242suicide.png)
Needs to be converted to tga, alphas a quick 5 sec job but it might give some idea of how it looks
ohh look, it shows the alpha on the forum. neat.
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@ LS, sorry, RL issues and such, i'll send the partially completed texture your way if you want, PM me your email
I'm gonna work on it some more, theres the tedious bits that need doing, those little mechanical doo-dads