Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Omniscaper on February 21, 2005, 02:58:26 am
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Still in experimental mode, but been using 3dsmax's excellent light baking tools. If you can't have interactive shadows..... paint them on the texture!
(http://www.game-warden.com/bsg/staff_images/Viper MkII/VipRaid.jpg)
(http://www.game-warden.com/bsg/staff_images/Viper MkII/VipRaid2.jpg)
(http://www.game-warden.com/bsg/staff_images/Viper MkII/VipRaid3.jpg)
Sorry for the BSG spoiler, US dudes.... you will see it soon enough and will understand why I am obsessed with this show.
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I...you...:jaw:
And the FPS :eek2:
You MUST try this with Bobb's shadows builds.
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Yes.....
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*saves screenshots to his FSO propaganda folder*
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Heh heh... he said "propaganda"..
::breaks out into song::
PROPAGANDA!!!..... PROPAGANDA!!!...... MAMAGO!!!
....sleep...zzzzzzzzzzzzzzzzzzzzzzz
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Just simply awesome.
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Awesome.
*highlight* *highlight*... ;)
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Well, that's looking cool, but considering the resolution of the map, I suppose that asteroid is not as big as we could believe, heh? :D
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You almost got me there Nico.
The texture above is a singular 4096x4096 is good up close and can traverse 10 km. Now imagine a 4096x4096 texture tiled 10 times with an accompanying mesh. I'm not relying my mesh size solely on the maps I acquire. I use them to create larger and more elaborate maps via 3dsmax and using those renders in a mapfest.
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Well, I've experimented that too ( I did my homework ^^ ), the problem is, with the kind of map like the one you have ( "render texture" with shadows on ), if you want to tile it, it's not that difficult, some touching up in photoshop and you're set, the problem is, you have to have the map fit with the mesh, which means you have to have a... how to call that? Let's say a tiled geometry, and that is nowhere as easy to achieve - unless planar landscape.
Besides, it won't work on a "spherical" object, it'd look like you have some natural anomaly, a spiral light ( that's an interesting concept, in fact, but heh :p ).
So I believe this can work either as one UV mapped texture on a relatively small object ( with your resolution, something around the size of a destroyer max, from my tests - I use the same resolution as you, at that size - I'm talking all around mapping, not planar - , it's a bit blury, but nothing awful, and the improvement over old ways is quite obvious ), or either on a plane, some landscape that you can't go around, just fly over, like a planet or huge asteroid surface, like in your shots.
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Amazing.. :jaw:
Edit: time warp strikes again
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Man, we gotta get these things in normal (as in, non BSG or Star Trek) FS2.
Look awesome. How are the frame rates holding up?
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Ah but it is those mods that are pushing the decelopment of those features. Just give it time and let them perfect it. Then we can pester them for mass implimentation. God (and Number 6) knows I'm gonna be first in line on my knees then ;) .
He he...
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Wallpaper sized ! Wallpaper ! :)
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:jaw:
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WOW!!!
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double post....
is the asteroid flat with the shadows amking it look like it has hills, or can you actually fly around all the hills like you were in the grand canyon?
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Interesting stuff Omni :) Nico is right though, mapping a spherical object is a pain, and if you try tp break it up into planar-mapped 'sections' you get nasty seams in places. I lucky as in I don't have to worry too much about anything other than direct planar mapping, but even that can prove to be a pain on steep slopes. Were you planning to do it in a similar fashion to your planet Earth model, using several smaller maps linked together?
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That's a 3D Mesh by the looks of things Uber. It's actually not a million miles from something I know and hate, but most people probably won't know what I'm talking about ;)
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You know, sometimes I look at these screenshots and I wonder whether we're still playing FreeSpace. The distance we've come in the last couple years has been nothing short of astounding.
And on that note. Holy crap that looks awesome!!! :eek2:
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:eek:
Looks amazing.. I mean... Amazing!!!!
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I think that the cockpit struts on the Vipers need some texturing, but other then that. Wow! :) Also, if possible, changing the mapping on the Viper so that both sides have the text facing the right direction.
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Man... If thats a Mesh, someone has to build a mesh of the death star.
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Well, the shadows are done in the texture, not by the game, and it looks like any details behond the general "wave" of the ground is mapped too, but still, this looks bloody awesome.
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Originally posted by Flipside
That's a 3D Mesh by the looks of things Uber. It's actually not a million miles from something I know and hate, but most people probably won't know what I'm talking about ;)
was that done with a displacement map Omni ?
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I thought it was render at first, holy ****
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Originally posted by Roanoke
was that done with a displacement map Omni ?
There is a technique known as 'surface baking' it means that it takes the texture, shine and bump maps etc and then renders them onto the UV Map rather than as a Camera-Shot. Using that you can create stuff like this by mixing the three :-
(http://www.aqsx85.dsl.pipex.com/Factory1.jpg)
Admittedly, not the best example, but I use the trick to create textures more than shade whole models, though Bobb's shadow code does work well with Landscapes, heres a shot of very early test work from TI -
(http://www.aqsx85.dsl.pipex.com/desert.jpg)
Forgive the low poliness, but it was more a tech-test, as you can see, the shadows give quite a lot of depth to the thing ;)
Edit : Theres also evidence of another advantage of Baking with the 'bricks' on that model ;)
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wow :jaw:
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Nicely done!!
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:yes: :yes2:
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Oh ****, it's awesome
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My baking the shadows is only good for objects that are relatively stationary to the game's lightsource. The shadows of the bricks will be wrong once the light source is in a different position. But thats the perfectionist in me speaking.
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HOLY ****! Thats beautiful...so damn...beautiful...
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Thanks dude.
I'm dying to try the shadow build on the Galactica. With all those ribs, its bound to make the game fart!
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Originally posted by Omniscaper
My baking the shadows is only good for objects that are relatively stationary to the game's lightsource. The shadows of the bricks will be wrong once the light source is in a different position. But thats the perfectionist in me speaking.
Very true, but most people won't even notice. The Unreal Engine has been using that trick for years ;)
Edit : Oh, and I've learned a lot more about baking stuff since then, like turning off self-shadowing ;)
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bloody hell... :eek:
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FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU UUUUUUUUUUUUUUUUUUUUUUUUUCK.
I want that...
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Not to sound like KT, but I have the impulse to copulate with it...
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I've just soiled myself.
Daaaaaaaayum!!!
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Im on the damn team and i didnt realize he got this far. Fuggin omni has struck again!
SEE WHAT NEW JERSEY WATER DOES TO A MODLER?!!!!
WHO NEEDS STARBUCKS/CAFFINE LOL!
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:jaw: wow..just..beautiful
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The water IS kinda funky... but i still can't live without STARBUCKS... mmmm yum. Hot, with cream, and blonde.
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Fantastic! :eek:
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OMG, that's amazing.
Hmmm, I'll have to get a new computer, its becoming out dated... to FS2!
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Originally posted by deep_eyes
SEE WHAT NEW JERSEY WATER DOES TO A MODLER?!!!!
Grow hair on your palms?
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You KNOW!!!
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Eew. I hope that water doesn't come north. :p
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North!? Where do you think we get our water from!!! LOL
Ok, ok enough about my fluids.
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Originally posted by Flipside
There is a technique known as 'surface baking' it means that it takes the texture, shine and bump maps etc and then renders them onto the UV Map rather than as a Camera-Shot. Using that you can create stuff like this by mixing the three :-
Think we're gettin' mixed up here bud. A displacement map creates the bumpy terrain ship without haing to move each individual poly. That's how I understand it anyway. :)
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I've been looking for Omni's Earth Model, anyone know where I can get it?
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Click on my signature link.
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:jaw: :jaw: :jaw: :jaw:
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Oh... My... God...
:jaw:
damn... sorry about the bump... :nervous:
But that is worth it :) Keep up the good work
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Wooooo!! Good work, how the hell you do this stuff is beond me but keep it up its just what FS needs, after all eventually you have to go and get the planet no matter how good you are in space!
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u know, not only is the rendering awsome, but the show is too. Its great to find someone doing a mod of that show, because it would make an excellent playable round. The mod scene, is that from 1x10 "The Hand of God"? If it is, I just want u to know that that was my favorite episode and it puts the render even nearer and dearer to my heart :)
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Gunnery control, target [8th]Paulmuaddi. Fire!
:welcome:
Welcome to Hard Light Productions. Exits are to the sides and rear, but don't ever actually try to use them. Two of them decompress to deep space, and the third, well, you don't want to know. In the event of emergency, there are flamethrowers under your seat (the cushion of which can be used as a flotation device) but we're out of napalm so it will have to serve as a kudgel. Assault rifles are located in the lockers on the left, but may only be accessed by an Admin, :v:, God, or a hyperintelligent shade of blue. If you run into a large, five-limbed creature while exploring the ventilation ducts, stop and remain perfectly still. If you're lucky, it'll only be Carl, and he responds well to food rewards. But enough with procedure; welcome and enjoy your stay!
Oh, and that's not a render. It's an ingame screenshot.
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HOLY OMG:jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw:
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Simply amazing. My spleen is yours, Omniscaper.
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And it will look about 100 times better once the SCP put shadowing back in too :)
I know Bob's got more important things to do at the moment but I'm sure he'll eventually get round to adding them back in :)
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Nice job on that, baking those shadows was a really smart idea, and it looks great.