Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Omniscaper on March 12, 2005, 03:25:03 pm

Title: Full scale BSG Asteroid WIP...
Post by: Omniscaper on March 12, 2005, 03:25:03 pm
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid.jpg)
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid2.jpg)
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid3.jpg)
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid4.jpg)
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid5.jpg)
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid6.jpg)
(http://www.game-warden.com/bsg/staff_images/Asteroid/Asteroid7.jpg)

Its ~32,000 polygons and ~11,000 3dsmax units in diameter.  I forget how Styxx's pulggin translates it. I think its in FS meters.

I've yet to pick the site for the base and more detailed textures for that zone and the attack run path to it. The canyon from the "Hand of God" episode is next.
Title: Full scale BSG Asteroid WIP...
Post by: Mongoose on March 12, 2005, 04:04:35 pm
Never seen BSG, but that is one freakin' hot asteroid. :D
Title: Full scale BSG Asteroid WIP...
Post by: Jeryko on March 12, 2005, 05:01:23 pm
:eek2:

Omg

Awsome!
Title: Full scale BSG Asteroid WIP...
Post by: Ace on March 12, 2005, 07:29:13 pm
Higher res textures! :) I'd make a super-high res texture for those with video cards that can handle it.

...and fix the stretch marks at the "top" of the asteroid.

The geometry itself is great though.
Title: Full scale BSG Asteroid WIP...
Post by: Falcon on March 12, 2005, 07:48:46 pm
:jaw:
Title: Full scale BSG Asteroid WIP...
Post by: Omniscaper on March 12, 2005, 08:01:54 pm
Already using EIGHT 2048x2048 textures on this beast. I'll be using a more detailed texture to the areas where mission critical stuff would be.

The point of this was to avoid "faking" an asteroid assault in a contained arena with skybox.  At least in this case, the player can leave the mission critical area but have less than spectacular textures up close.

I may use this same method for the StarWars project's trench run.
Title: Full scale BSG Asteroid WIP...
Post by: Flaser on March 12, 2005, 08:45:47 pm
I was  thinking if something similar to Bob's superdetailing could be done with textures: for terrains and truely immense models, instead simply switching LODs it should only load the textures with a high LOD in your vicinity and user lower LOD textures farther away.
Title: Full scale BSG Asteroid WIP...
Post by: Omniscaper on March 12, 2005, 08:47:17 pm
That would be marvelous!!!! Or even better, "detail" texture layers. An underlayer of detail at close range.

At the moment, the texture detail of the asteroid "shimmers" from a distance. mip mapping doesn't seem to wanna work. I put a check on it in the launcher and nope. I even made DDS textures with the mipmapps internally stored....nope.

Was mipmapping disablled in recent builds?
Title: Full scale BSG Asteroid WIP...
Post by: WMCoolmon on March 12, 2005, 10:48:09 pm
Quote
Originally posted by Omniscaper
That would be marvelous!!!! Or even better, "detail" texture layers. An underlayer of detail at close range.

At the moment, the texture detail of the asteroid "shimmers" from a distance. mip mapping doesn't seem to wanna work. I put a check on it in the launcher and nope. I even made DDS textures with the mipmapps internally stored....nope.

Was mipmapping disablled in recent builds?


This might be because of FS's clipping distance...try using -clipdist with a value higher than 1.0 and see if it helps any.

There's also an option in the launcher to enable mipmaps in D3D, you might want to make sure that's checked. ;)

Edit: OH, I wanted to ask you, Omni, did you ever get your BSG model's turrets all working? I've upped a couple semi-relevant limits and done some major revision in the turret code itself in my most recent builds.
Title: Full scale BSG Asteroid WIP...
Post by: Ace on March 12, 2005, 11:28:42 pm
If I were you, I'd do up this mission/episode as the demo for the Galactica mod. It has the Galactica, Cylons, and some civilian ships all in one big battle.
Title: Full scale BSG Asteroid WIP...
Post by: quadrophoeniX on March 13, 2005, 12:46:48 pm
BangDingDaang!!:eek2:  Now hopefully those Vipers will explode when they ctash into it?
Title: Full scale BSG Asteroid WIP...
Post by: Admiral Nelson on March 14, 2005, 06:23:06 pm
Now add some buildings and put the Iceni inside... :)
Title: Full scale BSG Asteroid WIP...
Post by: Col. Fishguts on March 14, 2005, 07:05:20 pm
You're a sick, sick person. ;)
Title: Full scale BSG Asteroid WIP...
Post by: Deepblue on March 14, 2005, 07:55:45 pm
It needs to be bigger, and with a lot more mass too. Right now one gun shot sends it spinning like crazy.
Title: Full scale BSG Asteroid WIP...
Post by: Turambar on March 14, 2005, 08:02:08 pm
ive noticed the raiders spinning alot when they die too

probably a small fixable thing
Title: Full scale BSG Asteroid WIP...
Post by: Rictor on March 14, 2005, 10:54:25 pm
I just watched that episode.

****ing cool, that one. So, will the player be strike team 1, the other one, or both?
Title: Full scale BSG Asteroid WIP...
Post by: WMCoolmon on March 14, 2005, 11:08:53 pm
It should be used for a TvT mission.

That'd be just...damn. :D
Title: Full scale BSG Asteroid WIP...
Post by: StratComm on March 14, 2005, 11:10:50 pm
Quote
Originally posted by Deepblue
It needs to be bigger, and with a lot more mass too. Right now one gun shot sends it spinning like crazy.


I'm not sure that we've got a MOI value for something this large.  My guess is it's something extremely close to a null matrix, but I'm not entirely sure.  Certainly the default one output by the Max exporter is not appropriate, although I suspect that the mass is great enough.
Title: Full scale BSG Asteroid WIP...
Post by: WMCoolmon on March 14, 2005, 11:15:56 pm
There are mass and density values in the table.
Title: Full scale BSG Asteroid WIP...
Post by: StratComm on March 14, 2005, 11:22:38 pm
But not MOI, and that's what seems to have the most bearing on spinny-ness, regardless of mass.  A field in the MOI matrix should have some value on the order of 10^-6 or smaller, and most certainly nothing greater than 1.  The ships I converted recently were acting the exact same way until I inverted the values.  More often than not, it's best to steal them from a similar-sized object.  But since nothing remotely this big exists from :v:, you may have to get creative.
Title: Full scale BSG Asteroid WIP...
Post by: Cobra on March 14, 2005, 11:43:27 pm
:jaw: YOW!

You might wanna classify that as a planet. ;)
Title: Full scale BSG Asteroid WIP...
Post by: Deepstar on March 15, 2005, 12:20:16 am
Its... it's impressive :eek2:
Title: Full scale BSG Asteroid WIP...
Post by: Deepblue on March 15, 2005, 09:25:07 am
It needs to be bigger, the textures give you the impression that it is, and then you slam into the surface.