Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Omniscaper on March 12, 2005, 03:25:03 pm
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(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.
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Never seen BSG, but that is one freakin' hot asteroid. :D
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:eek2:
Omg
Awsome!
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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.
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:jaw:
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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.
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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.
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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?
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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.
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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.
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BangDingDaang!!:eek2: Now hopefully those Vipers will explode when they ctash into it?
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Now add some buildings and put the Iceni inside... :)
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You're a sick, sick person. ;)
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It needs to be bigger, and with a lot more mass too. Right now one gun shot sends it spinning like crazy.
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ive noticed the raiders spinning alot when they die too
probably a small fixable thing
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I just watched that episode.
****ing cool, that one. So, will the player be strike team 1, the other one, or both?
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It should be used for a TvT mission.
That'd be just...damn. :D
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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.
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There are mass and density values in the table.
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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.
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:jaw: YOW!
You might wanna classify that as a planet. ;)
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Its... it's impressive :eek2:
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It needs to be bigger, the textures give you the impression that it is, and then you slam into the surface.