Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: FireCrack on October 03, 2005, 08:43:51 pm

Title: HTL Ursa
Post by: FireCrack on October 03, 2005, 08:43:51 pm
(http://img.photobucket.com/albums/v66/FireCrack/1.gif)


note, work is definitley in progress and probably quite slow.
Title: I'm not falling off the highlights...
Post by: Admiral Nelson on October 03, 2005, 08:54:32 pm
Great stuff! :)
I always wondered if those large gun barrels were meant to be triangular, or if Volition were just trying to save polys....
Title: I'm not falling off the highlights...
Post by: Unknown Target on October 03, 2005, 09:01:03 pm
What program is that?
Title: I'm not falling off the highlights...
Post by: FireCrack on October 03, 2005, 09:02:41 pm
That's maya, but i used the vector art renderer for that shot.
Title: I'm not falling off the highlights...
Post by: WeatherOp on October 03, 2005, 09:13:29 pm
May I ask why it's an Ursa cut in half or nearly in half?
Title: I'm not falling off the highlights...
Post by: Fade Rathnik on October 03, 2005, 09:16:29 pm
likly because the other portions are not there yet
Title: I'm not falling off the highlights...
Post by: FireCrack on October 03, 2005, 09:21:32 pm
^what he said
Title: I'm not falling off the highlights...
Post by: Trivial Psychic on October 03, 2005, 09:35:25 pm
Would you be able to make one with the gun barrel as a separate submode, so it could be made to rotate as a gattling gun?
Title: I'm not falling off the highlights...
Post by: Galemp on October 03, 2005, 09:53:18 pm
Engines and cockpit look good, hull needs more work, the gun's controversial. I suggest a poll.

Before you go any further, though, make sure you CAN export from Maya into a COB, 3DS, or other format we can convert from.
Title: I'm not falling off the highlights...
Post by: WeatherOp on October 03, 2005, 09:59:43 pm
Ohhh, I get it now, *bangs head into computer desk over and over.;)
Title: I'm not falling off the highlights...
Post by: FireCrack on October 03, 2005, 10:11:58 pm
Quote
Originally posted by Galemp
Engines and cockpit look good,
thanks
Quote
hull needs more work,
yup
Quote
the gun's controversial. I suggest a poll.
hwo so, sure why not[/quote]

Before you go any further, though, make sure you CAN export from Maya into a COB, 3DS, or other format we can convert from. [/quote]

It's convertable

[/B]
Title: I'm not falling off the highlights...
Post by: Mongoose on October 04, 2005, 01:01:34 am
All right; the flying brick gets prettied up! :D

About the gun:  I always thought that they should have been round, since triangular openings didn't make much sense for round projectiles, and just about every other instance of gun emplacements in FS1/2 suggests round barrels. (The Orion is a notable exception, but I believe that can just be written up as the desire to save some polies.)  I just checked the FS1 Endgame cutscene, and while the barrels in that are triangular, the model does look decidedly low-poly, so take that as you will.  I really don't have a huge preference either way; the model seems like it will look great no matter how the barrels are done.   I think a poll would definitely be a good idea, just to see what everyone thinks.  Thanks for taking this ship on; I always had a soft spot for the thing. :)
Title: I'm not falling off the highlights...
Post by: Black Wolf on October 04, 2005, 06:01:55 am
Barrels should be round - check the texs. They're designed to have a smooth, gradiented shine.
Title: I'm not falling off the highlights...
Post by: FireCrack on October 04, 2005, 07:38:39 am
Hmm.. the guns probably were supposed to be round, seeing every other terran fighter has round guns, but the ursa always had somthing that struck me about them being triangular...
Title: I'm not falling off the highlights...
Post by: Bobboau on October 04, 2005, 08:07:37 am
well I think the most important question here is; does FireCrack think they should have been round? if you disagree with his assessment just wait for him to get done and remodel them (assumeing he doesn't have a problem with that)
Title: I'm not falling off the highlights...
Post by: FireCrack on October 04, 2005, 10:08:23 am
I kinda think they look good as triangles, but i guess i can try a round version and see how that looks...
Title: I'm not falling off the highlights...
Post by: MicroPsycho on October 04, 2005, 06:27:58 pm
Have you thought of making the gun barrels hexagonal? Not a regular hexagon but more like a triangle with 'flattened' corners.
Title: I'm not falling off the highlights...
Post by: Mongoose on October 04, 2005, 07:59:05 pm
Just throwing out another idea here, but keeping the guns triangular with circular openings might be an interesting compromise.
Title: I'm not falling off the highlights...
Post by: mikhael on October 04, 2005, 08:17:15 pm
I vote for Mongoose's idea, if anyone cares.
Title: I'm not falling off the highlights...
Post by: achtung on October 04, 2005, 08:22:14 pm
The triangle shape makes it look "tougher" like it should.  It almost looks like the original round barrels were covered in armor plating.
Title: I'm not falling off the highlights...
Post by: FireCrack on October 04, 2005, 08:35:57 pm
Quote
Originally posted by MicroPsycho
Have you thought of making the gun barrels hexagonal? Not a regular hexagon but more like a triangle with 'flattened' corners.


i was originaly considering that, but it would add some unnescecary polygons, wich is bad :mad:
Title: I'm not falling off the highlights...
Post by: Galemp on October 04, 2005, 10:01:25 pm
:doubt: Hardly. A few extra polies in the right place would do much for the gun barrel debate. Unneccesary polies are when you have a field of tiled polygons on a flat surface, or when a curve is defined with 32 segments where 16 would do.
Title: I'm not falling off the highlights...
Post by: FireCrack on October 04, 2005, 10:04:43 pm
Well, my poiint is that if i did that they'd be preety durn small... i could try it i suppose...
Title: I'm not falling off the highlights...
Post by: StratComm on October 04, 2005, 10:52:23 pm
The number of polys you'll use making that round will be only slightly higher than the number you've got invested in the gaps at the end right now (I don't think that's worth making geometry for anyway, leave that in textures) and the panel on the outside.  It doesn't have to be more than AT MOST a 12-sided cylinder.

EDIT: And actually, here's a suggestion for a hybrid.  It's a little poly-heavy for a gunmount, but that's one of the more prominent features on an ursa so it might be worth considering.

(http://www.duke.edu/~cek6/suggestion.jpg)
Title: I'm not falling off the highlights...
Post by: Galemp on October 04, 2005, 11:39:08 pm
Interesting, and certainly unconventional, but a bit too bold I think. Maybe have those framing brackets thinner, supporting the round barrel but not dominating it?

Or use the triangle as a base and truncate the edges somewhere between these values.
Title: I'm not falling off the highlights...
Post by: mikhael on October 05, 2005, 06:01:42 pm
Second one from the top, I say.
Title: I'm not falling off the highlights...
Post by: Gregster2k on October 06, 2005, 07:33:26 am
yeah, that one is really good, but i think the original one he HTLed is alright too
Title: I'm not falling off the highlights...
Post by: Mongoose on October 06, 2005, 12:27:49 pm
I'm really liking StratComm's idea myself :)
Title: I'm not falling off the highlights...
Post by: Nuclear1 on October 06, 2005, 01:58:32 pm
Quote
Originally posted by Mongoose
I'm really liking StratComm's idea myself :)
Title: I'm not falling off the highlights...
Post by: Fade Rathnik on October 06, 2005, 03:57:36 pm
second from the top
Title: I'm not falling off the highlights...
Post by: mikhael on October 06, 2005, 08:04:07 pm
I like Stratcomm's idea in general, but I feel like it wastes polys in a way that won't get a good return in the final model.
Title: I'm not falling off the highlights...
Post by: StratComm on October 06, 2005, 08:19:38 pm
Make it a detail box subobject ;)

I do agree with you, by the way.  It's a huge investment of polys for relatively little return.  Roughly 300 tris, not counting the block on the back.
Title: I'm not falling off the highlights...
Post by: mikhael on October 06, 2005, 08:43:37 pm
Someone should talk to me about this whole detail box subobject thing. :D
Title: I'm not falling off the highlights...
Post by: Mongoose on October 06, 2005, 10:39:47 pm
Is 300 really that big of a deal, though?  What is the acceptable limit for polies on an HTL'ed fighter?  It's a rare time when you see more than four Ursas in any mission (the only time I can remember seeing more was in the penultimate mission of Destiny of Peace for FS1, and possibly in the last mission of ST), so would going a little bit overbudget cause that big of a performance hit?
Title: I'm not falling off the highlights...
Post by: mikhael on October 06, 2005, 11:00:46 pm
You miss the point. Its not 300 polys pushing the thing over the limits of the engine. Its burning 300 polys for nothing more than fancying up a gun barrel.

Its like paying $300 for a paper back book when you can pay $20 for a hardback. So you've got $10000 in your wallet, but c'mon, $300 for a paperback book? That's just dumb.
Title: I'm not falling off the highlights...
Post by: Galemp on October 07, 2005, 12:04:29 am
Unless he used an alpha-mapped texture to make the triangular frame, which would only use... ((9x3)+7)x3+7=109 polies, triangulated with 9-sided gun barrels. It would need an additional texture map, or the modification of an existing one, but it would be worth the effort.

You could even make the triangular frame extend out slightly further than the end of the barrel, and end up with that slotted gap in the end that's on the current textures. :nod:
Title: I'm not falling off the highlights...
Post by: Black Wolf on October 07, 2005, 04:42:27 am
Quote
Originally posted by mikhael
You miss the point. Its not 300 polys pushing the thing over the limits of the engine. Its burning 300 polys for nothing more than fancying up a gun barrel.

Its like paying $300 for a paper back book when you can pay $20 for a hardback. So you've got $10000 in your wallet, but c'mon, $300 for a paperback book? That's just dumb.


I disagree. As long as it's all on one texture, polies are almost irrelevant with the HTL engine. Given that the Ursa is probably never going to be deployed all that heavily (ie. no more than 4 or 8 in any given mission at any given time) the increased quality is worth it when you're only talking 300 polies or so (out of a 3000 or so poly budget anyway).
Title: I'm not falling off the highlights...
Post by: aldo_14 on October 07, 2005, 08:23:10 am
Quote
Originally posted by mikhael
You miss the point. Its not 300 polys pushing the thing over the limits of the engine. Its burning 300 polys for nothing more than fancying up a gun barrel.

Its like paying $300 for a paper back book when you can pay $20 for a hardback. So you've got $10000 in your wallet, but c'mon, $300 for a paperback book? That's just dumb.


LOD, LOD, LOD, LOD, LOD, LOD............
Title: I'm not falling off the highlights...
Post by: Galemp on October 07, 2005, 10:30:09 am
LODs aren't working right now, if you haven't noticed. For some reason FSO is using LOD0 as LOD1 as well and bumping all the other LODs down. This is resulting in major performace hits for me. :(
Title: I'm not falling off the highlights...
Post by: StratComm on October 07, 2005, 10:31:43 am
Try reducing your detail level, as I think it's directly tied to that.
Title: I'm not falling off the highlights...
Post by: phreak on October 07, 2005, 12:06:55 pm
Quote
Originally posted by StratComm
Try reducing your detail level, as I think it's directly tied to that.


Yes it is.  If you have something switch to LOD1 at 1000m, then at the highest detail level, it'll switch at 8000m.  at the lowest it'll switch at 125m.
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on November 10, 2005, 10:53:14 pm
Man, i knew the ursa was huge, but it's only when you model it that you actualy can appreciate it's size...

(http://img.photobucket.com/albums/v66/FireCrack/scale.png)

And yes... my scale is good.



And ofcourse updatorz...

(http://img.photobucket.com/albums/v66/FireCrack/updatorz.png)

I'm still thinking about what to do with he gun barrels, what i haev there isn't final...

And admin/moderator, move this to FSUP
Title: Re: I'm not falling off the highlights...
Post by: Pnakotus on November 10, 2005, 11:50:02 pm
I think what he's done with the gunbarrels is good: the angular, layered barrels fit with the hull itself.  Prominent round barrels would look silly on such an angular ship.

I love the Ursa, and I'm glad it's getting such a cool facelift. :)
Title: Re: I'm not falling off the highlights...
Post by: Admiral Nelson on November 11, 2005, 09:28:02 am
Heh, looks like 8" guns on that thing at least :)

It is looking great!  I was wondering if the cockpit was big enough for side by side seating, but I see you went with tandem seating.  Cool stuff.
Title: Re: I'm not falling off the highlights...
Post by: Lt.Cannonfodder on November 11, 2005, 09:32:06 am
Now that's an Ursa I'd like to fly :)
Title: Re: I'm not falling off the highlights...
Post by: Galemp on November 11, 2005, 12:23:46 pm
This thread should be
moved!
Title: Re: I'm not falling off the highlights...
Post by: Sandwich on November 11, 2005, 04:37:53 pm
*C&C Commando voice* Keep 'em comin'!
Title: Re: I'm not falling off the highlights...
Post by: Taristin on November 11, 2005, 04:42:33 pm
Well, if the forums weren't acting slowly at random, I'd find more.
Title: Re: I'm not falling off the highlights...
Post by: Setekh on November 12, 2005, 02:48:21 am
Man, i knew the ursa was huge, but it's only when you model it that you actualy can appreciate it's size...

(http://img.photobucket.com/albums/v66/FireCrack/scale.png)

That's gotta be one of the funniest things I've seen all week. Definitely tempted to put it in the highlight when you finish this sucker. :D
Title: Re: I'm not falling off the highlights...
Post by: IncendiaryLemon on November 12, 2005, 04:59:15 pm
Looks smashing :)
Title: Re: I'm not falling off the highlights...
Post by: Admiral Nelson on November 12, 2005, 09:19:18 pm
Perhaps the barrels would look better with the edges beveled.

Don't forget to point the turret forwards!!

This must have been a bear of a task!! :)
Title: Re: I'm not falling off the highlights...
Post by: Mongoose on November 13, 2005, 01:37:24 am
I'd still like the rounded look personally, but that little dude makes a compelling argument. :p
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on November 16, 2005, 02:21:49 am
Personaly, i think i've decided to keep the guns the way they are, there might be some minorr modifications, but that's it.

Pwesonaly, to me the trianular bit isnt the actual barrel, just a shroud, like some russian smg in WWII had a square shroud around it's round barrel.

(http://img.photobucket.com/albums/v66/FireCrack/Shiny.png)
Title: Re: I'm not falling off the highlights...
Post by: Pnakotus on November 16, 2005, 02:40:25 am
That's great work!  Chances of getting it UV'd and skinned by the next vp patch? ;)

Does the rear turret work properly now?
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on November 16, 2005, 03:30:29 am
If you mean by this weekend, i'd need an infinite improbability drive.

Expect it in a few weeks tiem though.
Title: Re: I'm not falling off the highlights...
Post by: Col. Fishguts on November 16, 2005, 05:27:33 am
I like that ...a lot :yes:

Can we get some more renders from different angles, pretty please ?
Title: Re: I'm not falling off the highlights...
Post by: Janos on November 16, 2005, 09:00:35 am
That looks so good. I am crying in joy. Ursa finally looks like what it was supposed to be.
Title: Re: I'm not falling off the highlights...
Post by: Lt.Cannonfodder on November 16, 2005, 01:04:43 pm
This is what upgrading the Freespace graphics is all about :nod:

Just turn off the reflection of the ship's surface, it looks odd :p
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on November 16, 2005, 01:56:04 pm
Yeah, maya turns on reflection automaticly for all blinn shaders, i like shiny stuff so i left it on!
Title: Re: I'm not falling off the highlights...
Post by: WeatherOp on November 16, 2005, 04:33:54 pm
Mmmmm, can't wait to blow it up. :drevil:
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on November 16, 2005, 05:37:11 pm
...then you'l be in for a suprise...
Title: Re: I'm not falling off the highlights...
Post by: WeatherOp on November 16, 2005, 05:49:53 pm
...then you'l be in for a suprise...

Are Body parts gonna fly out of the destruction!?!? :D
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on November 16, 2005, 06:37:48 pm
(http://img.photobucket.com/albums/v66/FireCrack/Eject.png)
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on December 17, 2005, 01:03:07 am
(http://img.photobucket.com/albums/v66/FireCrack/ursa1.jpg)
(http://img.photobucket.com/albums/v66/FireCrack/ursa2.jpg)
(http://img.photobucket.com/albums/v66/FireCrack/ursa3.jpg)
(http://img.photobucket.com/albums/v66/FireCrack/ursa4.jpg)
(http://img.photobucket.com/albums/v66/FireCrack/ursa5.jpg)
Title: Re: I'm not falling off the highlights...
Post by: StratComm on December 17, 2005, 01:15:23 am
Haha, I see I have competition :p

Great-looking work.  How close is this to release?
Title: Re: I'm not falling off the highlights...
Post by: Pnakotus on December 17, 2005, 01:20:47 am
As a bonus, does this mean that the borked turrets will look correct now?  Woo! :)
Title: Re: I'm not falling off the highlights...
Post by: Col. Fishguts on December 17, 2005, 05:02:55 am
Oh hell yes ! That's one of the prettiest flying bricks I've ever seen. :yes:

What's with the uber-bright nose, some render effect ?
Title: Re: I'm not falling off the highlights...
Post by: pecenipicek on December 17, 2005, 05:43:22 am
the textures are... hideous.


other than that, nice model :)
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on December 17, 2005, 05:48:15 am
the uber-bright nose has somthing to do with how i set up the lighting, i have no idea what in paticular, the only fancy effecs are working on the glowmap.
Title: Re: I'm not falling off the highlights...
Post by: phreak on December 17, 2005, 02:44:04 pm
A winner is you!

The only thing is that the textures look a bit low-res.  What are its dimensions?
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on December 17, 2005, 04:22:45 pm
no idea, it's the media vp tex.
Title: Re: I'm not falling off the highlights...
Post by: Turambar on December 17, 2005, 06:53:52 pm
hey, when im done with the medusa, i'll do the ursa

its bomber week for Turambar!
Title: Re: I'm not falling off the highlights...
Post by: Solatar on December 18, 2005, 07:01:01 am
Do the Athena. :nervous:
Title: Re: I'm not falling off the highlights...
Post by: Corhellion on December 18, 2005, 11:13:09 am
Firecrack, try using the FS1 Ursa textures. Like everyone, or almost everyone says: They're loads better, alot clearer and more detail to it.

And it tis fairly very noice!
Title: Re: I'm not falling off the highlights...
Post by: FireCrack on December 18, 2005, 11:52:09 am
Ugh, only problem is i dont have FS1 on hand.
Title: Re: I'm not falling off the highlights...
Post by: Turambar on December 18, 2005, 11:53:54 am
Do the Athena. :nervous:

ive already had a look at the athena actually, the texture is actually bigger than 1024x1024, and its pretty detailed, but i'll fix up some color issues on that one and get back to you when im done with the ursa, which ive already started on by removing that dumb texture-lighting (bottom is darker than top), time to go in and detail that big flat top panel

wow, ursa's got 2 1024x1024 textures
thats a big bear
Title: Re: I'm not falling off the highlights...
Post by: StratComm on December 18, 2005, 01:16:37 pm
*whispers*  Merge the maps

Seriously, now's the best time to do it.  Even if you just slap the existing ones side-by-side, there aren't many better oppertunities to re-map the ship with a merged texture.
Title: Re: I'm not falling off the highlights...
Post by: WMCoolmon on December 18, 2005, 02:30:16 pm
Ugh, only problem is i dont have FS1 on hand.

They should be in the mediaVP.
Title: Re: HTL Ursa
Post by: FireCrack on January 21, 2006, 01:37:00 pm
Sooo... anyone wanna help me with conversion?
Title: Re: HTL Ursa
Post by: StratComm on January 21, 2006, 02:50:14 pm
I think I can do it.  Send it my way.
Title: Re: HTL Ursa
Post by: FireCrack on January 21, 2006, 02:53:25 pm
Ahh stratcomm, master of conversions!
Title: Re: HTL Ursa
Post by: StratComm on January 21, 2006, 08:58:37 pm
And, done.  Get the HTL Ursa here (http://www.duke.edu/~cek6/bomber05.zip).  Requires mv_models to run (for glass and cockpit textures).  New merged map included.  All credits to Firecrack for this one; all I did was convert and fix the alignment of a few minor things.

(http://www.duke.edu/~cek6/screen0262.jpg)
(http://www.duke.edu/~cek6/screen0263.jpg)
Title: Re: HTL Ursa
Post by: Taristin on January 21, 2006, 09:07:33 pm
nice. Wanna do the rest of the horus? :p
Title: Re: HTL Ursa
Post by: StratComm on January 21, 2006, 09:10:01 pm
Sure, why not ;)

Max 6 compatible please, or something intermediate.
Title: Re: HTL Ursa
Post by: FireCrack on January 21, 2006, 09:15:35 pm
Thank you pofressor stratcom!
Title: Re: HTL Ursa
Post by: WeatherOp on January 21, 2006, 09:32:06 pm
The ugly thing looks better than ever.  :D :yes:
Title: Re: HTL Ursa
Post by: Turambar on January 21, 2006, 09:39:19 pm
eeeew teal burners
Title: Re: HTL Ursa
Post by: StratComm on January 21, 2006, 09:47:41 pm
I know, I haven't customized that aspect of my install yet.  They should be orange.
Title: Re: HTL Ursa
Post by: Taristin on January 21, 2006, 09:58:52 pm
Sure, why not ;)

Max 6 compatible please, or something intermediate.

oh, no can do on that... and a 3ds file tends to make the riges collapse upon vertex weld........... but you can try anyway if you wish
Title: Re: HTL Ursa
Post by: StratComm on January 21, 2006, 10:07:17 pm
I seriously doubt you've got features smaller than a centimeter.  I'll take a look.

EDIT: Ah, the power of scaling.  I've got it, welded up without much trouble.  Anything in particular that needs special attention?
Title: Re: HTL Ursa
Post by: Cobra on January 22, 2006, 02:29:12 am
ohhhhh snap! that thing is pimpin', dawg! ;)
Title: Re: HTL Ursa
Post by: starfox on January 22, 2006, 05:08:32 am
Hot, hot, hot....
That thing is awesome, though there is one little detail that bugs me:
That small, rear-firing (I believe) turret fires to the front, not rear...
Title: Re: HTL Ursa
Post by: shiv on January 22, 2006, 06:13:44 am
Good work. That's good model!  :yes:
Title: Re: HTL Ursa
Post by: Col. Fishguts on January 23, 2006, 04:18:48 am
Sexyness :yes:
Title: Re: HTL Ursa
Post by: Ghost on January 23, 2006, 11:41:04 am
I know, I haven't customized that aspect of my install yet.  They should be orange.

Wait, you can change those? Oh god, please tell me how.
Title: Re: HTL Ursa
Post by: Turambar on January 23, 2006, 11:44:06 am
i'll throw a pack together if someone'll host it

it'll also be the 3rd time ive done that, i just cant find the other ones
Title: Re: HTL Ursa
Post by: WMCoolmon on January 23, 2006, 09:09:05 pm
I've heard enough complaints about the green textures (now and in the past) that I'd be willing to try out different ones for the mediaVPs.
Title: Re: HTL Ursa
Post by: StratComm on January 23, 2006, 09:33:32 pm
Speaking of which, the media VPs also need a species.tbl to restore the thruster trails (if the art's still in).  As for the thrusters, a simple color shift should be adequate as the graphics themselves are still quite nice.
Title: Re: HTL Ursa
Post by: FireCrack on January 23, 2006, 09:35:06 pm
yeah, terran afterburtn should bea a firey orange, like in retail.
Title: Re: HTL Ursa
Post by: Trivial Psychic on January 23, 2006, 09:58:14 pm
Speaking of which, the media VPs also need a species.tbl to restore the thruster trails (if the art's still in).  As for the thrusters, a simple color shift should be adequate as the graphics themselves are still quite nice.
You mean "species_defs.tbl", right?
Title: Re: HTL Ursa
Post by: StratComm on January 23, 2006, 10:05:20 pm
Yeah, whatever it's called this week.  The one that contains the defaults for things like the thrusterglows.
Title: Re: HTL Ursa
Post by: Taristin on January 25, 2006, 12:13:08 pm
EDIT: Ah, the power of scaling. I've got it, welded up without much trouble. Anything in particular that needs special attention?

Just a cocpit of some sort... I struggled with that. Zods are tough.
Title: Re: HTL Ursa
Post by: m2258734a on February 18, 2006, 03:39:24 pm
Excellent job on the Ursa.
        I do not know if this has been pointed out, but switching between OpenGL mode and D3D changes the texture of the Ursa. While in OpenGL mode, the texture is low resolution and I believe is the same texture that can be found in the media vps that was described earlier in this thread. D3D mode has the better looking texture. Is there a reason why the modes switch out the textures? Could it be because the files have not been placed within the 3.6.8 vps yet? Thanks.
Title: Re: HTL Ursa
Post by: FireCrack on February 18, 2006, 03:42:49 pm
Well, if it's using the defualt texture in openGL the UV mapping should be totaly incorrect because i remapped it to one big texture.

I havent seen this happening though.
Title: Re: HTL Ursa
Post by: m2258734a on February 18, 2006, 04:32:37 pm
Are you referring to the low res texture to be the default texture? Would you like me to provide pictures of the different textured Ursas that I am getting, because everything looks fine to me, other than one texture is clearer and more detailed than the other.

OpenGL
(http://webspace.utexas.edu/maa945/www/screen0063.jpg)

D3D
(https://webspace.utexas.edu/maa945/www/screen0064.jpg)

Title: Re: HTL Ursa
Post by: FireCrack on February 18, 2006, 05:36:22 pm
They are both definitley using the texture i supplied in those shots, though it does look worse in OGL

Do you have mip-mapping on?
Title: Re: HTL Ursa
Post by: m2258734a on February 18, 2006, 06:18:59 pm
At the time I took both screenshots, yes. I tried to enable and disable that to see if I would get better results with the OpenGL Ursa, but it didn't solve the problem. Do you know what could be the cause of these variations?
Title: Re: HTL Ursa
Post by: FireCrack on February 21, 2006, 12:50:28 am
No idea, no idea at all.
Title: Re: HTL Ursa
Post by: Turambar on February 21, 2006, 06:47:27 am
check the individual mipmap and texture quality settings for OGL and D3D in your graphics card control panel, perhaps somewhere theyre set differently
Title: Re: HTL Ursa
Post by: SnakeEyes on February 21, 2006, 07:00:00 am
I have had problems with model textures looking worse on OGL or D3D before, due to the custom settings I provided to the card outside FSO.
Title: Re: HTL Ursa
Post by: BlackDove on February 21, 2006, 01:30:58 pm
Which were?
Title: Re: HTL Ursa
Post by: taylor on February 21, 2006, 06:11:48 pm
Part of the problem with those screenshots is the lighting difference.  That's not the only difference of course, they can just do things differently period.  And the OGL code doesn't do all of the same things that the D3D code does (most that's a good thing).  I would like to figure out why in the hell that AA doesn't work properly though since that's been bothering me for some time.  Currently just pushing the anisotropic filter up for OGL can improve quality a bit, as can using trilinear filtering.  I'm not really sure what D3D uses as a default anistropic filter setting but OGL has it off by default.

Also, OGL doesn't change the lod bias for mipmaps like D3D does so in the same view of the same ship you could be looking at a different mipmap level.  Playing with the lod bias can be sorta neat with certain effects, but D3D appears to use it more to artificially improve texture detail.  It's not really providing more detail to the map but just allows it to use a higher res map than it really needs to.  It looks good, but can hurt rendering speed a bit.  That's why I haven't put the same thing in the OGL code.  Also realize that the "3D Hardware Textures" detail slider in the game affects OGL differently than D3D at the moment.  In OGL it changes what the max mipmap level that can be used is (if an image has mipmaps), or if there are no mipmap levels it can resize the image to be a little smaller.  In D3D I'm not even sure if it does anything, and if it does it's not as complete as what the OGL code does so you may get lower detail textures in OGL because the detail slider actually works there.
Title: Re: HTL Ursa
Post by: bfobar on February 22, 2006, 05:12:48 pm
I can make my Ursa look either grainy like your first (OGL) pic or smooth like your second (D3D) pic by only using openGL and fiddling with my driver-level settings to globally force or deny Anti aliasing and antistropic filtering. My best guess is that somewhere you have a setting, maybe in your display adapter setup,forcing either Direct3D to always use high quality rendering, or a setting OpenGL to never use it.

I've never noticed a problem with AA other than that my graphics card can't produce an acceptable FS framerate while doing it, but I expect that with my hardware.
Title: Re: HTL Ursa
Post by: m2258734a on February 24, 2006, 07:59:23 pm
When I first posted on this thread, I was confused to why the Ursa was one of the few ships that tend to look fuzzy in OGL mode. The new Lucifer, as well as the Triton's cargo container had similar texture issues. After reading everyone's replies, I checked to make sure if I had any custom settings for OGL and D3D mode, but they were both at their default settings. 3D Hardware textures was also set at its maximum. So I experimented with the settings, and I discovered that increasing the quality settings of D3D enhances the quality in OGL mode. So everything looks fine now in OGL. But I wonder why only the Ursa, the Lucifer, and the TC-Tri were affected in the first place and not any other ship (wondering about the whole "D3D enhancing OGL", too, though there must be a good reason). Anyways, thanks for the help.
Title: Re: HTL Ursa
Post by: StratComm on February 24, 2006, 10:43:56 pm
Large maps.  The ships you are describing all have maps with at least one side 2048 pixels long, and downscaling them may be causing odd behavior.
Title: Re: HTL Ursa
Post by: bfobar on February 26, 2006, 10:37:54 pm
I could tell that the Ursa had a big cockpit area, but did the HTL version really need a vasudan soup kitchen? I think it's slave labor and a GTVA conspiracy.

(http://www.u.arizona.edu/~bfobar/images/UrsaCabin.jpg)
Title: Re: HTL Ursa
Post by: Cobra on March 03, 2006, 09:29:14 pm
:wakka:
Title: Re: HTL Ursa
Post by: FireCrack on March 04, 2006, 10:02:29 am
Okay, now I NEED to update the model!
Title: Re: HTL Ursa
Post by: Mehrpack on March 04, 2006, 02:01:38 pm
Okay, now I NEED to update the model!

hi,
?! why, thats funny.
i think its a good easteregg.
a long patrol, they need a loot of coffee *g* and anybody who tell a story to sleep well :D.

Mehrpack
Title: Re: HTL Ursa
Post by: Mars on March 05, 2006, 02:29:56 pm
Seeing that I realize the Ursa could be a lot like the B-2, it could have a toilet behind the 2 seater cockpit... but don't add that in!
Title: Re: HTL Ursa
Post by: bfobar on March 07, 2006, 12:53:52 am
I had a horrible feeling that no one would catch my photoshop.  :pimp:
Title: Re: HTL Ursa
Post by: StratComm on March 07, 2006, 12:55:16 am
Of course we did.  But it's funny enough to warrent treating as real :p
Title: Re: HTL Ursa
Post by: bfobar on March 07, 2006, 01:01:32 am
no I mean no one posted in the thread for like a week. I thought I failed to bring the funny. Whew!
Title: Re: HTL Ursa
Post by: Col. Fishguts on March 07, 2006, 03:38:14 am
The funny was delivered, it just didn't need any further commenting ;)
Title: Re: HTL Ursa
Post by: Muriac on March 09, 2006, 12:10:11 pm
Knowing full well that it's a photoshop, is there any chance it'll make it into the model? I mean, something has to fill that space.
Title: Re: HTL Ursa
Post by: StratComm on March 09, 2006, 12:21:26 pm
That space is closed off right now.  The photoshopping doesn't make that very clear.  Presumably it's for instrument panels and whatnot and regardless it really isn't worth the extra texture or geometry for something that would quite literally never be seen.
Title: Re: HTL Ursa
Post by: Raptor on March 10, 2006, 03:18:10 am
Sooo..... how close to a release is this?
Title: Re: HTL Ursa
Post by: StratComm on March 10, 2006, 10:11:59 am
It's in the Media VPs :nervous:
Title: Re: HTL Ursa
Post by: Cobra on March 10, 2006, 06:34:46 pm
w00t! :D
Title: Re: HTL Ursa
Post by: Raptor on March 12, 2006, 01:41:14 pm
It's in the Media VPs :nervous:

So... I'll have to re-download the models.vp....
...
...
DOLT! :hopping:
Title: Re: HTL Ursa
Post by: Col. Fishguts on March 12, 2006, 03:56:42 pm
So... I'll have to re-download the models.vp....
...
...
DOLT! :hopping:


How's about reading the thread ? (http://www.hard-light.net/forums/index.php/topic,35577.msg774776.html#msg774776)