Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on June 03, 2004, 07:34:00 am
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Umm...
These are some really bad screenshots... As I cant just take some from the tech room. Ah well.
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Crelease1.jpg)
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Crelease1b.jpg)
The Rakshasa. Glowmaps are (of course) animated. Don't mind the terran thruster glows :rolleyes:
There's still some visual flaws about it, namely V messed up the 'UV mapping' of the different tile maps. Any modeler would have to fix that, i'm afraid - I can only improve as far as maps go.
Oh, right. The linky: Rakshasa Maps (3.95 MB) (http://www.penguinbomb.com/lightspeed/Rakshasa_S20.zip)
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Looks weird somehow...
I don't like that the glowmap gets completly red for a second.
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I know. 'tis not my fault though. [V] messed up with the mapping... big time.
The glowmap doesn't get completely red - the contrast does drop at one point, but meh. As I said, bad screenshots :)
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IMHO it look awesome!
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Well, cruisTileS1a is very good.
And also the shinemap for it.
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the raksasha's never looked this good.. kudos.. now, if i can get it to work with mine, all will be good :)
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...muh... ...shinemuh... *breaks down and cries with joy*
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I realy need to figure out a good way to interpolate between two glow maps
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It's very good in all but one department - the glowmap. My specific gripe is with the fourth shot from the top where you see it against the nebula. The glow looks to large, red and generally ugly (the stripes down the sides and the bit between the engine area and the rest of the hull). This could be improved by having larger dark areas around there, but I'm not sure if this is down to the dodgy UV mapping you mentioned or not. If it is, to bad.
At any rate, the rest of it is great :)
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Sweeeeet.
But are u just doing shine maps or cleaning up the textures too and doing the environmental mapping stuff?
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aweXome (http://www.homestarrunner.com/awexome.html) work LS :eek2::yes:
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Sweet. But I just realised how ugly the inside of the arms look with the armour so abruptly going to gray from the red on the tips of the arms.
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Originally posted by Bobboau
I realy need to figure out a good way to interpolate between two glow maps
That would certainly help some people, yes.
Originally posted by Kalfireth
It's very good in all but one department - the glowmap. My specific gripe is with the fourth shot from the top where you see it against the nebula. The glow looks to large, red and generally ugly (the stripes down the sides and the bit between the engine area and the rest of the hull). This could be improved by having larger dark areas around there, but I'm not sure if this is down to the dodgy UV mapping you mentioned or not. If it is, to bad.
At any rate, the rest of it is great :)
It is not. However, the glowmap is animated so you'll see the situation looking like this for the fraction of a second. (look at the first image of the first row, for example)
I had an idea for a different approach on the animated glow pulse on capships, but i'll have to see how it turns out.
As for the UVthingy, some skilled modeler should re-UVmap the whole thing from scratch. If the maps were applied where they should, it would look a lot better - even more so if it were hi-polied :)
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I love it :yes:
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yes yes yes yes yes:yes:
:eek2: that looks....great:nod: :nod:
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Just wondering... Why is the thrusters blue??
I quite like the look, especially the ani's :):yes:
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That thing look SO evil.
I love it!
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Originally posted by Lightspeed
Don't mind the terran thruster glows :rolleyes:
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Leave it to me :D
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Originally posted by jdjtcagle
Leave it to me :D
do the Rivana next that ship will own with animated glowmaps!
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LS: Have you tried randomly-shifting-glow glowmaps, or ones that ripple yet? The current glow pulsing just seems too unsubtle to me, sort of like a flashing "HERE I AM! SHOOT ME!" - and the same goes for the Pegasus.
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Originally posted by Starfighter
do the Rivana next that ship will own with animated glowmaps!
I think you misuderstood, leave it to me do something stupid.
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Sweat zombie jesus!
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Hey, could we please, please try to leave this thread less of a "YEAH 5 GOLDEN URINALS" -spamfest than the last shinemap release thread, so, as Kal said, "I don't have to wade through 8 pages of spam just to find actual content"? I mean... you know. Whatever. Kinda.
[insert spam here]
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Originally posted by WMCoolmon
LS: Have you tried randomly-shifting-glow glowmaps, or ones that ripple yet? The current glow pulsing just seems too unsubtle to me, sort of like a flashing "HERE I AM! SHOOT ME!" - and the same goes for the Pegasus.
It's not like shivans care. Just have a look at the FS2 ending parts.
It would have to be synched with the power drain of the ship to be precise, but that's beyond the SCPs current capabilties. (i.e. shivan fires its lasers = pulses)
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Amazing.
I've had a though about this kind of thing - is it possible to set the glowmaps so that when the ship reaches critical damage they get kind of random? (longer/shorter pulses different intervals)
That way it would really look like the ship's in trouble, power systems surging, etc.
Probably not feasable, but woth a try.
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You could fake it with texture replacement SEXPing, I think. Not sure, though.
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Yeah, I guess. Glowmap .anis that are either longer or shorter, and use variables to apply them.
But wouldn't that murder framerates?
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yes. It would. I'd like to see glowmaps start flickering on and off as a ship goes critical, but what what you're suggesting would almost have to be done in a texture-specific way, which is too much trouble for too little gain IMHO.
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well, couldn't you use various different anis and just swap them out based on the level of damage? you could delay the switch a second or two so not to waste processing on a ship that's about to be blown up, but it would allow the more manueverable ships to have the changing anis depending on their status, and the anis can just have different flicker rates
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Wow. Ok. Just played with them in game, and it looks like the Raks is breathing... evil.
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That's what I like... Shivans flowing with the blood of the thousand they have killed ;)
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*forcibly tears eyes away from Terran thrusters*
Dude, Turnsky totally said it. I'd still love you to rework those glowmaps to make them more subtle (ie. less canon), but it's fantastic stuff already. :)
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Meep meep.
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Crelease2.jpg)
More screenshots (http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Crelease2b.jpg)
The Aeolus. I seriously hope someone's gonna hi-polify and re-UVmap this thingy :doubt:
Aeolus Maps (4.83 MB) (http://www.penguinbomb.com/lightspeed/Aeolus_S20.zip)
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:blah: :blah:
no comment. there is no smily to express what I'm feeling right now.
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Originally posted by Rictor
:blah: :blah:
no comment. there is no smily to express what I'm feeling right now.
You should of saw my face... It looked ALOT like this :eek2: :eek2: :eek2:
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Rictor: This one, maybe? (http://instagiber.net/smiliesdotcom/contrib/edoom/eat_arrow.gif)
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Omg. :eek: That last picture looks like it was bumpmapped.
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He made the Aeolus look good.
HOW????? ;)
Very nice work.
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****... a map like that could just possibly make the Orion look not horrible o_O
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I wouldnt call that good. It REALLY needs a better model :doubt:
-edit: Hey, I've always liked the Orion :)
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I didn't say it'd make the Orion look good, just said it'd make it not look horrible ;)
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I was talking about the Aeolus model. The Orion is pretty good already.
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This is awesome work as usual, Lighty. But those Rakshasa maps pulse WAY too fast. Might look OK in an intense firefight, but when it's just cruising the ship looks ridiculous. I really think you ought to slow them down a whole lot, like a quater speed at least.
And ****ing good job on the Aeolus. What happened to the uber version that was in production?
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I see you went and added a shadow to each individual bolt, you bad, bad man. At times like this, I can't even bear to look at you
:ick: :ick:
Do the Hecate next, though she does have The Tiledness goin on, bigtime.
Also, stuff just look better when its framed by your nebulas, especially that one. We should do that to ever ship.
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Originally posted by Lightspeed
The Aeolus. I seriously hope someone's gonna hi-polify and re-UVmap this thingy :doubt:
http://www.hard-light.net/forums/index.php/topic,21161.0.html
Raptor is working on it.
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The maps themselves are excellent GRADE A work, but you are correct, without a new model its just one big :ick:
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The... griders? on the arm that connects the engines to the main hull should not be reflective... And they're like ****ing mirrors on the dark pics. Darn, those things are all rusty, for pete's sake :p
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You're right, the Aeolus model needs serious work. I wonder how the efforts on that are going now...
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Originally posted by Rictor
I see you went and added a shadow to each individual bolt, you bad, bad man. :ick: :ick:
The original maps had that too, for your information :p
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Originally posted by diamondgeezer
This is awesome work as usual, Lighty. But those Rakshasa maps pulse WAY too fast. Might look OK in an intense firefight, but when it's just cruising the ship looks ridiculous. I really think you ought to slow them down a whole lot, like a quater speed at least.color]
Hmm. There might be something wrong with it, I guess. It should pulse pretty slow.
See, animated glow maps seems to work the wrong way for me:
The fighters are in 25 FPS ANIs. The pulse takes about 1 second to complete as in: Pulse Pulse Pulse Pulse Pulse
Now, if I put in a slower FPS (like 12) it will effectively be TWICE as fast (Pulsepulsepulsepulsepulse)
And if I double it (50 FPS), which is what i've done, it will take twice as long: Pulse...... Pulse...... Pulse...... Pulse.....
It might be working the other way 'round for you. Could you check if fighters pulse faster or slower please?
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To my untrained eye, they appear to be running at the same speed. That's in ANIView, mind - did you need me to view them in the game?
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DUH!
Aniview will NOT display them correctly.
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These maps are damn good.
I hope they don't look aliased in-game.
No time to test them now. But I've got them ;)
Ctile4 could need some more work on it.
This map is especially important, because this map is used very often and in different colors. I.E on the Orion(blue) and the Colossos(orange-brown).
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Yes, but ctile4 is only used on the Aeolus. :p
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Aww !
You know what I mean.
Just rename it after you changed the colors.
btw I thought I saw this map somewhere on the Deimos, ... or was it the Argo... just forget it :D
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;)
It's on no other ship. I thought so too, but it it isnt the case.
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OK, inspite of your 'DUH!' I had a look at them in the techroom. The fighter maps pulse about two-three times faster than the cruiser maps, and if you want my opinion they're way too fast as well. The fighter maps do need to be faster, but at about the speed the current Rakshasa maps are (and then those need to be slowed down in turn)
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*Agrees with dg*
At the moment the animated glowmaps are taking away from the impact of Shivan ships. Really, I think all the animated glowmaps are too showy, or too garish (For lack of a better way to say it). Flashing lights don't fit; something like subtly shifting colors in the shivan textures seems like a better effect, it'd be more alien. Slowing it down would work too, but IMHO the shifting-lights would look better. Don't get me wrong, I love what you've done with the ships, I just think it could be better. :)
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Now we're getting somewhere. To be honest they've got something of a dicso mirrorball about them at the moment. I think the shifts in contrast or whatever you call them need to be much more subtle :nod:
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Originally posted by Setekh
You're right, the Aeolus model needs serious work. I wonder how the efforts on that are going now...
HTL Aeolus Progess Report:
LOD0 Modeling done, awaiting UVmapping, and someone to do the textures.;) (I'm afriad it's going to be a completely new model/texture. Sorry LS)
Still To Do:
Mirrior hull to complete LOD0, turreting, LODs 1-3, Debris, POFing.
And that Aeolus you got there LS is...just...:eek2: (proves the theroy that good textures CAN make a horrible mesh look good)
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Just use my textures for your model. If youre going for custom UV, they'll be usable just as well :)
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He doesn't want to use the blue, though, or the plating below. IMO, he's not making a new Aeolus, but a newer ship that has a shape similar to it... :doubt:
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we can always have someone map it as an Aeolus :rolleyes: :D
*whistles innocently*
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Originally posted by Raptor
HTL Aeolus Progess Report:
LOD0 Modeling done, awaiting UVmapping, and someone to do the textures.;) (I'm afriad it's going to be a completely new model/texture. Sorry LS)
Still To Do:
Mirrior hull to complete LOD0, turreting, LODs 1-3, Debris, POFing.
Sounds great, good to see you're still alive and around too. ;) Btw, don't forget that you can probably use the current LOD0, LOD1, and LOD2 as your eventual LOD1, LOD2 and LOD3 respectively. :)
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Originally posted by Setekh
Sounds great, good to see you're still alive and around too. ;) Btw, don't forget that you can probably use the current LOD0, LOD1, and LOD2 as your eventual LOD1, LOD2 and LOD3 respectively. :)
I might do that, since making new LODs can be pain...
Yes, I dropped out for while. Exams plus a week at home (away from cpu) will do that:D
Some pics are posted in modding forum.
Oh, and although I loved the basic shpae of the Aeolus, I hated the maps used, and the mapped too to be fair.
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Uh, okay. The screenshots aren't all that great, but anyway
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Crelease3.jpg)
More screenshots (http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Crelease3b.jpg)
Specific notes about the release:
- I kinda gave the ship a bottom (that isn't just a 32x32 pixel texture O.o)
- There are some lighting problems with the mesh (smoothing etc seems to be messy in some places, for example the 'ribs' on its back.). This will have to be fixed by a modeler some time.
- This would be an ideal candidate for texture baking. (and from there doing further texture improvements)
- Someone needs to reLOD the thingy, as the LODs are useless with their current mappings, etc.
That said, look at it in your tech-room - I think it came out pretty well (despite the problems mentioned above).
Mentu Maps (2.25 MB) (http://www.penguinbomb.com/lightspeed/Mentu_S20.zip)
Enjoy :)
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Hatshetsput next!!!!
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Its spelled Hatshepsut.
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May I request the Aten rather than the Hat? It's potentially awesome, but somehow seems to come acroxx pretty damned ugly. I remember fiddling with the colours on one of the base tiles and making it look about 10x better, so someone spending more than 15 minutes could probably go better again.
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Im doing FS2 caps first, though. (poll result :) )
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Righto. I may have a look at the Aten myself then...
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Damn the poll... the Aten deserves it more. It's a Great War Relic. Damn everyone who voted FS2 capships. They suck, and are uninspired anyway!
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i remember when i played through FS1 on easy, i could shoot out two turrets, park under an aten and destroy it with my primaries
those were the days
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Okay, I'm doing the Aten ('cause Raa said so) :p
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awww, but i was waiting for the Hat so i could start the campaign over again and not have to look at that semi-reflective beige clump called the Psamtik
oh well, Atens deserve it too, I'll wait
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Originally posted by Lightspeed
Okay, I'm doing the Aten ('cause Raa said so) :p
Wee! I have clout! :D
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Woohoo! My current favorite ship has been updated! :D
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Now that really looks like one badass cruiser.
EDIT: Now that I look at the rest of the thread, I intend that to go for the Rakshasa and the Mentu.
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Originally posted by Raa Tor'h
Wee! I have clout! :D
You have a bad influence on me. :shaking:
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Well, now that you've completd the FS2 cruisers, I had expected you to graduate to corvettes, but if you go to the Aten first, will this be an isolated deviation, or will you instead go with the rest of the FS1 cruisers... Cain/Lilith, Fenris/Leviathan. If you do try for the Fenris/Leviathan, as I've said before, please respect the Port and its differentiation between the two. I'd also advise that you also consider doing those maps for the hi-poly Fenris... unless you consider that un-necessary.
Later!
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Aye-aye-aye... what have I done...?!!!!
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There was a re-skin of the Leviathan from a couple of years ago(IIRC) that gave it ablative looking armor like it's supposed to have and made it look a lot different. The problem was the light was blue instead of red and it was white. Now I liked it cause it differentiated between the two, but the color was too much. I would very much like to see some kind of differentiation between the two.
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Yep, i will probably have a bit of difference between the two ships. (same with the Cain and Lilith)
And yes, I will move over to FS1 cruisers for now.
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Wouldn't that require a changed model?
Cause the same map, I think.
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Wouldn't be that hard to do really...
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Yes, this needs an altered ships.tbl as well as an altered model.
That'll be optional of course. :)
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(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Aten.jpg)
I'm afraid it doesn't look as good as it could, but that's down to model issues. Most important things that come to my mind are
a) someone would have to fix the UVmapping (its odd in some parts)
b) someone would have to hi-poly this thing (or improve the smoothing -- the 'arms' are horrible)
c) someone would have to do some texture LODs to get rid of the aliasing issues (and increase performance)
Due to recent problems around here, the screenshots above lack env-mapping. So if you wondered why you didn't see any env mapping above, thats normal. You will (of course) have properly working env maps with this in your game.
Aten Maps (~4 MB) (http://www.penguinbomb.com/lightspeed/Aten_S20.zip)
-edit: zip updated as the first one seemed corrupt 0.o
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Memory leak :(
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sorry to be a noob, but where would I install these files (the Rakshasa files for instance) I'm looking around for information but can't seem to find it...
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Textures go in freespace2/data/maps/.
If you only want them to be used with a particular mod put them in
freespace2/moddir/data/maps/
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Originally posted by xti
sorry to be a noob, but where would I install these files (the Rakshasa files for instance) I'm looking around for information but can't seem to find it...
:welcome:
Guessing your a lurker? :p
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Sweet
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Yeah, just never really took the initiative to register and post :P
thanks jdjt