Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on July 29, 2006, 10:51:24 am
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I need asteroids - small ones about the size of the ones we have now up to ones large enough to hide a deimos behind. The best will be used in my asteroid field revamp
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looks like its time to raid nasa's asteroid heightmap database again :D
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OK I got a big one with two tunnels through it and a space inside that can fit a small base.. Wanna go at fixing it?
I think there is one other medium/small one with a base already inside it.
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Something like this?
(http://img.photobucket.com/albums/v356/Shodan_AI/asteriod1-1.jpg)
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yes.. they need to be very heavily lodded
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I'll have to work on it then... it's a high poly version.
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I'll add onther request: a really massive planetoid, say maybe 6 klicks long? This would help out tremendously in my campaign, and I think it'd be a nice plot device for other people.
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You should ask Omniscaper. BtRL has gigantic and very detailed asteroids. And I'm pretty sure that especially BtRL is very interested in an improved asteroidfield code. :)
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Thought I'd also mention, of the existing mediavp asteroid textures, two of them are non-power-of-2 sizes and so can't be compressed or mipmapped. New (or at least improved) asteroids, even just textures, even before you guys do revamps, would be nice :D
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maybe it would be cool to have round or semi-round proto-planets. nothing too big, just juggernaught sized ones.
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Thought I'd also mention, of the existing mediavp asteroid textures, two of them are non-power-of-2 sizes and so can't be compressed or mipmapped. New (or at least improved) asteroids, even just textures, even before you guys do revamps, would be nice :D
I've already fixed that in my MV_textures folder. So the next MediaVP will have mipmapped asteroids. :)
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You should ask Omniscaper. BtRL has gigantic and very detailed asteroids. And I'm pretty sure that especially BtRL is very interested in an improved asteroidfield code. :)
Hehe, why don't make a Empire Strike Back mission in the asteroid Belt ^^ . Remember the scene with the Millenium Falcon and those ISD :D
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or the fight between Obi-Wan and Jango in Ep2.
I think that was one of the only good parts of the movie...........
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Yeah, but you can't put more than 256 asteroids in a field............. or can the SCP guys allow some more on the next build?
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Yeah, but you can't put more than 256 asteroids in a field............. or can the SCP guys allow some more on the next build?
Just watch the Battlestar Galactica : Beyond the Red Line Teasers. ^^
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Uhm... I don't want to reveal the trick, but the asteroids in the background are indeed ... fake. ;)
The 256 limit can't be broken yet.
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Uhm... I don't want to reveal the trick, but the asteroids in the background are indeed ... fake. ;)
The 256 limit can't be broken yet.
Yes it can. Just edit it in Notepad. IIRC, any changes you make in there stick. [V] just limited it for performance reasons.
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It use to be... I have screenies of 350 hand placed asteroids... that was 3.1 or is that different.
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Which file do you have to edit, exactly?
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The .fs2
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well, the point of this very thread is that Kaz is planning a revemp of that code, so...
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indeed
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Couple of questions:
1) What sorta poly counts are you looking for?
2) Numbers of lods and respective poly counts?
3) How many separate pofs models?
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1) efficient.. there are going to be a lot of these rocks on screen
2) 5 - 4 normal and then a 5th one that is nothing
3) dunno
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Well, that was...a little helpful. :p
2) By the 5th being nothing, I presume you mean a tetrahedron?
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+1 question to help out adventurous modellers:
Can the code handle detail boxes? (For those REALLY BIG rocks.)
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+1 question to help out adventurous modellers:
Can the code handle detail boxes? (For those REALLY BIG rocks.)
It's supposed to. Not sure if it does full LODing or just 'only draw at xxm' type handling, though.
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Ok, I'm pretty much ready to convert them - 24 rocks in all. Before I do though, here's a test pack: here (http://sectorfiles.net/ti-file-dump/VasudanAdmiral/AsteroidsPreview.zip)
In the pack is one of each asteroid size class - small (around the 50m size mark, 1088 polys), medium (120m mark, 1520 polys), large (200m mark, 1890 polys), and huge (320m mark, 2860 polys). There are 6 variations of asteroid in each class.
So, have a look and see if there's anything else they need - including any pof data (will they need MOI data for example?). If those are fine I'll go ahead and convert the rest.
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awesome.. i'll take a look when i can (Can you get screens?)
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Well, the point was sorta so you can have a close look at a couple of meshes and spot any problems/suggest improvments. ;)
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/WebScreens/Rox.jpg)
Edit: Changed pic link.
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Texture repeat is your biggest enemy at the moment I'd say VA, the geometry is great, as always, but turn down the repeat on that rock texture ;)
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I think I need a better (higher res) rock texture really. When working close up - scaling the UV map to give it decent detail density, I keep forgetting to look at the bigger picture.
So when I zoom out, the asteroid that looked all good and fine close up suddenly looks way overtiled - as you can clearly see in that pic. :(
Would anyone have a good, reasonably high res roid tilable texture?
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they look good - i'll let the artists do the detailed critiques
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I think I need a better (higher res) rock texture really. When working close up - scaling the UV map to give it decent detail density, I keep forgetting to look at the bigger picture.
So when I zoom out, the asteroid that looked all good and fine close up suddenly looks way overtiled - as you can clearly see in that pic. :(
Would anyone have a good, reasonably high res roid tilable texture?
How do these look? (Attached)
[attachment deleted by admin]
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They're quite nice. Thanks muchly. :)
However, I'm having some trouble UV mapping them. No single UV map seems to apply it neatly enough to do it justice. This wasn't a problem with the usual texture (http://sectorgame.com/ti-file-dump/VasudanAdmiral/WebScreens/PotzUK_NormalRoidTexture.jpg), but the new one has enough variation to make it highly noticable (http://sectorgame.com/ti-file-dump/VasudanAdmiral/WebScreens/PotzUK_RoidTexture.jpg). :\
I'm still trying though.
Oh, and Kaz, you aren't going to be dynamically assigning a texture to the rocks depending on the type of asteroid field wanted are you? Cos as neat as that'd be, it'd make things a lot trickier. ;)
Edit: Changed d/l links.
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No probs
I have no idea what all this UV map lark is about or I would try and help :) I did attempt shine/glow maps using these textures on the mediavps' asteroid models but my framerate plumetted! I was going to be using them in the campaign I've got brewing, but yours look pretty good at the moment :)
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Hmmmm.... I'll have a look and see if I can come up with some repeating rock textures. I'm sure I've got some somewhere....
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I lobbed these three words into Yahoo...
seamless rock texture
Got lotsa good looking hits. :)
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Thanks, but having tried most of the ones I found doing that search, they tended to be either as bland as the standard FS ones, or experience the same trouble as PotzUK's ones - meaning either patterns showed up, or jagged parts where very visible. :\
I think I'll have to go for the bland ones, and just get the least - repeated look I can.
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Re: Request to modellers and texturers - I need asteroids
WWW.unoriginal.co.uk/asteroids.html (http://WWW.unoriginal.co.uk/asteroids.html)
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:bump:
Sorry it took a while - I got distracted by one thing after the other, but they're done now: here. (http://sectorgame.com/ti-file-dump/VasudanAdmiral/HPAsteroids.zip)
The only thing they lack which might be a problem is MOI data - but I don't think that's even used in asteroid collision calculations is it? (I'm not going to enter 216 values for a maybe. ;) )
So, yeah - let me know if there're any problems or if you need more or whatever. :)
Edit: Changed the d/l link.