Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Woolie Wool on June 29, 2007, 08:07:08 pm

Title: New tech room cubemap!
Post by: Woolie Wool on June 29, 2007, 08:07:08 pm
A few minutes in Glitterato resulted in a new techroom cubemap. I daresay it's a huge improvement over the old one.

(http://img502.imageshack.us/img502/769/newcubegq0.png)


A chrome ship really brings it out:
(http://img517.imageshack.us/img517/7315/silverfishdd3.png)

DOWNLOAD HERE:
http://upload2.net/page/download/OHuYKuRgqY1RExG/cubemap.dds.html

EDIT: The file goes in /mediavps/data/effects.
Title: Re: New tech room cubemap!
Post by: Bob-san on June 29, 2007, 08:08:41 pm
+1

Looks good... I'll try it!

EDIT: How do I install it? :lol:
Title: Re: New tech room cubemap!
Post by: Woolie Wool on June 29, 2007, 08:09:43 pm
Put it in /mediavps/data/effects.
Title: Re: New tech room cubemap!
Post by: Bob-san on June 29, 2007, 08:10:27 pm
or, in my case, /OPEN/data/effects...

Ok thanks!
Title: Re: New tech room cubemap!
Post by: lefkos on June 30, 2007, 03:26:59 am
WOW!  :eek2:
very nice!!
my ships are looking way better now :)
Title: Re: New tech room cubemap!
Post by: Snail on June 30, 2007, 03:32:03 am
[img]http://img502.imageshack.us/img502/769/newcubegq0.png[/img]

You're using the old Callisto maps in that picture. FreeSpaceKing released touched up maps for it.
Title: Re: New tech room cubemap!
Post by: jr2 on June 30, 2007, 03:52:08 am
Looks cool.  What exactly was done, though?  Were they touched up in a 3D editor?
Title: Re: New tech room cubemap!
Post by: Woolie Wool on June 30, 2007, 08:47:37 am
I generated a 512x3072 nebula/stars image in Glitterato and saved it as a cubemap.

[img]http://img502.imageshack.us/img502/769/newcubegq0.png[/img]

You're using the old Callisto maps in that picture. FreeSpaceKing released touched up maps for it.

Freespaceking made the mistake of using Rapid****, so they've all been deleted now. :mad:
Title: Re: New tech room cubemap!
Post by: jr2 on June 30, 2007, 10:35:27 am
Tell him to re-up the files...?  If he doesn't want to find a good host, I'll up them for him... :nod:
Title: Re: New tech room cubemap!
Post by: Flaser on June 30, 2007, 12:39:52 pm
I generated a 512x3072 nebula/stars image in Glitterato and saved it as a cubemap.

[img]http://img502.imageshack.us/img502/769/newcubegq0.png[/img]

You're using the old Callisto maps in that picture. FreeSpaceKing released touched up maps for it.

Freespaceking made the mistake of using Rapid****, so they've all been deleted now. :mad:

OFF: Rapidshare is a FREE service, and it's clearly said, that files - WILL BE DELETED if they are not acessed within a preset timeframe.

ON: Nice skybox.
Title: Re: New tech room cubemap!
Post by: Woolie Wool on June 30, 2007, 01:14:25 pm
I know Rapidshare's policies, but it's extremely annoying when people release things on Rapidshare because they'll all be gone within a couple of months.
Title: Re: New tech room cubemap!
Post by: jr2 on June 30, 2007, 01:16:15 pm
So, how do I get Freespaceking to send me the files, so I can re-up them elsewheres?  Is Freespaceking his HLP username?
Title: Re: New tech room cubemap!
Post by: Woolie Wool on June 30, 2007, 01:29:25 pm
Yes. I sent him an email a few hours ago.
Title: Re: New tech room cubemap!
Post by: Snail on June 30, 2007, 02:10:49 pm
On a side note, it would also work on the Ursa and any other ships using Ursa maps. :)
Title: Re: New tech room cubemap!
Post by: Woolie Wool on June 30, 2007, 02:42:22 pm
Does anyone besides him have the complete set of his maps?
Title: Re: New tech room cubemap!
Post by: Snail on June 30, 2007, 04:12:02 pm
I have them but I don't think Woo would like it if I handed them out.
Title: Re: New tech room cubemap!
Post by: Cobra on July 11, 2007, 07:21:40 pm
Hey, that's actually pretty good, but I'm wondering if someone already hasn't done that for the 3.6.10 vps. :nervous:
Title: Re: New tech room cubemap!
Post by: ARSPR on July 12, 2007, 10:59:21 am
IIRC the default cubemap is only used once. After the very first mission run, an own cubemap based on that mission background is used. So a pretty cubemap.dds is nearly useless...

(Could any coder confirm or deny it?)
Title: Re: New tech room cubemap!
Post by: Woolie Wool on July 15, 2007, 11:31:13 am
IIRC the default cubemap is only used once. After the very first mission run, an own cubemap based on that mission background is used. So a pretty cubemap.dds is nearly useless...

(Could any coder confirm or deny it?)

I almost never look at the techroom after I've already played a  mission.
Title: Re: New tech room cubemap!
Post by: Grizzly on July 15, 2007, 01:49:32 pm
Good! looks much better then the Nebula thingy...
Title: Re: New tech room cubemap!
Post by: Snail on July 15, 2007, 03:07:31 pm
Nebula thingy...

The nebula thingy is really crap ugly.
Title: Re: New tech room cubemap!
Post by: taylor on July 16, 2007, 12:26:43 pm
The "nebula thingy" was just a test image (to help figure out the problems of getting OGL and D3D to be able to use the same cubemap files and show them the same way), so it was never really intended to be anything but crap. :)

The problem is that no one ever bothered to make a new one and instead just included the original test version in the MediaVPs.



Oh, and the default envmap (cubemap) will continue to get used if your video card doesn't have the required support to create one automatically for each mission.  It's only if your video card has the required extensions to create the envmaps that the mission envmap will override the default one.  Technically, every mission should include a pre-generated envmap and have that be used instead, but I appear to be the only person doing that.
Title: Re: New tech room cubemap!
Post by: Bobboau on July 16, 2007, 12:32:23 pm
you know taylor, you could always have fred auto-generate it on save (assuming the background is not dynamic)
Title: Re: New tech room cubemap!
Post by: taylor on July 16, 2007, 12:54:37 pm
you know taylor, you could always have fred auto-generate it on save (assuming the background is not dynamic)
Use -save_render_target and any static envmap map is automatically saved into data/cache/.  You still need to post-process it though, to compress it and add mipmaps, so I didn't want it to be too automatic since some work for the mission maker is always going to be required.
Title: Re: New tech room cubemap!
Post by: Woolie Wool on July 20, 2007, 02:24:26 pm
So will mine be in the 3.6.10 mediavps?