Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Galemp on January 25, 2008, 11:44:25 pm
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Thank God I'm not flying THAT tub! (http://www.b3ta.cr3ation.co.uk/data/zip/htlzephyrus.zip)
This model's got the works. I've included glowpoints, glowmaps, shine maps, normal maps, height maps, alpha-channel textures, everything. It all checks out and most of the POF data was imported from the old Volition model, so that's alright too.
Try playing Into the Maelstrom for a nice demo. Lots of HTL goodness in that mission.
Have fun! :)
[attachment deleted by ninja]
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hmmmm its a bit dark, i cant see anything save the huge yellow engines and the little dots of light.
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Turn your brightness up, because I can see it just fine.
Great job, Galemp... as always!
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I've just downloaded but not tested yet.
But some comments. This model is not "mediavps 3.6.10" compliant. I mean:
- You have miner01-01a. Please retexture it to use miner01-01 textures. Save DaBrain some work.
- There are some pcx textures. Please provide dds textures.
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is very nice
Actually, Miner01-01a is the correct map. I can confirm that.
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I cannot download it. :(
EDIT: It worked this time... :wtf:
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Now THAT is what I call an upgrade! :yes:
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Looking great :yes:
One question though, did you intentionally only use the tiny thrusters?
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I've just downloaded but not tested yet.
But some comments. This model is not "mediavps 3.6.10" compliant. I mean:
- You have miner01-01a. Please retexture it to use miner01-01 textures. Save DaBrain some work.
- There are some pcx textures. Please provide dds textures.
Miner-01-01a isn't a problem because teh POF is not LOD'd like the old ones. Plus, the DDS is mipmapped.
Also, miner 01-02 in the 3.6.10 mediavp's is still flagged with b in the filename.
The PCX files might be a problem. I can convert Miner01-01a-glow, Miner01-01a-shine and Miner01-08-shine to DDS with mipmaps. The Miner01-09, Miner01-09-glow and Miner01-09-shine are 479x479, not multiples of 4 as DXT1 complains.
Setting canvas size to 480 and converting seems to do the trick. Checking it for texturing problems now.
These get a little big when you tell it to mip-map to ALL. Is there a set value that should be being used?
Done. As all DDS w/mip maps as DXT1 (no alpha) and looking good. Had to, as mentioned, scale the canvas size to 480. No tearing or seams present. And Galemp, you're right, fine mission to play as a showcase.
7z contains VP of same name. DDS images and Cache IBX and TSB's included.
EDIT: Currently correcting MOI and texturing. Warning on debug builds with 480 DDS Miner01-09 images. (Failure to load, non-power of 2).
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The following occurs under debug build with original POF.
Loading model 'miner2t-01.pof'
IBX: Warning! Found invalid IBX file: 'miner2t-01.ibx'
IBX: Starting a new IBX for 'miner2t-01.pof'.
IBX: Starting a new TSB for 'miner2t-01.pof'.
WARNING: "Inverted bounding box on submodel 'detail-3' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'detail-2' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'detail-0' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'gunturret-1' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'barrel-1' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'gunturret-2' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
Subsystem gunturret-2 in ships.tbl not found in model!
WARNING: "Inverted bounding box on submodel 'gunturret-3' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
Subsystem gunturret-3 in ships.tbl not found in model!
WARNING: "Inverted bounding box on submodel 'gunturret-4' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
Subsystem gunturret-4 in ships.tbl not found in model!
WARNING: "Inverted bounding box on submodel 'barrel-4' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'gunturret-5' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
Subsystem gunturret-5 in ships.tbl not found in model!
WARNING: "Inverted bounding box on submodel 'detail-1' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-0' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-1' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-2' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-3' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-4' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-5' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
WARNING: "Inverted bounding box on submodel 'debris-6' of model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2404
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
WARNING: "Invalid subobj_num or model_num in subsystem 'turret01' on ship type 'GTG Zephyrus'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:5948
WARNING: "Invalid subobj_num or model_num in subsystem 'turret02' on ship type 'GTG Zephyrus'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:5948
WARNING: "Invalid subobj_num or model_num in subsystem 'turret03' on ship type 'GTG Zephyrus'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:5948
WARNING: "Invalid subobj_num or model_num in subsystem 'turret04' on ship type 'GTG Zephyrus'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:5948
WARNING: "Invalid subobj_num or model_num in subsystem 'turret05' on ship type 'GTG Zephyrus'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:5948
Fortunately, resizing the 479x479 PCX images to power-of-two sizes to match the normal and height maps works just fine without issue.
*Edit: Sorry about the multiple edits. Fixed by renaming gunturret-# to turret0#. Now the only warning that occurs is:
WARNING: "Inverted bounding box on model 'miner2t-01.pof'! Swapping values to compensate." at ModelRead.cpp:2248
Which is a PCS2 problem.
7z contains VP of same name. DDS images, Cache IBX and TSB's included.
00-Miner2T-01.7z (http://zacam.ueuo.com/scp/00-Miner2T-01.7z)
Size: 2,988,042 Bytes
MD5: 109AEBA6E30509056793D628B5D9601E
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Turn your brightness up, because I can see it just fine.
Great job, Galemp... as always!
Photoshop level meter says its VERY dark too. I had to take it in there to have a peek.
From the looks of it it stays very true to the original but the details are great. Nicely done!
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Yeah, it's dark.
Someone call me when it's normal mapped.
Great job though, bad ass to have yet another canon one join the ranks of hi poly. Rock on.
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Well, that shot was taken from within the Ship Lab in FS2_Open, so if you can't see it then tough noogies. Find the old WIP thread if you want a better look.
(Actually, a mod might want to merge those two threads...)
And BlackDove, it IS normal mapped. I said so in the first post. Unfortunately the normal mapping doesn't seem to scale very well- bumping is a fixed amount not related to the size of the vessel. So, nice one-foot-tall bumps on fighter result in insignificant one-foot-tall bumps on capital ships, too. Maybe a coder can implement a bump scaling factor per-model based on its radius.
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I like that front section, exposed metal "cover" over fragile gas containers. Captures the feel of carrying sensitive cargo very well IMO.
Using. :D :yes:
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Galemp: I would like to apologize. Having gotten some sleep after all the overtime I just worked, I realized that it was probably completely rude of me to not privately release to you via PM the corrections I posted above.
Instead, I made off and all but hijacked your release thread. I more than appreciate the work that went into this model and I did not want to simply post whines about how it was "broken", and I allowed my urge to contribute to negate any good common sense I may or may not have.
To that end, what would you like me to do?
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Zacam: Anything you like.
It's a Release to the community for them to do with as they see fit. If you can improve the POF in any way, I'd be more than happy to see what you can do, and I'm sure everyone else would too.
After all, if they don't like it, there's nothing preventing them from using the old model. :)
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Oh. Okay. I'm sorry, I'm more used to a, not so open generosity.
Once PCS2 goes final, I'll have a POF that has no bounding box errors and I'll see what I can do about the bump-mapping appearance.
Thank you for your courtesy, I'll do my best.
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Bump mapping doesn't have to be immediately obvious. What it does is when you look at the ship small details start to pop out at you in a subtle way. Doesn't have to be overdone or anything.
I think it looks pretty good so far...can't wait to see it in game.
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Whoah, dude. There is a MASSIVE collision error in the main body of the Zephyrus.
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Yeah, we know. :)
There are massive transparency errors as well if you look into the gas scoop on the bow. Either myself or DaB will sort it out before the MVP release.
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:( Let me know how you fixed it so it won't happen again.
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If DaB hasn't sorted it already, then either today or tomorrow I'll convert it to cob in PCS2, re-order the polygons that make up the transparent bits and reconvert to pof again in PCS2. Transparent polygons must come last in the poly list of the base mesh, or else any part of any polygon that is behind them won't get drawn, leaving 'holes' through the whole ship.
If you have two layers of transparent polygons, then you need to order them in the list in such a way that the one closest to the viewpoint is last on the list, or else it will delete the layer of transparent polygons behind it as has happened in the Zephs nose here.
It's the same process as with cockpit glass. :)
About the ghosting issues your HTL models seem to have, if you really need to keep using the pof exporter then see if you can get in touch with Stratcomm or FireCrack if they're still around.
Stratcomm, Taristin, Nico and FireCrack all used the POF exporter with *near* perfect results collision mesh wise, but I don't know exactly how. It might just be a small final step that you're missing before export.
That said, the other problem is the number of maps. You're using a lot, and the cumulative effect of the basemap + shinemap + normal map + glow map + heightmap is really beginning to hurt. In fact, I just put all the maps together from the MVPs and the ones you added and it comes to a total of 44 42 separate maps(with a filesize of 14 11mb)!
A lot of the maps used on the Zephyrus are very similar too - including a partial UV map already. As such, it would be infinitely more efficient if the maps were merged into a single 2048 res map.
Edit: Slight map miscount. Not 44 but 42, with a filesize of 11mb.
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Speaking of transparent rendering, is it possible to do something about the holes that you see through the HUD glass? Or would that interfere with the rendering process of the conflict glass?
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Are you talking about the internal fighter cockpits that weren't designed with transparent HUD glass in mind? If so, I think at this stage if we did change anything there it would just be to make the HUD opaque again. With real 3d cockpits around the corner it's just not worth the effort of fixing all the crappy low poly HUDs on all existing HTL craft.
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I mean the ones that had the HUD glass rendered first, and that it caused holes to appear in the section after it. (i.e., the Hercules)
But who knows when the 3D cockpits will come around? :nervous: