Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Aardwolf on February 13, 2008, 04:05:37 pm
-
What it'd do:
- Takes a model
- Takes user input on what parts of the model will get what types of map (and possibly how much resolution, tiling, other factors)
- Takes input on how to generate said textures (i.e. a mode selection and parameters for that mode)
- Generates uv-coordinates based on the shape of the model and the choices of textures
- Bakes a texture onto the texture map(s) using a combination of one or more of the following:
- Fractal analysis of some sort
- Application of prefab textures
- Bump maps/height maps
- Saves the textures, and possibly some sort of project file, in an easy-to-POF format, possibly using OBJ + pcx/tga/dds
It would also, ideally, be able to generate all of the maps used by FreeSpace 2 Open, including possibly animated glowmaps.
This is not a small project; it would take more than just me and one other coder, but I think the payoffs would be awesome if we made it versatile and robust enough... also expansibility with user-written plugins/modes/filters/whatnot would help.
-
unrelated question: what is texture baking?
-
My understanding (and thus, usage) is that texture baking is taking textures from model coordinates and putting them back into uv-space.
Edit: However this is more complicated if the texture is mirrored or overlaps itself in some other way.
-
Put your entire question in the thread title. :rolleyes:
-
I agree with you, but there was no reason to lock this and have him start a new thread for just that reason. :p
[edit] I unlocked this on Aardwolf's request. I generally don't like to override other moderators' decisions, but this one made no sense at all.
Back on topic, Bobboau was working on something like this a while ago. He made a program to generate various kinds of effects and was planning to integrate that into the game, but I don't know if he ever got around to that.
-
It made perfect sense. A lesson plus a lock is more memorable than a lesson by itself. :p
I was going to reopen the thread once he complained or made a new one with a complete title, but I see you went over my head already. Or under it, since I outrank you. :D
-
Now that we're back in business...
I understand from a brief discussion I had with chief1983 that almost all the coders are busy with SCP stuff... What I was wondering is, are there any coders who have been reluctant to join the SCP, for whatever reason (like me, out of fear I'd f*** the whole thing up permanently), who would like to help in some other way?
Also, is there anyone with experience working on projects with multiple programmers, like using CVS/SVN? (I don't have much at all in that area)
Although so far we have got no coders, I'm willing to make a preliminary roadmap:
- Create an expansible internal format
- Get the model stored in said format to display on screen
- Work on other aspects of a GUI
- Have texture loading capabilities, and the ability to bind textures to triangles (even if initially we make no effort to align them in any way)
- Model/texture export
- Get auto-alignment options, and begin adding a variety of easy ways to change the alignment/seams/etc.
-
for some reason, i can't get the launcher to work on a macbook pro with mac OS 10.4. the debugged FS2 works almost perfectly, but i don't know how to access FS1 and the expansion. any help?
-
for some reason, i can't get the launcher to work on a macbook pro with mac OS 10.4. the debugged FS2 works almost perfectly, but i don't know how to access FS1 and the expansion. any help?
Wrong thread?