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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: brandx0 on June 08, 2008, 06:28:37 pm

Title: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 08, 2008, 06:28:37 pm
Enjoy

(http://img234.imageshack.us/img234/9297/3amigoseu3.jpg)

Tried to stay as close to the descriptions in the books as much as possible, but I also took some artistic liberty of course.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: colecampbell666 on June 08, 2008, 06:34:47 pm
As. Beautiful. As. Ever.

When I first saw this, I thought "Rogue Squadron? The game? They had normal mapping? This'll be crap! :doubt:"
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 08, 2008, 07:01:32 pm
[spongebob] Iiiiiiii LHUV IT! [/spongebob]
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Vretsu on June 08, 2008, 10:11:21 pm
Sublime models.  :yes:

Let me guess, the pink X-Wing has a female pilot? Seems like something that the writers of the 'extended universe' would see as a good idea.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: colecampbell666 on June 08, 2008, 10:14:37 pm
Thank you. I think that an X-Wing is an X-Wing. Although they are nice pieces of work.

Much like this:
(http://www.enviroblog.org/barbie.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: jr2 on June 09, 2008, 03:44:22 am
Mozilla Firefox without the extensions, I see.  =P
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turambar on June 09, 2008, 06:15:56 am
that's not pink.  those are the colors of the Alderaan royal guard.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: TopAce on June 09, 2008, 07:30:29 am
As you said on IRC, the green one is police-ish. The middle one us "Ugly Tom's Customized X-wing," while the red ... eh... might as well have a giant "Shoot me!" sign on it.

As far as the textured are concerned, they look decent enough, but I would wait until I see them in-game to provide more feedback.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turambar on June 09, 2008, 07:55:32 am
*sigh*

left is Corellian Security Force, piloted by Corran Horn (formerly of the corellian security force)

middle is the colors from Wedge's parents' gas station, piloted by Wedge Antilles (wedge mother****ing antilles)

right is alderaanian royal guard colors, piloted by Tycho Celchu (native of alderaan)


seriously, you guys need to read the X-Wing series and the 5 thrawn books (stop before the vong show up, the vong are the EU version of the prequels)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: TopAce on June 09, 2008, 08:22:45 am
I was talking about the textures, not the people who flew them.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 09, 2008, 09:07:02 am
so, is there gonna be a campaign based on rogue squadron's space battles?

also, do you only do fighters and bombers?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 09:34:22 am
that's not pink.  those are the colors of the Alderaan royal guard.

So what _do_ they call that color then?  Lightish red?

Sorry couldn't resist.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 09, 2008, 01:27:25 pm
Wussy Red  :pimp:
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: TopAce on June 09, 2008, 02:58:19 pm
so, is there gonna be a campaign based on rogue squadron's space battles?...

Could be. It depends which models will be done. According to our policy, we will align our campaign to our shipset, not or shipset to our campaign ideas. Wish we were at that point already, though.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 04:37:42 pm
Well we seem to be picking up the pace of getting to that point.  I think we have a good idea of what our shipset is capable of being in the near future.  We could probably start planning around that.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Snail on June 09, 2008, 04:39:07 pm
So you guys aren't freddin' yet?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 04:52:24 pm
The standalone is still being fleshed out, some critical balancing needs to be achieved still before a mission can be reliably attempted.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: jr2 on June 09, 2008, 05:34:06 pm
seriously, you guys need to read the X-Wing series and the 5 thrawn books (stop before the vong show up, the vong are the EU version of the prequels)

The five Thrawn books?  You mean the three, then the two
Spoiler:
where he supposedly came back
?  I've read those (Awesome!! :pimp: ), now what are the X-Wing series?  How many books?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: MetalDestroyer on June 09, 2008, 05:36:09 pm
Just awesome !! But, won't you be limited by the engine ? The current max ships (store in the ships table) the engine can support, is only about 150 ships or 180 ships. Have you planned to modify the current build to support at least 400 different ships ?

Did you have any models that is incorporated into the engine ? I want to see the in-game render. :D
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 09, 2008, 05:51:58 pm
edited ship limits (aside from INF builds) completely screw the engine. they're probably using a 3.6.10 INF build.

and like they've said, they would need to fred for that, and they don't know if that works.

IIRC, the initial release will not have any campaigns, it'll be everything else though, including a multiplayer demo. though i wouldn't mind a little teaser (only a couple fighters and some dogfighting, like IA) but i know that ain't happening.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 09, 2008, 05:55:50 pm
Some closeups of the paint schemes that are done.

Cmdr. Wedge Antilles.
(http://img239.imageshack.us/img239/8997/wedgefm6.jpg)

Capt. Tycho Celchu.
(http://img128.imageshack.us/img128/681/tychozu8.jpg)

Lt. Corran Horn
(http://img48.imageshack.us/img48/1511/corranmt0.jpg)

Ooryl Qrygg (Get a black light and hold it up to the screen to see)
(http://img46.imageshack.us/img46/9506/ooryljz7.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 09, 2008, 06:00:40 pm
... black light?  :wtf:

just make the shinemap have the stuff... oh, wait, SW ships aren't shiny...
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 09, 2008, 06:56:22 pm
Nawara Ven
(http://img161.imageshack.us/img161/8936/nawaradn5.jpg)

Inyri Forge
(http://img158.imageshack.us/img158/605/inyriuu8.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 07:15:26 pm
Lol this is awesome, we could just about have an 8 man furball of completely different X-Wings now.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Scourge of Ages on June 09, 2008, 08:01:47 pm
Coming soon: Gavin Darklighter's flying krayt dragon...

(lol, blacklight)

I'm a nerd.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turambar on June 09, 2008, 08:02:39 pm
im already working on that one
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 08:04:27 pm
Hmm...methinks we have a spy in our ranks...IRC purge time perhaps
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Colonol Dekker on June 09, 2008, 08:09:36 pm
:nervous:
Purge? You're gonna scrap stuff?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: colecampbell666 on June 09, 2008, 08:10:05 pm
No, they'll clear the IRC logs or something.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 08:10:55 pm
More like irc member purge
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Galemp on June 09, 2008, 09:08:58 pm
Just awesome !! But, won't you be limited by the engine ? The current max ships (store in the ships table) the engine can support, is only about 150 ships or 180 ships. Have you planned to modify the current build to support at least 400 different ships ?

If you're talking about having a different table entry for each paint job, that's totally unnecessary. Texture Replace on a per-mission basis or even the Ship Templates feature means there's plenty of room. We can even use Ship Templates to copy radically different ships without bumping the table limits.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 09, 2008, 09:47:05 pm
I could have sworn that templated ships did count against the limit, I thought it was clarified as such at one point.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: MetalDestroyer on June 10, 2008, 12:47:26 am
Just awesome !! But, won't you be limited by the engine ? The current max ships (store in the ships table) the engine can support, is only about 150 ships or 180 ships. Have you planned to modify the current build to support at least 400 different ships ?

If you're talking about having a different table entry for each paint job, that's totally unnecessary. Texture Replace on a per-mission basis or even the Ship Templates feature means there's plenty of room. We can even use Ship Templates to copy radically different ships without bumping the table limits.

Cool. So let's go for skin contest :D
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 12:53:36 am
I can't wait for Tura to be done his Gavin texture, it'll rock.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 03:14:55 am
Rhysati Ynr
(http://img363.imageshack.us/img363/5039/rhysatidh2.jpg)

Capt. Aril Nunb
(http://img379.imageshack.us/img379/7704/arilqc6.jpg)

Riv Shiel
(http://img59.imageshack.us/img59/439/shielme9.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 03:42:11 am
Asyr Sei'lar
(http://img139.imageshack.us/img139/32/asyrxp2.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 05:33:27 am
And of course, we can't forget the classic to cap off this series...

(http://img100.imageshack.us/img100/8265/roguecq5.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 10, 2008, 06:54:57 am
Riv Shiel, always liked his character... especially in the first one,
Spoiler:
when he took out those Storm Commandos attacking Rogue Squadron's base... and wasn't inyri Patches girlfriend? i've only read the first 2, no money to buy the next couple, and library has none of them..
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 02:12:30 pm
Well... If you want to know
Spoiler:
She kills Patches and joins Rogue Squadron
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Snail on June 10, 2008, 02:15:21 pm
Random question, will we need knowledge of the EU to understand the SWC plot?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 02:27:44 pm
No, these are just things I cooked up for fun.  The actual campaign will be new user friendly
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turambar on June 10, 2008, 03:25:11 pm
Random question, will we need knowledge of the EU to understand the SWC plot?

any needed backstory, we will probably provide.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turey on June 10, 2008, 04:18:20 pm
I could have sworn that templated ships did count against the limit, I thought it was clarified as such at one point.

This is not specifically directed at you chief, but I'd like to put to rest the misconception over the feature once and for all:
The templates themselves do not take up entries in the Ships array. Each and every ship, whether it uses a template or not, uses an entry in the Ships array. A templated ship is indistinguishable from a normal ship after the table loading is complete. This is intentional.
Sincerely,
The guy who wrote the damn feature.

This means that if you decide to make an X-Wing template, and then have a separate ship using this template for each paint job, then it'll use up quite a few spots in the Ships array. This would be much better to do through the texture replacement feature, as that's what it was designed for.

EDIT: Just in case it was unclear, Chief was right, GalEmp was wrong.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 04:25:04 pm
Thanks for the clarification Turey.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: maje on June 10, 2008, 04:29:05 pm
Those look really impressive and far more realistic than the strange blurred out normal maps that I had on the Headhunter.  Btw, if we are doing custom paint jobs, does anyone know what the color scheme for the six Headhunters the Rogues flew during the Invasion of Coruscant?  I figured I may well make those when I get around to it.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 04:39:42 pm
A couple of them are mentioned, I think the one Corran flew was black and gold.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 10, 2008, 05:15:12 pm
maje, I don't normally speak for Brand, but he'll _probably_ be ok making the normal maps for the Z-95.  If you just leave most of the detail that's needed to go in them off of the model.  You said you restarted the headhunter right?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 05:25:24 pm
I don't mind doing it if you'd like me to
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Colonol Dekker on June 10, 2008, 06:32:57 pm
I know this may sound bizarre but would you be able to supply a blank x-wing template with the demo? I think it would be kinda fun to "pimp my starfighter" :)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 10, 2008, 06:34:11 pm
Maybe we should do that with all the starfighters...heh.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 10, 2008, 06:34:57 pm
Hehe, maybe
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Colonol Dekker on June 10, 2008, 06:45:17 pm
Squee!
I'm gonna try to make an Outrider on the side. What scale are you using in case it meets your standards? (Textures may be lacking initially)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 10, 2008, 07:05:52 pm
1 FS Meter == 1 real Meter, so whatever size the Wookiee says it should be.  21 meters long.  (Not sure which dimension is 'length' in this case)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Colonol Dekker on June 10, 2008, 07:33:17 pm
FreeSpace Z = length = Truespace X i think. I need to double check actually.
Sorry about the tangent.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 10, 2008, 08:38:37 pm
I meant, the Wookiee says it's 21 or 22 m long, I don't know what dimension of the ship is supposed to be that distance, as the ship is wider than it is 'long'.  So 21 m is either real length, or the biggest dimension, not sure.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 11, 2008, 12:16:20 am
thats from front to back.  the falcon is 26m from front to back and the ships share the same circular center section
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 11, 2008, 07:01:37 am
for the Z-95s, only 3 of their color schemes were mentioned: blue and red, green and red, and black and gold.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Topgun on June 11, 2008, 01:34:44 pm
hey I got an idea. we should make the player ship use a different texture file then the other ships.
that way we can change our ship without effecting the other ones. we can keep these textures in data\maps so people con find it without using vp view.

then we can all have custom star-fighters!  :pimp:
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Snail on June 11, 2008, 01:41:27 pm
I'd just use invisible.pcx and toggle "no_collide_invisible". Then I'd be invincible.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 11, 2008, 02:14:21 pm
hmmm, that'd be fun, but how do you do that? make it so the ship automatically is retextured to maps/filename, by default it's the normal X-wing map, then on your site you can have different skins, and you just replace the default with the new one. in theory, the players X would change to the new color scheme.

and snail, that is brilliant. cheating without cheating. but cheating eventually gets boring.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turey on June 12, 2008, 01:13:57 am
and snail, that is brilliant. cheating without cheating. but cheating eventually gets boring.

Yeah, except it wouldn't work unless you were host, and people might get suspicious at the level of your home field advantage.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Flaser on June 12, 2008, 01:30:57 am
I see two problems and two "coder requests" for the custom-skinned player ships:

1) In Multi everyone has to download the said skins from each other --> not yet implemented in the code, so you'd need to manually distribute 'skin packs'.

1.1) --> Code request for automatic skin distribution through the host. May be a late 3.7 feature, but since you already have media for it, the coders will likely take the request seriously.

2) How do you make a mission use your own skin? It can already do this with squadron insignas, but so far only specifically FRED-ed mission with the texture-replacement sexp give you the ship you want...

...hmm, I think multi missions could be FREDed/scripted to use a "skin menu". You do an eval, key-pressed sexp, and if the player presses the appropriate button you display a menu with a list of availible skins. Press another key, and the game does a texture-replace sexp on the player's ships...

...now, does this sexp actually work on a ship already in the mission?
...and does it work in multi?

So many questions.

2.1) --> Another code request, also probably late 3.7 feature.

Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 12, 2008, 06:56:08 am
i don't have any way to try what i said, can one of use guys see if it works?

if it does, we could have every one of your squadmates have selectable textures...
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Colonol Dekker on June 12, 2008, 07:15:06 am
Is there any way to extend the multiplayer squad logo code to support texture replacement? Or just increase the size of the squad logo to cover the whole craft using the existing UV
map? This is a query as i know coders hate non-code people forcing unviable suggestions on them with a whole "this'll work" attitude.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Titan on June 12, 2008, 09:01:41 am
I talked like that? (yes) dang, sorry.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Colonol Dekker on June 12, 2008, 09:36:04 am
Not at all ;) i'm just covering myself. <- disclaimer)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: maje on June 12, 2008, 10:20:55 pm
maje, I don't normally speak for Brand, but he'll _probably_ be ok making the normal maps for the Z-95.  If you just leave most of the detail that's needed to go in them off of the model.  You said you restarted the headhunter right?

Going to restart the model, probably this weekend.  I had been thinking of trying to go via the high res model for normal mapping, but if Brand would rather do the normal map in PS, he's more then welcome.  I'll probably still want to do the color and spec maps though as I'm going to be doing a variety of custom and standard designs.  Since Rogue Squadron's customs seem to be in order, I'll do the 6 Coruscant fighters, along with the standard red line work.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 12, 2008, 10:40:01 pm
By all means, do as much as you want.  You just seemed to hint that you were more impressed with Brand's normal maps than your own :)  But practice makes perfect of course.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: maje on June 12, 2008, 10:52:38 pm
Well, honestly, I messed up the normal map on the old one because I had built the color map first.  I want to do a test on the normal map work-flow via the high res model method, though I'm thinking I'll really wind up with about 3 models.  The initial medium res model, which will have all supporting bevels and chamfers necessary for the turbosmooth to high res (I think everything should be knocked into quads from that).  The medium res will have UV mapping coordinates to be traced over later on.

Next step will to be generate the normal map, and then I'll be able to build the low-res game model, and trace the medium res UVs as much as possible, with some fudging in Photoshop.

Meanwhile, I'll probably be exporting each little piece of the low res into PCS via POF exporter to check for exporting issues.

When I had made the shadowbolt for terran emperor's Crusade campaign, I had to literally export the model everytime I did something to it to make sure I didn't do something the POF Exporter didn't like.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 16, 2008, 06:48:29 pm
I simply went and built the normal maps in photoshop by hand.  I experimented with trying to do it via a high poly source, but it never seemed to work out right, there's probably something I was doing wrong.

Ya know, as I look over these, some I'm very proud of (Corran's police-style, Tycho's Char custom, and Inyri's goth inspired one) and some I'm not too proud of (Nawara's boring brown, Aril's Blue Angel, and Asyr's random crap)

Anyone have any suggestions or other ideas for theirs?  Nawara's has to stay at least brown toned (it's mentioned in the novels) but the rest are up to whoever.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: jr2 on June 16, 2008, 11:39:14 pm
See if DaBrain can give you some pointers with those normal map auto-gens (I think it was him that brought normal maps up (http://www.hard-light.net/forums/index.php/topic,25406.msg1008431.html#msg1008431) in the Celebration of FS thread)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 17, 2008, 06:50:21 pm
Just as a celebration of normal maps, yay!

(http://img214.imageshack.us/img214/1927/progression1ny8.jpg)

(http://img207.imageshack.us/img207/6968/progression2ad1.jpg)

(http://img524.imageshack.us/img524/5931/progression3ic7.jpg)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Alan Bolte on June 17, 2008, 09:19:41 pm
Looking good. I think the cylinder within the engine is rather too noticeably a cylinder rather than a cone, you should change it. Here (http://saxman.xwlegacy.net/Starfighters/X-wingPics/X-wingEngine.jpg)'s a cross section for reference.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: brandx0 on June 18, 2008, 01:51:05 am
Alas, you'll have to talk to Turambar about that, it's his model.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Turambar on June 18, 2008, 10:16:59 am
the solution involves grabbing 16 vertices and moving them backwards a bit.

not a huge problem. (and it was a known one)
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Topgun on June 18, 2008, 01:06:49 pm
what if we sexp it?
something like:

IF: player ship = TIE; change texture to playertie
OR: IF: plyership = x-wing.......
you get the idea.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: chief1983 on June 18, 2008, 05:00:42 pm
No, I don't.  What does that solve?
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: colecampbell666 on June 18, 2008, 05:14:35 pm
The textures.
Title: Re: Rogue Squadron's Normal Mapped X-Wings
Post by: Galemp on June 18, 2008, 10:27:45 pm
It works now, Taylor fixed the bug. (http://scp.indiegames.us/mantis/view.php?id=1644)