Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Kolgena on October 08, 2010, 10:05:01 pm
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I know that a couple of members and I have pointed out the badly baked glow maps on the Hatshepsut, but nothing seems to have been done. Can someone take a look to see whether the glows can be restored to their former appearance (that ragingloli had before someone tweaked them?)
Right now, the window spotlights on the hattie are pure yellow spots that don't look convincing. They need to be pre-baked in a similar style to what's seen on the Iceni. I have the pre-baked light maps here, but they need to be re-UVed since they aren't fitting properly on the current mesh.
Could someone please take a look at this? It's a rather bad blemish on an otherwise outstanding model.
Edited to attach screenshots. Also noticed that on the rear part/engines, there is still a little bit of yellow on the diffuse that shouldn't be there... and apparently it wont' let me upload enough screens.
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The Iceni, with it done right. Also the yellow spot missed on the diffuse map.
All that needs to be done is to take the glow maps from maps.rar (previous post) and make them fit the new mesh properly. (And, if someone wants to undertake the daunting task, the yellow spot on the diffuse map could be removed).
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Sorry triple post. Too many images >.>
Anyways, this is the Hatshepsut with the maps attached in the .rar. Notice how the baked lighting looks so much more natural.
(Since I'm moaning so much already, might as well moan about everything. Could someone make the spec map intensity a lot less for this model? It looks too glossy compared to the rest of the Vasudan ships. I imagine someone just needs to open up the shine maps and use a darken slider or something, but I'm not sure.)
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I TOTALLY FIXED THOSE YELLOW BLOTCHES ON THE DIFFUSE MAP
What happened to my textures... >_<
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You haven't seen anything because despite the speed of technology, nothing happens instantly.
But thank you. It is not forgotten.
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Alright, in that case, I don't think there's much else that can be added to this thread (unless we want to talk about dimming the specular map). Request lock if a mod agrees?
Um, Galemp, I'm using 3612 mediavps and no texture overrides. Maybe your edits didn't make it into the final release? The yellow spots on diffuse on the sides seem to be okay though. It's just the rear that has a problem.
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The maps sussing issue was likely my fault. I still have all the files in question, it'll all be worked out.
And I'll run the Hattie in a comparison to the Sobek in terms of the lighting on the spec and diffuse. Seems that while the -shine RGB _should_ be brighter than the diffuse (because it's supposed to highlight and make things shiny) it apparently is detrimental to -env lighting. or something. In short, it doesn't work as one thinks that it should, or I'm missing something very basic, because it has never made sense why -shine maps are always darker than diffuse maps.
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While on the topic (well, more or less), the Cain is shiny as hell too. Haven't checked the Lilith, but chances are it does the same.
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http://img828.imageshack.us/img828/3745/labhattieprog.png
Here is closer to what I want. No glowy stuff on the diffuse, reduced (but still present) specular, normal map is still wonderfully prominent (hasn't been altered but seems to like this series of maps a lot better)
Still working out the glow map for the main body itself. Galemp's has some wonderful clarity to the glows themselves, they are a bit brighter than the original ones. But the part that trails along the hanger-bay entrance "crust" I think is going to have to just go. And the second (the ones linked here), I'm sorry, but the brightness of the hull bits as an "interaction" with the glows is a bit strong.
Progress shots shared as they happen.
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My only issue with adjusting spec maps is that no one, and I mean NO ONE, can ever seem to agree on what looks right.
This goes for the Cain and Lilith as well. I'm not (<----- I almost left this key word out... thank god for proof reading) trying to ***** here, I'm just saying that if we make it less shiny, someone will want it more shiny and vice versa.
The issue with the FSU is that we are not making our own ships. In other words, we cannot say "it's supposed to be that shiny, I made it that way!" We can't, because we are remaking the works of others. Works that are having features added that they were never designed to have. Unfortunatly that means that every one on this forum has an equally valid opinion on what V would have made the models look like.
If you want more evidence, check this wiki page: http://www.hard-light.net/wiki/index.php/Sample_Lighting_Settings here we have several users posting setting that drastically change spec and other lighting settings to what they think looks right.
I liken this to movie interpretations of books. Someone will ALWAYS piss and moan because that is not the way THEY thought the original author would have made it, if they were given the visual tools present in movie making.
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I'm doing this and it will be released because I personally don't like the glow-map issues and I made a management mistake when I originally committed the files that people are now using, so I'm just taking a personal responsibility to correct something that I said I would.
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I was just referring to the spec/env. They do need to be ddone rigt to a certain degree, but I personally think the opinions vary too widely on what is right to worry about it too much.
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I was just referring to the spec/env. They do need to be ddone rigt to a certain degree, but I personally think the opinions vary too widely on what is right to worry about it too much.
While different people might prefer different levels of shininess, I think it's important that the ships we make look like they at least belong to the same species of the same time period. This means that relative spec/env maps should be close to each other, if possible. (The lilith/cain looks a bit unshivan in its shininess, for example, as some would argue).
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That seems fair. At least if it matches the others, people can adjust the settings in the launcher and see the shininess change across the board evenly. I work today, so i'll have a look tonight or tomorrow for the Cain and Lilith, as Zacam seems to have the Hatty under control.
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Reminds me of which, Ulysses has been missing textures on the front edges of its wings for around a year now.
...and this thread has now evolved into "Maps that need improvement" :P
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(http://i999.photobucket.com/albums/af118/RgaNoris/Shine_CompareCain.png)
Before you comment, please compare this level of shininess to the Demon and the Ravana, as they were my measuring stick.
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Could you release the maps so I could take a look according to my own light settings? It's comparing apples and oranges otherwise.
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Just to clarify, the upper is the old shine on the Cain, the lower is the new shine on the cain.
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Ahh, that Cain looks much better already :yes:
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Seening the Cain makes me think about replaying FS. Good job.