Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mralexs on January 20, 2012, 06:00:27 pm
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I believe this would go here... So here I go!
I've ported some of the ships from Freespace. Here are the Download links! THESE DON'T GLOW SO DON'T ASK ABOUT IT!!!
Fenris
http://www.garrysmod.org/downloads/?a=view&id=127866
Apollo
http://www.garrysmod.org/downloads/?a=view&id=127946
Loki
http://www.garrysmod.org/downloads/?a=view&id=127914
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what's GMOD?
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GMOD Wiki (http://en.wikipedia.org/wiki/Garry%27s_Mod) - It's a sandbox game using Valve's Source Engine, to use it you have to own a Source game (Day of Defeat Source, Counter Strike Source, Team Fortress 2 etc)
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right, so the point of these ports is suppose to be like destructive environments in BF3 except on ships in our case? :confused:
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Well... you can use the game for a variety of things..., movie making, construction, destruction. So you could use them for anything really... though I was never any good at GMOD and have not touched it in... who knows how long. But I liked building a small ship, putting shields on it and drone launchers. Thats all I really remember.
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you make it sound like it can replace fred, PCS2 and 3ds.
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I don't want to use any easily searchable red-flag words here but somehow it seems like this copying is in the fringe of something that's not rights, in terms of :v: assets. Is that an issue?
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use the hi-poly models
not :v: models
then it should be fine.
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Sorry, certainly cant do that. it's a game sandbox, creative mode. Not an actual designing program. My bad
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I don't want to use any easily searchable red-flag words here but somehow it seems like this copying is in the fringe of something that's not rights, in terms of :v: assets. Is that an issue?
People port stuff like this ALL the time. They even ported the cinematic models from SCII
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I don't want to use any easily searchable red-flag words here but somehow it seems like this copying is in the fringe of something that's not rights, in terms of :v: assets. Is that an issue?
People port stuff like this ALL the time. They even ported the cinematic models from SCII
does not make it any more legal.
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I think the legality of these topics is always dependant upon the perception of any infringment, which is entirely upto the original developer of said content. So unless the original developer of the content raises a stink, its legal until they say no.
And if it is still illegal, no one would bat an eye unless volition does.
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use the hi-poly models
not :v: models
then it should be fine.
I did port the HTL models. They just come out crappy in Source
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use the hi-poly models
not :v: models
then it should be fine.
I did port the HTL models. They just come out crappy in Source
which means you're a crappy converter.
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No, I'm not. Conversion is Conversion. There is no "crappy" conversion. Source can't use HTL, and uses Phong instead of shinemaps. I just need to figure out how to add the normals and glowmaps.
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What's your conversion workflow? We might be able to help.
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No, I'm not. Conversion is Conversion. There is no "crappy" conversion. Source can't use HTL, and uses Phong instead of shinemaps. I just need to figure out how to add the normals and glowmaps.
Uhhh
What.
Source very, very definitely does use HTL (HTL = Hardware Transform and Lighting), because HTL is a very very fundamental optimization technique in 3D graphics that has been around since the bloody GeForce 1. The polygon counts used in FS2 models should pose no realistic problems to an engine that can render d0G.
As for phong shading vs shinemaps, you are, how do I say this, entirely wrong.
The first version of Source (the one that shipped with HL2) used Gouraud shading (otherwise known as per-vertex lighting); the GPUs of the day weren't able to handle per-fragment lighting in any performant way.
The version of Source used in recent games, like TF2, Portal 2, or Left 4 Dead, or the HL2 episodes can very definitely do per-fragment lighting (AKA Phong shading). It's all just a question of shader support.
Shine maps, in FSO, are used to modulate the specular highlight colour generated by the lighting algorithm. What you are missing though are glow maps, which provide a very basic degree of eyecandy.
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I think a point of confusion here is that FSO uses separate additive RGB shine maps, while Source stores its greyscale, intensity-altering shine map (termed a "Phong mask") in the alpha channel of the normal map.
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No, I'm not. Conversion is Conversion. There is no "crappy" conversion. Source can't use HTL, and uses Phong instead of shinemaps. I just need to figure out how to add the normals and glowmaps.
Uhhh
What.
Source very, very definitely does use HTL (HTL = Hardware Transform and Lighting), because HTL is a very very fundamental optimization technique in 3D graphics that has been around since the bloody GeForce 1. The polygon counts used in FS2 models should pose no realistic problems to an engine that can render d0G.
As for phong shading vs shinemaps, you are, how do I say this, entirely wrong.
The first version of Source (the one that shipped with HL2) used Gouraud shading (otherwise known as per-vertex lighting); the GPUs of the day weren't able to handle per-fragment lighting in any performant way.
The version of Source used in recent games, like TF2, Portal 2, or Left 4 Dead, or the HL2 episodes can very definitely do per-fragment lighting (AKA Phong shading). It's all just a question of shader support.
Shine maps, in FSO, are used to modulate the specular highlight colour generated by the lighting algorithm. What you are missing though are glow maps, which provide a very basic degree of eyecandy.
Ok, thanks for the explanation. I just need to find out how I implement the glowmaps into the model.