Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on June 28, 2001, 10:39:00 am
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SCP (sons of capella) advanced fighter.
Still to try and texture this thing properly (nightmare :eek (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif), but I like me model (bit of an cross between the B5 Fury and the Artemis) - this text. job actually makes it look a bit worse than it does in Ts5;
[Images deleted ]
Poly count is a bit high - 568 when i triangulate - already had to reduce from a nicer more detailed version (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) .
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Team Member of The Ghost and the Darkness (//"http://uk.geocities.com/gunnery_control/index.html")
[email protected]
ICQ: 119819902
"Well I believe ther's someone watching over you. They're watching every word you say. And when you die they'll take you down and take you through. You'll realise one day that the grass is always greener on the other side, the neighbours got a car that you wanna drive, and when time is running out you wanna stay alive. There is no wrong, there is no right, and the circle only has one side...."
(c)2001 Travis
[This message has been edited by aldo_14 (edited 06-28-2001).]
[This message has been edited by aldo_14 (edited 07-04-2001).]
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Looks good. Try using Segeltuch for texturing sometimes... I do, and it's not bad...
sheddup kazan (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Thats pretty sweeet! The engine(?) pods look kind of plain though, you might see about changing their lines so that they're not straight all the way from back to front? You should be able to do that without adding any polys.
One thing i've found with 'pod' configurations of ships is that you're usually better off from a poly count standpoint not trying to make the ship one whole mesh. Normally I do that with all my ships but when I did the Gunstar which has the four engine pods I found that trying to actually connect them to the main hull geometry instead of having them 'float' a few pixels away increased my poly count a LOT.
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I'd have to agree there Morris, multipart models (while not 100% FS friendly) are easier to build and since they almost always are lower poly they don't drag the game engine down too much.
[This message has been edited by Maeglamor (edited 06-28-2001).]
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all you have to do is amke it multi-part, then convert it to pof, then convert it back to cob with kreugers tools, and the parts all become one... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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I can see what you mean 'bout the engines....need to do some tweaking now (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif).
You should have the seen the high poly version I came out with - damn sw33t, big gunpoints and everything (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) ... 800 polys though
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[image deleted]
altered the engine pod rear, brought them in closer to the hull and fiddled with some of the front / end vertices. Reduced the (triangulated) count to 480 - still can't fit on any gun models to it, though (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Think that one's any better?
[edit]
I think I'll keep this one (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Turns out it has quite a neat UV map output from Lithium (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
[This message has been edited by aldo_14 (edited 06-28-2001).]
[This message has been edited by aldo_14 (edited 07-04-2001).]
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Ugh...horrible pixellation or horrible anti-aliasing blurriness (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
(PICTURES DELETED)
Took me the best part of last night to do this - 3 hours solid using MS Paint.
I hate Lithunwrap now (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) - seams on every poly, plus I got a horrible low res map output. Sigh.....
Stuff it, I'm using multiple maps now - not worth the effort to draw it by hand.
[This message has been edited by aldo_14 (edited 06-29-2001).]
[This message has been edited by aldo_14 (edited 07-04-2001).]
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That looks VERRA nice =) I understand your texturing woes. I get so frustrated once i've made a really pretty model and the textures I can manage to put on it just bite.
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I like it. I know sometimes texturing can be a pain too (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Anyway, good job (http://dynamic.gamespy.com/~freespace/ubb/noncgi/cool.gif)
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.....File not found....please enter password
Co-Creator, GroundZero ("http://www.subspacezero.com")
ICQ# 117983680
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When you're designing your texs draw them at twice the size you want the finished article to be. i.e. if you're making a 256 by 256 map draw it at 512 by 512 and then reduce the size later (by the way this only works for photoshop and PSP but note the little info above about the registry (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ).
When you draw it larger you can fit in more detail and it has the bonus of looking less pixelated when you reduce the size. Try it, it works for me.
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Originally posted by Maeglamor:
When you're designing your texs draw them at twice the size you want the finished article to be. i.e. if you're making a 256 by 256 map draw it at 512 by 512 and then reduce the size later (by the way this only works for photoshop and PSP but note the little info above about the registry (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ).
When you draw it larger you can fit in more detail and it has the bonus of looking less pixelated when you reduce the size. Try it, it works for me.
Found a trial of PSP 7 on a cover Cd, so no point not trying it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif).
Hmmm... never thought of that. The bitmap I made is 540x540, so I can reduce the size (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Maeglamor:
When you're designing your texs draw them at twice the size you want the finished article to be. i.e. if you're making a 256 by 256 map draw it at 512 by 512 and then reduce the size later (by the way this only works for photoshop and PSP but note the little info above about the registry (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ).
When you draw it larger you can fit in more detail and it has the bonus of looking less pixelated when you reduce the size. Try it, it works for me.
Is that really that smart. When you resize from 512x512 to 256x256 the map the quality should not be better. Cause what the resize does is that it takes in this case four pixels and make it to one. Which means that you don't have as much control over the situation. But hey! If it works for you thats great.
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The quality isn't better but you can give the appearance of high detail. Good antialiasing is the key my friend (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
When the ships flying by you at speed you just pick out shapes, that's what I concentrate on when I'm designing texs. The finer detail looks nice in the loadout screen and tech room but when it really matters i.e. ingame you don't make out half of the detail, in which case it's a little silly putting a large high detail texture on a ship.
Look at how good a job [V] did with 256*256 texs, those models look excellent in the loadout screen and ingame. I think 512*512 is probably too large, textures have a big influence on how fast the engine runs so a smaller tex has better performance in it's favor.
I'd like to point out though that a lot of ppl get excellent results from using larger texs but it makes sense to balance it out, I mean you won't be able to make out the carefully detailed pilots name under the cockpit window when your dodging enemy fire and attempting to off the bugger (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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I use bigger maps too, but to be honest, it's only coz it's more easy to work on a 800*800 map than a 512*512 one...
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://www.hiddenterror.f2s.com/index.html")
want to see my models and renders ("http://lancelot.legendjsm.net/mellis/index1.html")?
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Got one done quite nicely....
(http://homepage.ntlworld.com/g.white19/fhawktex1.jpg)
I lose a lot of the detail when I resize to 256x256 (this version in 512x512 maps), so it looks like I'm going to have to have a high detail map (slightly downsized to 400x400 or summat (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ) for the first 50/100 meters, and use the less detailed verion for the next LOD. Now, if only I can figure how to poly reduce this / import the uV map to the smaller version.
NB: you are better off if you can resize from a larger texture in PSP (etc), as it automatically adjusts the surrounding pixels to try and 'blend' in where the pixel was, and reduces the blockiness otherwise.
[This message has been edited by aldo_14 (edited 06-30-2001).]
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Hey dude, that looks really cool. Keep pumpin' 'em out. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Aldo, that fighter is great!!! With a little more practice on texturing, you will come out has a winner!! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Nice work pal
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It's worth mentioning that the newest graphics cards by nvidia and ATI or whatever the company name is are optimised for 256*256 texture maps so why not use multiple maps instead?
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Originally posted by Maeglamor:
It's worth mentioning that the newest graphics cards by nvidia and ATI or whatever the company name is are optimised for 256*256 texture maps so why not use multiple maps instead?
I have a Voodoo 4 though, so it has to work fine on my system before I release anything (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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Originally posted by Maeglamor:
It's worth mentioning that the newest graphics cards by nvidia and ATI or whatever the company name is are optimised for 256*256 texture maps so why not use multiple maps instead?
That's interesting. If you don't mind, could I ask - how difficult is it to have multiple image maps for the one ship? I know Max's Veritech had like 20 maps alone... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
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multi maps? as easy as a single map. You know some vlition fighters are multi map, like the Ursa.
400*400? FS2 won't read it, aldo. what you can use: 64*64, 128*128, 256*256, 512*512 (all my latest models have 512*512 maps), and 1024*1024 (but fs2 will automaticaly size them down to 512*512). you can also have a 512*256 or any combination alike, if you want.
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://www.hiddenterror.f2s.com/index.html")
want to see my models and renders ("http://lancelot.legendjsm.net/mellis/index1.html")?
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Originally posted by venom2506:
multi maps? as easy as a single map. You know some vlition fighters are multi map, like the Ursa.
400*400? FS2 won't read it, aldo. what you can use: 64*64, 128*128, 256*256, 512*512 (all my latest models have 512*512 maps), and 1024*1024 (but fs2 will automaticaly size them down to 512*512). you can also have a 512*256 or any combination alike, if you want.
made a 512*256 map for LOD0(downsized from 1024x512), halfed for LOD1, looks fine (yet to test ingame). I've updated the pics on the webpage, so the image 3-4 posts above is now of the new final) texture map. Note that the renders' of the max size version - that's the one I'm keeping for rendering (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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The new version is simply beautiful!!
See if you can convert it fast, so that I can test it along with some new weapons I've been doing!!
NICE!!
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Multimaps are no problem, if you notice though the map sizes are powers of 8. Valid maps will be a power of 8 (16*16, 16*32 etc.) if they aren't the proper size then they are adjusted by the engine. Multiple maps are actually a great deal easier to use than a single map. Single map texturing is really giving me a headache but it's good practise. The Morrigan fighter (previously Excalibur) is almost done (LOD0 anyway) and it uses a single 256*256 map, I'm experimenting with the Mars though, if it looks right I'm going to be using 3 512*512 maps, here's hoping it works well ingame.
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Thats a really sweet job man. I stand in awe of your 133t 5ki11z. =)
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Originally posted by Maeglamor:
I'm going to be using 3 512*512 maps, here's hoping it works well ingame.
Don't worry, it does. For exemple, my GTB Jotun uses five 512*512 maps
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No I don't mean I hope it'll work, I mean I hope it'll look good. I know it'll work (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
BTW 5 maps!! That's gotta be a little on the overkill side for a bomber?!? I'm using 3 on a destroyer and it should easily be enough.
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I've hearded that the starufury from the B5P used something around 20 maps...
and I've done some models for the robotech campaign using 12 maps. my comp handled that pretty well, with the maximum number of ships allowed by fred (I made a battle of endor mission to test all the robotech models at once (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) )
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Originally posted by venom2506:
I've hearded that the starufury from the B5P used something around 20 maps...
That was the old Starfury. The new, greatly improved version uses around 2. I can't remember exactly.
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Map size is the key factor, you could use 20 small maps and still use less memory than one large one.
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First in-game screenies;
(http://homepage.ntlworld.com/g.white19/screen00.jpg)
(http://homepage.ntlworld.com/g.white19/screen01.jpg)
I've switched back to the big 512*1024 maps to try and avoid the anti-aliasing.
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Team Member of The Ghost and the Darkness ("http://uk.geocities.com/gunnery_control/index.html")
[email protected]
ICQ: 119819902
"Well I believe ther's someone watching over you. They're watching every word you say. And when you die they'll take you down and take you through. You'll realise one day that the grass is always greener on the other side, the neighbours got a car that you wanna drive, and when time is running out you wanna stay alive. There is no wrong, there is no right, and the circle only has one side...."
(c)2001 Travis
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Action! I want to see them in action!!!
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Originally posted by Raven2001:
Action! I want to see them in action!!!
And you shall...
(http://homepage.ntlworld.com/g.white19/fhwscreen1.jpg)
(http://homepage.ntlworld.com/g.white19/fhwscreen2.jpg)
(Using the Prometheus X cannon by Raven (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) )
(http://homepage.ntlworld.com/g.white19/fhwscreen3.jpg)
slightly dodgy re-arm point, but nevermind (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
(http://homepage.ntlworld.com/g.white19/fhwscreen4.jpg)
I just need to finalise the engine glows, and finish the shield / tech ani.
[This message has been edited by aldo_14 (edited 07-04-2001).]
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That reminds me, I have to fool with the Jotun a wee bit more...
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FINISHED!!!!!
Head to http://uk.geocities.com/gunnery_control/downloads.html ("http://uk.geocities.com/gunnery_control/downloads.html")
to download.
I'm hoping to create the full tech ani at a later stage.
Please post / e-mail me any oppinions you have on it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Team Member of The Ghost and the Darkness ("http://uk.geocities.com/gunnery_control/index.html")
[email protected]
ICQ: 119819902
"Well I believe ther's someone watching over you. They're watching every word you say. And when you die they'll take you down and take you through. You'll realise one day that the grass is always greener on the other side, the neighbours got a car that you wanna drive, and when time is running out you wanna stay alive. There is no wrong, there is no right, and the circle only has one side...."
(c)2001 Travis
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Thats some good work ya got there!
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-Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
-Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")
The fear always controls our attitude, let us fear no more!
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Oh my dear... that new texture job is amazing. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
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Update
Forgot to add glowpoints to the model (damn checkboxes (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ); updated zip has now been uploaded to my site.