Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on August 19, 2004, 09:16:32 pm

Title: Shinemaps development thread [updated weekly!]
Post by: Lightspeed on August 19, 2004, 09:16:32 pm
As Shine2.0 is not to be finished within a reasonable amount of time (and DaB and Turambar are pretty much inactive ATM) i've decided to post-pone Shine2.0's original aim for now (hi-res versions for all FS2 textures) and work on a down-stripped version, Shine1.5. The only difference will be that it does NOT base the shine/env/glow maps on an improved high-res base texture, but pretty much the retail base texture (with some minor exceptions). This, of course, greatly speeds up progress. Of course, already finished Shine2.0 high res maps will be included in Shine1.5, as well as any high-res maps from DaBrain or someone else that are released will be included and mapped.

Also, there's been some changes to the concept:


To get this working properly you will have to remove any previous versions of shine2.0 as the TGA / ANI files would take precedence over the included DDS files. Note that at the time being this is by no means complete yet, so using the "alpha-env" command line will still look messy on quite a few textures in-game.

Download link for the textures:
 
Shine LT-Build20.0 (http://www.penguinbomb.com/lightspeed/ShineLT-build20.0.zip)

Download links for the animated glowmaps:

Glow LTL-build12.0  (http://www.penguinbomb.com/lightspeed/GlowLTL-build12.0.zip)

High-res developer set:
Glow LTH-build12.0.zip (NOT INTENDED FOR INGAME USE - slowdown is guaranteed) (http://www.penguinbomb.com/lightspeed/GlowLTH-build12.0.zip)

Download links and news can also be found in the WIP area on Milliways.

Same issue as always: Comments, bug reports, screenies, and questions welcome and needed (in this thread).

This thread will be updated with a new dev build every FRIDAY
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on August 20, 2004, 07:24:24 am
It's Friday today! Oh... wait. ;) Nice new colours in your sig, btw.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on August 20, 2004, 04:44:34 pm
Maybe it should be stickified?
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on August 20, 2004, 04:55:43 pm
Lightspeed!  do you want my hires Herc 2?
its in DaBrain's old revival thread
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 20, 2004, 05:00:58 pm
I'll use it. Thanks for reminding me.
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on August 20, 2004, 08:54:50 pm
Oh, and newsified.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 20, 2004, 09:11:50 pm
Gee Turambar, you kept me busy the last er.... three (four?) hours finishing your high-res texture and env/glow/shinemapping it.

Nevertheless - here it is - the Hercules Mark II heavy assault fighter.

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/HercII.jpg)

Original high-res texture by Turambar, quite a bit of reworking by me, as well as shine/glow/envmapping.

Question to the coders: did someone fiddle around with envmapping again? It seems to look a bit... different on new builds, and not neccessarily better (reflections are even smaller than they were - I can post screenies showing the problem better if you want) :doubt:
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on August 20, 2004, 10:20:51 pm
Is there a command switch for DDS textures?  The Uly, Herc 1, ect are white.  Wait, DDS isn't supported in OGL yet is it?:hopping:

Can someone point me to a new build, I'm using YAB2 and my D3D is hosed.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 20, 2004, 10:25:16 pm
Yes, there will probably be issues with OGL. Best bet would be to batch convert the textures yourself. I don't know if they will work properly in OGL at all, since envmapping and the like are NOT supported in OpenGL.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on August 20, 2004, 10:44:40 pm
Already did that, I don't have any performance issues with 8 bit textures, just 32 bit.  Of course this computer is using a first-generation Mobility Radeon(7000 equiv.) so that is to be expected.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on August 20, 2004, 11:36:31 pm
Taylor says that he'll be putting out a new build this weekend, with some OGL goodies, so DDS incorporation is not out of the question.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on August 21, 2004, 08:45:48 pm
I tool a look through your zips last night and noticed a couple of problems:

1 - Minor:  Dragon glowmap fighter03-01a-glow.pcx will not work because the file in your zip has it named fighter-03-01a-glow.pcx, with an extra "-" after "fighter"

2 - Moderate:  It came to my attention that the main animated glowmap for the Basilisk in the low-res pack, is the same as the one in the hi-res pack.  Now, if you were concerned enough about the Seraphim's LOD0 animated glowmap at 977Kb to drop to its LOD1 in the low-res pack, then why didn't you do the same for the Basilisk's LOD0 at 1275KB?  Perhaps a slight oversight.

Later!
Title: Shinemaps development thread [updated weakly!]
Post by: jdjtcagle on August 21, 2004, 08:53:28 pm
:eek2:

I wish someone would find out my problem... and fast!!!
Title: Shinemaps development thread [updated weakly!]
Post by: taylor on August 22, 2004, 02:47:36 am
Quote
Originally posted by Trivial Psychic
Taylor says that he'll be putting out a new build this weekend, with some OGL goodies, so DDS incorporation is not out of the question.

The current OGL code supports DDS fine.  I fixed it for 3.6.  There did turn out to be a bug though, it assumes that there is at least one mipmap level.  Lightspeed's new graphics have none so although the texture got loaded into memory it never got sent to the card.

This is fixed now and will be in the upcoming build.  The new build release got delayed a little while I'm testing a fix for a problem Lightspeed found.  I'll test the fixes a bit more then move them to my stable tree and release that build at some point today.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on August 22, 2004, 03:00:00 am
coolness...:D
Title: Shinemaps development thread [updated weakly!]
Post by: Janos on August 22, 2004, 03:25:13 am
Sticky this now.
Title: Shinemaps development thread [updated weakly!]
Post by: Carl on August 22, 2004, 04:57:55 am
well, okay. if you insist.

*spreads peanut butter all over thread*
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on August 22, 2004, 06:22:35 am
I can't do much work ATM because I think I should do something for the mods I work on first.In addition I got many requests for doing stuff here and there.

For the moment I can't do anything cause my beloved Raid0 went down. :(
One of my Quantum HD is probably on the way to god now ;)


Good work on the HercII. But I kinda miss the metalic look, which makes it look "real".

If real life gives me some spare time I'll continue my high res work.
Title: Shinemaps development thread [updated weakly!]
Post by: Black Wolf on August 22, 2004, 07:22:34 am
Lightspeed: Question - why is the GTVA using Glow-in-the-dark paint?
Title: Shinemaps development thread [updated weakly!]
Post by: Janos on August 22, 2004, 08:56:39 am
OK.

Where do I install these? :(

edit: And the mysterious Nebula Patch as well. Do these go to effects or maps? HALP
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 22, 2004, 10:38:14 am
One at a time :)

Quote

1 - Minor: Dragon glowmap fighter03-01a-glow.pcx will not work because the file in your zip has it named fighter-03-01a-glow.pcx, with an extra "-" after "fighter"


duh, I typoed. Thanks - will be fixed in the next build.

Quote
2 - Moderate: It came to my attention that the main animated glowmap for the Basilisk in the low-res pack, is the same as the one in the hi-res pack. Now, if you were concerned enough about the Seraphim's LOD0 animated glowmap at 977Kb to drop to its LOD1 in the low-res pack, then why didn't you do the same for the Basilisk's LOD0 at 1275KB? Perhaps a slight oversight.


Filesizes don't matter much - what matters is the space they take up in your memory when loaded for a model. I didn't do it, because it's NOT a low-res pack. Let me emphasize again, this is by NO means a low res release. Its meant to be a good compromise between visual and performance quality - While I can shrink the Seraphim glowmap without making things look worse, this won't work as well with the Basilisk. If it's an issue and slows down too much it might be changed, but the difference is really noticeable. :ick:

Quote
I can't do much work ATM because I think I should do something for the mods I work on first.In addition I got many requests for doing stuff here and there.

For the moment I can't do anything cause my beloved Raid0 went down.
One of my Quantum HD is probably on the way to god now


What is it with people's harddrives that they always go down?
Right next to me, here, I have an old kicking 2,x GB harddrive - it's quite a few years old, and still works wonderfully. I even have way older harddrives still working well. My recommendation: When you get a new HD, take a Maxtor one. Silent, Fast, Reliable.

Quote
Good work on the HercII. But I kinda miss the metalic look, which makes it look "real".

If real life gives me some spare time I'll continue my high res work.


Problem is the same it always was. Volition screwed up with the model, so if you make it too reflective it will look most odd in-game (i.e. you'll have weird blurry shadow/highlight triangles all over the engine pods). Like this it's still strong enough to look moderately metallic (you'll have to see it in-game, tis okay), without making the lighting/shading problems too obvious.

Quote
Lightspeed: Question - why is the GTVA using Glow-in-the-dark paint?


Because IMHO that's not supposed to be paint.

Quote
Where do I install these?

edit: And the mysterious Nebula Patch as well. Do these go to effects or maps? HALP


Any textures go into Freespace2\data\maps.
The nebula patch goes into Freespace2\data\effects.
Title: Shinemaps development thread [updated weakly!]
Post by: Gloriano on August 22, 2004, 10:52:22 am
:yes: awesome as always
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on August 22, 2004, 12:08:11 pm
Quote
Originally posted by Lightspeed

What is it with people's harddrives that they always go down?
Right next to me, here, I have an old kicking 2,x GB harddrive - it's quite a few years old, and still works wonderfully. I even have way older harddrives still working well. My recommendation: When you get a new HD, take a Maxtor one. Silent, Fast, Reliable.


Nah, IMHO Maxtor is not the safest option. And the old HDDs sure had a longer life.
Also it's too late my Samsung 1614C is on the way :)


Back to topic: If you don't mind ,I'd like to add some more detail
to the HercII. (After the supportship map release.)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 22, 2004, 01:37:29 pm
I've never seen a Maxtor fail on anyone, but seen a lot of Samsungs do just that.

Take a look at the HercII version in my release; I did a lot to T's original version. Feel free to improve on my base texture, i'll just re-shine/env/glow map it if I like it :)

If you complete a highres texture, please tell me - it WILL be included and mapped.
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on August 22, 2004, 03:45:36 pm
OK, I'll start making hires cargo containers. lol

actually, I really am.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 22, 2004, 04:31:20 pm
Good. Be sure to post when youre done.
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on August 23, 2004, 12:49:18 pm
Wow, having a red cockpit window like that looks kickass.
Title: Shinemaps development thread [updated weakly!]
Post by: Itsara on August 23, 2004, 04:06:02 pm
When do you expect the final build of this to be released?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 23, 2004, 04:13:01 pm
Quote
When do you expect the final build of this to be released?


I don't have an idea.

Quote
Originally posted by JR2000Z
Wow, having a red cockpit window like that looks kickass.


The cockpit aint red. Its a reflection from a background nebula.

On a side note, I whacked together a little movie today (just couldnt resist with all the movies flung around the forums lately) so, sit back and enjoy.

Clicky (4.6 MB) (http://www.penguinbomb.com/lightspeed/SCP/lucifer2.avi)

Please don't mind the bad compression and me playing around with the time compression all the time. :p

Last but not least, rest assured there'll be a seperate version for the r3d l0v3rz! :)
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on August 23, 2004, 05:46:51 pm
I like the LP, and i like the lucifer,  but i thought i got rid of those nasty teal burners *shudders*

Its like a huge evil planet-ravaging techno dance party!!
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on August 23, 2004, 06:37:10 pm
lol
you have to do the orions landing lights by the hanger.
Title: Shinemaps development thread [updated weakly!]
Post by: jdjtcagle on August 23, 2004, 07:22:18 pm
:eek2:

Oh and bye bye framerates :p
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 23, 2004, 09:01:53 pm
Heh the first version was quite err.... unconvinient. You'll find it in the high res pack, but be advised it "only" uses 60 MB more than the moderate one in your texture memory. :p

As for the low FPS in the avi, its both due to reason stated above, as well as the real time video capture hogging my system down.

With the "a bit more reasonable" version I have right now, I don't get any slowdown at all looking at my pretty preciousssss.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on August 23, 2004, 09:21:53 pm
I really hope whatever that is you did looks alot better in game than in that vid...

And did you put it up for DL? I don't want to DL a lower res map file for it... :blah:
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 23, 2004, 11:23:22 pm
Raa: what do you mean? Which low-res file? O.o

Anyway, some previews of the red version. :)

Clicky (~9 MB) (http://www.penguinbomb.com/lightspeed/SCP/lucifer_red2.avi)

The avi's still bad, I'm still fiddeling around with time compression, but meh - I guess most of you won't like the green version anyway so I figured i'd show a preview of what you will actually be using. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on August 24, 2004, 01:35:03 am
I like the green/red one more.....:doubt:

.....but, yeah, the red one is official.
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on August 24, 2004, 03:07:11 am
I like the green one better, it's... er... greener.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on August 24, 2004, 08:07:24 am
Yeah disco Lucifer ;)

It's pretty cool, but we will be in big trouble as soon as all high-res (shine) maps and animtated glowmaps are done...
I can't even guess the ammount of memory needed.

The compressed formats might help, but for ANI files there is no compression (yet). We really need a better format for animations. And the possibility to use avi files instead of ani files, even if it's only for the CB.


Since I can't do work without my PC (HDD is not here by now :( ), I'll do a bit of research about compressed animation formats.
(At least until my sister throws me out of her room ;) )


Oh, and one bit of my personal taste:
The green one looks better, but only because more than one color is used. (A brighter green in the core)

Try to use a red-ish orange to improve the red glow.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 24, 2004, 08:16:23 am
The red version is supposed to be as close to the "retail glow" as possible which is ... red. Only ... red.

The green version is supposed to be close to the cutscene / command briefing version from FS1 that got tossed out when they ditched the green shivan colouring scheme.

As for the glowmaps, with the recommended build, most of them don't even take as much memory as a TGA shinemap.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on August 24, 2004, 08:53:03 am
I know, but you sure know it's not the green which makes it look better.  You probably used "recolor" to make them red.


You don't have to use orange. I.e. use drak red as background and a bright, glowing red for the core.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 24, 2004, 10:39:28 am
eh?

I use red for the glows as it always was. The less glowy parts use a darker red, and each bit of the glowmap has a little of a dark red halo around it.

However, in ANY of the original textures the red value of 255 0 0 is absolute. There is absolutely no brighter glow on shivan ships than that.
Title: Shinemaps development thread [updated weakly!]
Post by: Xelion on August 25, 2004, 12:38:17 am
Music from 'Reloaded' in the first one, right?

The green/red Lucifer looks ok, I think it might look better if it has less 'blue' though and more green.
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on August 25, 2004, 10:18:36 am
Quote
Originally posted by Xelion
Music from 'Reloaded' in the first one, right?

Yep. Linkin Park - Session
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 25, 2004, 11:43:01 am
yep, BD nearly ripped my head off for choosing that music :p

Anyway. Another little goodie for you. Completely texture upgraded and shine/env/glowmapped Aeshma.

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Aeshma.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on August 25, 2004, 02:58:14 pm
Nice job :D
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on August 25, 2004, 03:04:10 pm
Euh, How to install those Shinemaps and Glowmaps ?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 25, 2004, 03:08:47 pm
Check the first post, get the zips and unpack them to Freespace2\data\maps.

BTW:

:welcome:

[wiki]MetalDestroyer[/wiki]
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on August 25, 2004, 03:22:24 pm
arg, i unpack all the file in the effects  :s
Thanks, i didn't see it.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 25, 2004, 04:06:24 pm
that doesnt matter. They'll work from \effects\ too. Actually, you can place the files in any valid FS2 directory.

The only reason to put them in \data\maps is to keep things organized and tidy :)
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on August 25, 2004, 04:59:25 pm
That's about 99% accurate; missile pof maps must be in the maps directory else they won't work.  But for ships's you're right, it doesn't matter.
Title: Shinemaps development thread [updated weakly!]
Post by: CP5670 on August 25, 2004, 11:40:04 pm
When do you think you will get around to the other capital ships? These look great but they are hard to notice while actually playing since enemy fighters are generally fast and get destroyed quickly. I'm especially looking forward to seeing the shivan ones...
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 26, 2004, 02:59:43 am
I just downloaded and watched the 2 Lucifer movies and i wonder if anyone else than me also noticed the FPS... On graphic side it's realy nice work BUT... can you imagine what will happen in mission with 3 caps and 5 fighter / bomber wings all with such pretty textures and animated glowmaps?

Yea i know the official statement... "if you don't like it don't use it" and i won't cause i can't even run SCP with curent media vp files... but honestly i can't imagine anyone without super-hispeed PC will ever be ever able to run this with FPS above 5...

For sure this is no critic on you, the graphic work you made is really great but... this game was never made for such graphic and you can alredy "feel" that with current media files. Other games can run pretty fast offering much better graphic features than SCP on my PC simply because FS engine was never made for this and it won't get any better unless someone completly reworks it from the scratch... (and this would be caled FS3)

Again this is no critic on you or SCP coders or anyone, i just wanted to say... is it worth creating so large and animated textures if 9 of 10 players won't be able to use it?
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on August 26, 2004, 03:16:06 am
As far as I know the reason the FPS is so low on those movies is because of the video-capturing software. It's the same with screenshots, I think. Running it is one thing but running it and capturing and saving it to the harddrive is something entirely different and needs a lot of... computerness. Playing it without that shouldn't produce much of a slowdown.

Although I do admit you're right on the point that the game runs much slower than it should considering the graphic features. Many games have loads more polygons on the screen than Freespace does even with lots of HTL models on the screen at a time, and they often run faster. I don't notice this myself much because of my relatively high-end system, but I'm fairly sure it'd impact the majority of Freespacers noticably.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 26, 2004, 12:17:31 pm
I tone down the recommended version up to the point that I get no slowdown at all with it. No matter from where or how I look at the lucy, I solidly hit my 85 FPS v_synch limit.
Title: Shinemaps development thread [updated weakly!]
Post by: aldo_14 on August 26, 2004, 12:38:41 pm
Quote
Originally posted by Ransom Arceihn
As far as I know the reason the FPS is so low on those movies is because of the video-capturing software. It's the same with screenshots, I think. Running it is one thing but running it and capturing and saving it to the harddrive is something entirely different and needs a lot of... computerness. Playing it without that shouldn't produce much of a slowdown.


:nod:

Whenever I tried capturing movies just from regular FS2, I'd get massive slowdown from the writing to the hard drive.
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 26, 2004, 01:32:38 pm
Quote
Originally posted by Lightspeed
I tone down the recommended version up to the point that I get no slowdown at all with it. No matter from where or how I look at the lucy, I solidly hit my 85 FPS v_synch limit.

Well... i was more talking of playing real missions, no missions with single cap inside you can look at... For example in Breaking the Seal (i'm sure you remember that mission Lighty) my FPS go down from 45 to 15 whenever a part of Sathanash comes in my view. I'm only using -glow and -spec from graphic features and i'm using lite textures i made without any animated glowmaps.

If you are getting good FPS with Lucifer inside, will it be the same if you also add one Rakshasa, Moloch, Hecate, Deimos, 3 shivan fighter wings, 1 shivan bomber wing and 2 terran fighter wings and tell them all to mess around? (note that this is quite normal ship count for multiplayer missions, some have much more ships inside) If i imagine all of those have hi-res textures and all shivans have animated glowmaps i know FPS on my PC will be limitary closing to 0...

I'm just trying to point out that every 3 of 5 ppl i know are not using current media files because they cant run SCP with them on playable FPS. If you push it any further it will be really 9 of 10 not able to run it...
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on August 26, 2004, 11:12:48 pm
Quote
Originally posted by Svizel
I'm just trying to point out that every 3 of 5 ppl i know are not using current media files because they cant run SCP with them on playable FPS. If you push it any further it will be really 9 of 10 not able to run it...

Well, and this is all in my opinion, but it seems to me the SCP is designed for newer computers. The main problem seems to be that people with quite outdated computers expect to be able to use the SCP's features and run it at the same speed as vanilla FS2. Now, there may be something I'm missing here, but to be honest I think you shouldn't be complaining, because if the SCP (with all of the hi-res textures and so on) had specified system requirements, your computer would probably be under them. Incidentally, what are your system specs?
Title: Shinemaps development thread [updated weakly!]
Post by: Flipside on August 26, 2004, 11:26:13 pm
Well, the way I understand things is this :-

Freespace textures are dealt with mainly by software, the final computations are sent through a hardware system, i.e. HT&L, but most of the maths involved is figured out by the CPU. This is always how FS2 has worked. However it is possible these days to get most of this computational work done by the hardware, leaving the CPU free to do other stuff. Bobboau has said saveral times he'd like to look into this, and I'm sure that once he gets the time and energy, this will be high on his 'to do list'. :)

The slowdowns may be partially because of some kind of bug, I'm assuming these slowdowns on FS2 standard models are reported on Mantis? But personally, I think it is also partly because we still have a software texture system that is trying to keep up with a hardware rendering system.

I personally run a GeForce 5600 256Mb, using the Lite version of the VP and I get a pretty smooth ride, there are still one or two hiccups in gameplay, but FS2 is heading for a major evolution as far as graphics handling etc is concerned, so I think the best we can do is report the bugs and be patient for just a little while longer ;)

Or, I could be completely wrong, but what the hell, it's 5:30am ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 27, 2004, 02:56:18 am
Quote
Originally posted by Ransom Arceihn

Well, and this is all in my opinion, but it seems to me the SCP is designed for newer computers. The main problem seems to be that people with quite outdated computers expect to be able to use the SCP's features and run it at the same speed as vanilla FS2. Now, there may be something I'm missing here, but to be honest I think you shouldn't be complaining, because if the SCP (with all of the hi-res textures and so on) had specified system requirements, your computer would probably be under them. Incidentally, what are your system specs?


I'm afraid i interpreted my thoughts wrongly... i'm not complaining, i'm just trying to pointing out current situation about hi-res textures. :)

My system specs are:
CPU - Athlon Thunderbird 1,3Ghz
RAM - 384MB DDR @ 266
Graphic card - Radeon 9700, 64MB RAM

Yes i agree my PC is quite outdated but still it can run games like UT2004(on middle details) or SW:KotOR(on higher details) much better than SCP with current default media files... :p

Anyway with release of new media files be sure i'll again rework them into lite versions (maybe even "liter" than ones i made last time) so more ppl can enjoy SCP with some decent level of details... My point was that right now most ppl use standatd media files and few ppl with older PCs are using lite version, if you keep improving it will end that few ppl with hi-end PCs will use standard media and most ppl will end up with reworked versions... This somehow doesn't seems right to me...

Why not split media files into more versions officialy? Soon there seems to be need of splitting media files into 3 versions anyway... On "hi-end" version you'r working on right now, on "standard" version for most ppl and on "lite" for older PCs. If you won't do it and i find out myself having some free time i'll do it anyway... just don't be upset about me destroying all your work and the poor resut of my attempts cause i'm no profi graphic...;)
Title: Shinemaps development thread [updated weakly!]
Post by: Cetanu on August 27, 2004, 03:03:40 am
no hostility here, ok? just want you to think about it for a moment

Quote
Originally posted by Ransom Arceihn

Now, there may be something I'm missing here, but to be honest I think you shouldn't be complaining, because if the SCP (with all of the hi-res textures and so on) had specified system requirements, your computer would probably be under them.


Whenever someone posts here that isn't on the line with "great" "uber cool" etc it earns the terms complaining or hostile and I start to think it's because whoever uses the later never heard of - constructive critiques

What are we talking about here? a 3d screensaver? a tech-demo? something to render pretty movies with?

If I remember correctly it was once a game that got played by a lot of people...

features over features get added to the SCP and the only ones playing (testing) it excessivly (and finding problems) are the ones who get named complaining or hostile... maybe some here accept and mentally allow themselves that there are other good reasons why observations get reported

but maybe I'm wrong and it is really a 3d screensaver, or tech-demo, or a movie renderer we are talking about
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on August 27, 2004, 03:04:38 am
Quote
Originally posted by Svizel
My system specs are:
CPU - Athlon Thunderbird 1,3Ghz
RAM - 384MB DDR @ 266
Graphic card - Radeon 9700, 64MB RAM

Hmm, that's bizarre. I only recently upgraded from a machine with very similar specs and it ran the SCP almost perfectly. I had SD RAM though, may have had something to do with it. Don't think it should have had that much of an effect, though...

Cetanu, I wasn't trying to be offensive. It's just been my experience that when people say it's running slower than it should be, it's because of the system it's being run on. Clearly though, this isn't the case.
Title: Shinemaps development thread [updated weakly!]
Post by: Cetanu on August 27, 2004, 03:28:51 am
Quote
Originally posted by Ransom Arceihn

Cetanu, I wasn't trying to be offensive. It's just been my experience that when people say it's running slower than it should be, it's because of the system it's being run on. Clearly though, this isn't the case.


my comment was ment as questioning a lot of replies Svizel, tom and me got here lately - your complaining is just one of many, so don't take it to personally, ok? ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 27, 2004, 03:32:23 am
Quote
Originally posted by Cetanu

Whenever someone posts here that isn't on the line with "great" "uber cool" etc it earns the terms complaining or hostile and I start to think it's because whoever uses the later never heard of - constructive critiques

Honestly i must agree with this... I'm doing al lot of bug report, suggestions and similar posts here and so far i'm mostly threated as "annoying complainer who never appreciate your hard work".

Do you think i somehow enjoy telling you about errors in your code or about performance problems? No i don't! I'm testing almost every new build that comes out in real missions and post feedback for the same reason you code, i want this game to be better! Otherwise i would just stuck with some functional build and don't post here at all.

Anyway back to topic...
Quote
Originally posted by Ransom Arceihn

Hmm, that's bizarre. I only recently upgraded from a machine with very similar specs and it ran the SCP almost perfectly. I had SD RAM though, may have had something to do with it. Don't think it should have had that much of an effect, though...

Difference might be that i play multiplayer... Most of missions we play there are on FRED limits and it's much easier to notice any bugs or performance problems there.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 27, 2004, 06:46:25 am
Stay nice people. :)

I don't want this thread to degenerate to a level that's getting it locked for the main part of time (yes, this has happened before).

Now let's pick this apart. Actually, i'm SAVING you performance with these builds. As you may or may not know, DDS has the nice ability to be used compressed out of your video memory. If you used "-pcx32" PCX files were loaded to your 32 bit mem anyway and didnt have any difference to TGAs or JPGs.

Now, the general shine zip uses the following file formats:

Base map - DDS
Shinemap - DDS
Glowmap - 8-bit PCX (but will be loaded to 32-bit mem with -pcx32)

As for the texture sizes. Most volition maps have horrendous sizes (1382x739) - This map for instance would be SCALED UP by the game anyway to 2048x1024. This will take even more time - Now when I include a DDS map with 2048x1024 the game will not have to rescale anymore. This will speed things up. The memory consumption looks as follows:

FS2 (no -pcx32) | -pcx32 or the TGA shinemaps | the release from this thread

Example 1: one map 2048x1024 (1382x739 in retail), completely env/shine/glowed

FS2: 2 MB (base) 8-bit PCX + 8 MB (shine) TGA (ONLY TGA or DDS can be used for shinemaps since envmapping relies on alpha transparencies!) + 2 MB (glow) 8-bit PCX
==> 12 MB

TGA: 8 MB (base) 24-bit TGA/8-bit PCX + 8 MB (shine) TGA/8-bit PCX + 8 MB (glow) 8-bit PCX
==> 24 MB

NEW BUILD: ~2 MB (base) compressed DDS + ~2 MB (shine) compressed DDS + 8 MB (glow) 8-bit PCX
==> 12 MB

Now, if you disable -pcx32 with my new builds, your memory usage will be:

NEW BUILD (no -pcx32): ~2MB (base) compressed DDS + ~2 MB (shine) compressed DDS + 2 MB (glow) 8-bit PCX
==> 6 MB

Keep in mind this is a 2048x1024 pixels texture!!

And you can save HALF OF THE MEMORY SPACE that would be taken away using retail-esque maps (see above).

The animated glowmaps are a completely seperate download - they are for those people that can run the static versions without any problems, and they do not suck up infernal amounts of memory anyway (they dont get loaded into 32-bit memory). The scale of the glowmap is nearly always different than the base texture in the recommended version. Glowmaps can save much more memory in smaller versions and take hardly more (if at all) than one -pcx32'ed glowmap!
Title: Shinemaps development thread [updated weakly!]
Post by: tom on August 27, 2004, 06:50:28 am
Until now I couldn't really test hi res textures. After special events I crashed to desktop. I'm sure I did something wrong (forgot some files or so) and will try again.

But that is not the point. I agree to Svizel. I DO NOT want to denigrate your work, but not everyone has a high end pc. So it is necessary to develop several versions of hi res textures and all users can enjoy it. :)

I ran fso without hi res textures and just some graphics features enabled. It required around 200 MB RAM. Using hi res features + RAM usage of Win and other programs would exceed easily the available RAM (in my case I had remaining RAM of 50 MB (512 total). And using the swap file...as everybody knows, the HDD's are....uhmmmm...compared to the speed of RAM. Maybe this is a further reason for tremendous slow-downs.
Looking at pc specs and you can see that many people have <512 MB.
Correct me if I'm wrong.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 27, 2004, 09:43:44 am
Read above, for the most part it should be as fast, or even faster, than retail maps.

On a side note, the new build is packaged and ready for upload, but somehow I cannot seem to upload it at the moment. Stay tuned.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on August 27, 2004, 11:06:44 pm
Hey Lightspeed, you forgot another scinario in your ram useage comparrison.  There is also a -pcx2dds flag, which can convert the pcx glowmap into dds format and free up additional memory.  Unfortunately, it does this for ALL pcx files in use, so any pcx backgrounds run the risk of losing a bit of image quality.
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on August 28, 2004, 01:17:42 am
Man, that Aeshma looks sharp. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Silent Warrior on August 28, 2004, 02:43:59 am
*Sniff* I get a 404 when trying to download those builds. *Giving it one more try.*
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 28, 2004, 09:24:33 am
SilentWarrior, look at my last post :)

New one is being uploaded as we speak - give it a couple of mins for my slow DSL upload :D
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 28, 2004, 10:12:20 am
Updated!

Build2.0 includes a total of 78 new textures, adding up to the total of 341 files :)

Included:


:D
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on August 28, 2004, 01:43:51 pm
I would assume that since there is no link, that the updated file is available from the link in the first post?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 28, 2004, 08:38:21 pm
Look, and you shalt see.

Included version number and all - is it that hard to miss? :)
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on August 28, 2004, 09:02:34 pm
Thank you LS.
Do you plan on converting all the base textures into .dds format as well? If so would it be faster than regular FS2 with just those textures and no Shine or glowmaps?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 28, 2004, 09:09:03 pm
look in the zipfile :)
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 29, 2004, 07:24:15 am
Quote
Originally posted by Singh
Thank you LS.
Do you plan on converting all the base textures into .dds format as well? If so would it be faster than regular FS2 with just those textures and no Shine or glowmaps?

Well... on first half of sentence i agree with Lightspeed... "Look in the zip file..." but also i must add "...and compare it with retail textures in sparky_fs2.vp".

To correct a bit Lightspeed memory usage counting few posts above...  About one third of retail FS2 textures really are stupid sized and will be resized by FS2 engine and there really are about 15 very stupid sized textures in retail FS2 ship maps which are getting huge scaleup (thought there is no such texture Lightspeed was taking counts for in retail FS2 maps).

For example one of those textures is bomber08-01a.pcx (691x1126 -> 1024x2048) which really takes 2MB of memory uncompressed and after rescaling (if you are "sane" person who don't use -pcx32) and dds version really helps your performance, but that is because dds file is in same pixes size as pcx texture will be after rescaling.

But also truth is that almost all of fighter and bomber textures will have 256x256 pixels after rescaling and will take 75KB in your memory, while Lightspeed's hi-res textures are 512x1024 or 1024x1024 pixels and takes 0,5 or 1MB of memory even as compressed dds. This will NOT improve your performance for sure!

For more details about textures i recomand you to check it out yourself...
Well... lets wait till Lighty finishes his work and i'll start working on Lite version again.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 29, 2004, 07:59:19 am
Quote
To correct a bit Lightspeed memory usage counting few posts above... About one third of retail FS2 textures really are stupid sized and will be resized by FS2 engine and there really are about 15 very stupid sized textures in retail FS2 ship maps which are getting huge scaleup (thought there is no such texture Lightspeed was taking counts for in retail FS2 maps).


Who's talking about retail FS2 maps? Most of us, wait, all of us, use the higher resolution maps from FS1. The texture I was talking about is the Lucifer main texture.

Quote
But also truth is that almost all of fighter and bomber textures will have 256x256 pixels after rescaling and will take 75KB in your memory, while Lightspeed's hi-res textures are 512x1024 or 1024x1024 pixels and takes 0,5 or 1MB of memory even as compressed dds. This will NOT improve your performance for sure!


That is true. You can't expect to upgrade butt-ugly low-res textures (and yes, that's what I think of FS2's fighter/bomber textures) to reasonable detail without taking up more memory.

However, for modern video cards this is pretty much negligible, and the slowdown comes from other sources. I, for example, have found that I can use all the flags I have turned on, or do not use them, and will get EXACTLY the same performance in-game, something QD will be able to confirm.

-edit: most people use -pcx32 though, so even this example doesn't really hold :doubt:
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 29, 2004, 09:16:49 am
Well i guess we know very different ppl then... Most of ppl i know use only retail fs2 textures and have almost all of graphic features turned off... And even with -pcx32 flag turned on 256x256 texture will take about 250KB in memory which is still 2x or 4x smaller than hi-res dds files. (so this example do hold)

Anyway the question was if using of dds basic textures in your release will speed up game and answer you have to agree with is "no".
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on August 29, 2004, 09:33:45 am
-pcx32 uses the most memory. Haven't you people read anything? :wtf: And it doesn't do anything for your graphics, other than load PCX's into 32-bit memory, where they quickly suck it all up. Don't use it, and then record your memory usage.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 29, 2004, 10:23:58 am
-pcx32 is godsent. It makes things look 100000000 times better. Geez, the interface looks like a bunch of crap without it.

Quote
Most of ppl i know use only retail fs2 textures and have almost all of graphic features turned off...


When they have all graphical features off - what do they need shine, glow, and environmental maps for, then?
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on August 29, 2004, 12:18:42 pm
Quote
Originally posted by Lightspeed
-pcx32 is godsent. It makes things look 100000000 times better. Geez, the interface looks like a bunch of crap without it.


Lighty please you have to accept that ppl around might have different priorities... I fully agree with Raa that -pcx32 huge memory usage is not worth the final graphic result especialy if it means you are no longer able to run the game smooth. :p

Quote
Originally posted by Lightspeed
When they have all graphical features off - what do they need shine, glow, and environmental maps for, then? [/B]


Almost all and all is different... shinemaps and glowmaps are 2 most visible features of FS2 open so if ppl i know are using any of new graphic features it's mostly only shine or both shine and glow... To fully use both of these features you need maps for it, but if maps kill your memory completly you obviously can't use the features... well this is what are Lites good for.


Anyway we are getting way off topic here, i just wanted to answer the Singh's question...
Title: Shinemaps development thread [updated weakly!]
Post by: mFuSE on August 29, 2004, 01:28:54 pm
Quote
Originally posted by Lightspeed
-pcx32 is godsent. It makes things look 100000000 times better. Geez, the interface looks like a bunch of crap without it.



When they have all graphical features off - what do they need shine, glow, and environmental maps for, then?



first, i think Lightspeed is doing a great job!!
if someone dont like it - then dont use it :p


Quote
Originally posted by tom Until now I couldn't really test hi res textures. After special events I crashed to desktop. I'm sure I did something wrong (forgot some files or so) and will try again.


i have the same problem - but only when the highres fenris come into game
..for example - fs2 ctd in maincampain mission 3 ... when the 2 fenris apear ...
i tried some settings ...  without glowmaps and specular it works until the psamtik comes into the system .. and then it will crash :D


first of all, a good explanation of the options would be nice
http://mfuse.afc-clan.net/bilderarchiv/upload/launcher.gif

the only link that works is the 32bit texture info
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/32%20bit%20PCX%20textures
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on August 29, 2004, 02:01:18 pm
Kissup. :p

I don't use pcx32. It makes my xt stutter horribly. It's a waste of the 256Mb of video memory I have. I prefer playability, in this case, to the 'smoother gradient of the colors in the interface art.' Which looks damned fine in my eyes as it is, anyway.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on August 30, 2004, 07:24:36 am
Another happy customer. Using your LT 27 August and Taylor's 22 Aug .exe FS2 has become what we all dreamed when SCP became finally available.
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on August 30, 2004, 08:39:59 pm
Hey! did you ever do my hires Artemis? its on my swooh page

http://swooh.com/peon/Turambar/Maps/Artemis/Artemis.zip

disregard the shinemap in there, i only used it to decreace the ceramicness

Edit:
And the Serapis

http://swooh.com/peon/Turambar/Maps/Serapis/fighter2V-01a.tga
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on August 30, 2004, 08:42:41 pm
oh, btw im a big supporter of the .fso texture format, just write up a plugin for photoshop and ill use it
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 30, 2004, 09:19:02 pm
I didnt know of their existance, Turambar. I shall look into it - and they will be included in the next release if I can finish them till then.
Title: Shinemaps development thread [updated weakly!]
Post by: Flipside on August 30, 2004, 09:22:44 pm
Quote
Originally posted by Turambar
oh, btw im a big supporter of the .fso texture format, just write up a plugin for photoshop and ill use it


Actually, a stand-alone program where you assign shine/glow/environent/normal maps etc and then it outputs a single .fso (possibly .fst?)  file would be far more accessible, but your point is made ;)
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on August 31, 2004, 12:31:22 am
:D  I tried out the ani glow maps...  That was some slow down!  Cool looking though.  Make a ani beam ok? :D
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on August 31, 2004, 12:55:43 am
What is the best build for Shine 2.0?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on August 31, 2004, 01:58:01 am
Taylor's latest build.

I suppose you tried the recommended version? :)

ANI beams are not possible - check mantis for my bug report if it didn't get deleted.
Title: Shinemaps development thread [updated weakly!]
Post by: CP5670 on August 31, 2004, 11:55:09 am
What is this fso format? I must have missed something, or is it just an idea at this point?

The best image format would be some kind of combination of full 32-bit (not 24) capability, PCX compression and support for multiple frames. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on August 31, 2004, 12:14:22 pm
hmm, perhaps variable damage frames... combined with the particles, that could be sweet!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 02, 2004, 09:37:49 am
Took me a while to overhaul the texture, but here it is...

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Serapis.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 02, 2004, 10:13:00 am
that looks great LS.  Cait wait to see more!
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 02, 2004, 10:30:48 am
Next post, when are the media .vps going to be updated?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 02, 2004, 11:55:22 am
Find someone who wants to update them.

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Demon.jpg)

Demonized. Bad screenies but what the hey - fully animated, upgraded in some parts, and moved along the scheme with the new shivan stuff :D
Title: Shinemaps development thread [updated weakly!]
Post by: Black Wolf on September 02, 2004, 12:05:32 pm
It is still my firm belief that the Serapis, more than any other fighter in the entire game, is in desperate need of a higher poly rebuild. I mean, look at that underside pic...:ick:
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 02, 2004, 12:17:28 pm
You can fix the screwy UVmap of it as well while you're at it :p

The serapis model is a mess.
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 02, 2004, 12:39:24 pm
well shoot.  Ill bring them up date them if no one else will.
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on September 02, 2004, 05:31:18 pm
yay!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 02, 2004, 06:12:21 pm
Note that you'll have to REMOVE all the TGA versions for it to work.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 02, 2004, 07:16:24 pm
Also finished and in this week's upcoming release.... The Hades!

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Hades.jpg)

;)
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 02, 2004, 09:41:00 pm
Quote
Originally posted by Lightspeed
Note that you'll have to REMOVE all the TGA versions for it to work.


All right then I will update the media VPs tomorrow after you (LS) puts out the latest shine maps...  Cool?  :cool:

EDIT:  BTW who was doing the Media VPs?
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on September 02, 2004, 11:31:44 pm
WMCoolmon is the Media.vp guy.  You should PM him with your intentions, but I haven't seen him around in a while, so he may be tied up with RL.
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 03, 2004, 12:31:26 am
Quote
Originally posted by Trivial Psychic
WMCoolmon is the Media.vp guy.  You should PM him with your intentions, but I haven't seen him around in a while, so he may be tied up with RL.


WM is no longer with us
http://www.hard-light.net/forums/index.php/topic,26486.0.html
I PMed Inquisitor (who now has controll).
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on September 03, 2004, 10:00:44 am
It is really too bad because he did such a thorough job of keeping it straight.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on September 03, 2004, 11:19:13 am
To all those ungrateful souls NOT DOWNLOADING Lightspeed's work, because it isn't OVER yet...

To my untrained eyes, it all looks and feels brand new. It goes really fast, and well, it feels like playing a movie.

There, I said it, now go download!
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 03, 2004, 12:14:18 pm
well, Inquisitor said I could mess with the VPs, so when LS updates all the shine I will go ahead and update the VPs.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 03, 2004, 12:51:09 pm
Also going to be in today's release:

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Artemis.jpg)

The Artemis! ;7
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on September 03, 2004, 12:55:55 pm
Ooh!  Shiny!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 03, 2004, 03:19:37 pm
Updated!

Includes (among others)



105 new textures are to be found in the new release, with a total of amazing 446 files :D

Download links on the first page of this thread and, of course, on Milliways. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on September 03, 2004, 04:31:57 pm
that artemis looks sweet, metal instead of porcelain
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on September 03, 2004, 04:35:39 pm
w00tage!!
The Artemis and Hades look SOOOO good! Especially the Demon! Now THAT is true evil :drevil:
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 03, 2004, 09:55:33 pm
I have a question, does each release override the current release?  I.E. this new release will have all the stuff from the previous two?
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on September 03, 2004, 10:00:15 pm
Quote
Originally posted by Liberator
I have a question, does each release override the current release?  I.E. this new release will have all the stuff from the previous two?


Yup.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 04, 2004, 03:07:32 am
Nice work :yes:
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 04, 2004, 05:12:28 am
Thanksies, I hope i'll be able to include your support ship in the next release :)
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 06, 2004, 03:26:02 am
LS, how much longer do you think until you have everything done?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 06, 2004, 04:43:33 am
QAW*.

210 FS1 textures to go, and most of the FS2 ones. Note that the number grows while I work on it, since every texture will need a shinemap assigned, and right now not every map has one. Plus the high-res maps, of course. And texture =! texture - for example, animated glowmaps take longer to do than static ones. :)

* Quite A While
Title: Shinemaps development thread [updated weakly!]
Post by: Gloriano on September 06, 2004, 05:18:38 am
Wow, fantastic work :)
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on September 06, 2004, 05:41:44 am
Wow, that Artemis looks fantastic indeed. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Flaser on September 06, 2004, 02:45:46 pm
Wow, really nice.

The only problem is I've been so pampered with your earlier LSD high-res releases that I feel somehow cheated when I see lowres (or semi) work again.

Still Awsome job.
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 06, 2004, 04:36:09 pm
LS, I am able to get some very nice screens with your new maps...  Keep up the good work!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 09, 2004, 06:02:09 pm
Someone update the mediaVPs with them, then :)

Anyway, here we go. And I hold my promises. Alternate Leviathan skin :)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Fenri_Levi.jpg)

Of course, the release won't be until tomorrow (with friday's build), but here's a request to Kazan in advance:

Altered Ships.tbl (http://www.penguinbomb.com/lightspeed/ships-tbl.zip)

Completely retail ships.tbl with the new Leviathan model reference. Alternate textures need a second (model-wise identical of course) model to be referenced in the tables, so as it is now it's not multiplayer compatible untill the changed table is validated. This is my humble request. :)

The model files will be included in tomorrow's zip as well (optimized some of the textures on the original HTL Fenris, there was a lot of memory wasting with it.) :)
Title: Shinemaps development thread [updated weakly!]
Post by: magatsu1 on September 09, 2004, 07:01:41 pm
I think I love you.


will you marry me ?


seriously, that is some pretty amazin' stuff
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on September 09, 2004, 07:12:46 pm
Quote
Originally posted by magatsu1
I think I love you.


will you marry me ?


seriously, that is some pretty amazin' stuff

down boy

lightspeed...;7
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 09, 2004, 07:21:27 pm
Quote
Originally posted by magatsu1
I think I love you.


will you marry me ?


Depends. How much money do you have? :p
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on September 09, 2004, 11:27:42 pm
Oh God..........
The Leviathan actually looks odder, yet better than the Fenris in those pics!
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on September 09, 2004, 11:30:50 pm
actually, upon reflection, you should have switched the textures. The fenris should be looking like the ship on the left, whilst the Levy ought to have hte slightly different textures on the right. or is it all due to Env Mapping?
Title: Shinemaps development thread [updated weakly!]
Post by: Ulala on September 10, 2004, 12:50:06 am
I like, I like a lot... I know the ships are the same model with different technologies from the different war eras, but seriously, they needed some varied textures. I think the same goes for the Cain and the Lilith. The Cain should look a little less menacing somehow. Shines look great, btw. :) :yes:
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on September 10, 2004, 01:04:46 am
Eh, one's red, the other's blue.  Simple enough to change.  I actually think the flatter grey looks better on the Leviathan, since the gunmetal grey on the Fenris looks less like armor, or at least less rugged.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 10, 2004, 03:59:48 am
Singh: The ones to the right are closer the "stock" ones.

It says "heavier armoured" on the Leviathan's description so it's obvious that (if they're the same model) it's got a tougher hull plating.
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on September 10, 2004, 04:02:46 am
Omg, The blue lights on the Leviathan just make it...awesome. Badass.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 10, 2004, 04:43:57 am
Sorry, the supportship is not ready yet. I had less time than expected and I'm having trouble with a part of the map I've not touched yet.
Title: Shinemaps development thread [updated weakly!]
Post by: Col. Fishguts on September 10, 2004, 04:49:03 am
Someone post huge ingame screenies....pretty please ?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 10, 2004, 11:37:47 am
Dunn dunn dunn - release is drawing near. Only need to LOD the last texture, update the readme, package, and upload :D

Also fully texture upgraded and mapped...

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Mara.jpg)

:)
Title: Shinemaps development thread [updated weakly!]
Post by: Black Wolf on September 10, 2004, 11:40:08 am
Looks too cartoony IMO, the greys are somewhat overly monotone.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 10, 2004, 11:45:32 am
The first one I don't like. The glow is good as always, but it does look cartoony.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 10, 2004, 12:39:32 pm
phoot. May be up for revision for next week's build :)

It does look a bit odd from the screenies, though, as the effect I was going for only really works with loads of envmapping :)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 10, 2004, 02:07:44 pm
I think it will be very reflective. (Am I right?)

That's a "NO-NO" for shivan ships.

But well, I'm just imagine things. How about a shot with env mappig ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Carl on September 10, 2004, 02:15:26 pm
i think the shinemapped mara looks great, personally. i wouldn't change it from how it is in that picture.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 10, 2004, 02:24:49 pm
Updated!

Check the first post, the readme, or Milliways for details! :)
Title: Shinemaps development thread [updated weakly!]
Post by: kasperl on September 10, 2004, 02:28:02 pm
Could you indeed make the Shivan ships really, really black?
Title: Shinemaps development thread [updated weakly!]
Post by: Deepblue on September 10, 2004, 04:55:24 pm
Quick question: are you shinemapping lods 1, 2, and possibly 3? This could help avoid the "jump" you get when a model switches from lod 1 to lod 0 which is usually the only one that is shinemapped.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 10, 2004, 06:56:32 pm
If there's one thing I appreciate, it's people who read readmes, and look at zip contents :)
Title: Shinemaps development thread [updated weakly!]
Post by: Deepblue on September 10, 2004, 07:58:15 pm
Havn't downloaded it yet, but I'll take that as a yes.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 10, 2004, 11:28:07 pm
Can I make a request/suggestion?

An addendum download.

That is to say a download of only the new/changed textures from the previous update?  Some of us are on dial-up and 40mb is daunting.
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 11, 2004, 02:43:52 am
LS:  I am having troubles with your new table...  Some missions dont like it.

Besides that everything is going good.  I will put up some pics, but swooh is down.
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on September 11, 2004, 06:24:20 am
Quote
Originally posted by ubermetroid
LS:  I am having troubles with your new table...  Some missions dont like it.

Besides that everything is going good.  I will put up some pics, but swooh is down.


You can also store your pics on :
http://imageshack.us/ (http://imageshack.us/)
or
http://www.photobucket.com/ (http://www.photobucket.com/)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 11, 2004, 07:27:35 am
Quote
Originally posted by ubermetroid
LS:  I am having troubles with your new table...  Some missions dont like it.


Thats odd. It's just the retail table with the model reference changed. Make sure it's REALLY the table that's causing the problems :wtf:

Quote
Originally posted by Liberator
Can I make a request/suggestion?

An addendum download.

That is to say a download of only the new/changed textures from the previous update?  Some of us are on dial-up and 40mb is daunting.


While i'm sorry for the inconvenience this causes, it's unlikely.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 11, 2004, 11:19:22 am
S'okay, that what Download Managers are for.
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on September 11, 2004, 05:32:12 pm
Dude. I totally am out of a job. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 11, 2004, 06:05:30 pm
Nah!  You just need to get Spire fired up and really blow up on something.:D
Title: Shinemaps development thread [updated weakly!]
Post by: Blitzerland on September 11, 2004, 06:30:35 pm
HOLY CRAP, THAT'S AWESOME! Hope it works on my CPU...

*Downloads

Huzzah for Lightspeed!
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on September 11, 2004, 08:35:25 pm
Hmm. Are you only going to give shivan ships animated glowmaps? There are a few terran and vasudan ships that could benefit from them as well.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 11, 2004, 10:55:24 pm
The Pegasus is already done, but the only other ships that really need it are the Ptah and maybe the Vasudan gas miner.  Although I just realized that the Meson Bomb would be the bomb with animated swirly bits in the "observation ports" in the core.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 12, 2004, 07:47:38 am
I'll use them where it's reasonable - i.e. a larger part of the texture has animation potential.

There's just no reason to make an animation for 32x32 pixels of a texture, it'd just be a memory waste.
Title: This ship looks really good.
Post by: übermetroid on September 12, 2004, 12:49:42 pm
(http://swooh.com/peon/ubermetroid/pics/FS2/FS2_089.jpg)
(http://swooh.com/peon/ubermetroid/pics/FS2/FS2_097.jpg)

The missles could use alittle work........  :nod:
(http://swooh.com/peon/ubermetroid/pics/FS2/FS2_109.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 12, 2004, 01:38:22 pm
I like your Thruster trails.  

The old Ares map was ... horror... don't know how to describe it...
I still think it was the hardest map I ever worked on.

It's looks REAL good with LS shinemaps.

And it's good the Basilisk looks this great, cause it's my favourite enemy. It's soo easy to shot down. Probably because it has a "fat ass". ;7
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 12, 2004, 01:55:57 pm
One time, I got bored and recessed all of the red parts of the mesh in MAX... Looked pretty cool havint the grey bump out like that... :p
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 12, 2004, 02:23:07 pm
Metroid: oh my god, get some decent engine trails. Those are teh horror (TM) and wayyyy out-dated. Also get the nebula patch to get rid of the uggggllllyyyyy retail nebulae.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 12, 2004, 02:37:20 pm
Somehow the green looks cool...

Uhm, Lightspeed, don't be so hard on someone who praises your work ;7


And Metriod, that jpg compression makes everything look uggggllllyyyyy.
;)
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 12, 2004, 02:44:12 pm
What nebula patch?

I have not DLed the your nebs because I couldn't arsed to change each mission but you're telling me there's a patch?
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 12, 2004, 03:02:37 pm
talking about that last picture?  Yea I know.  That was just to show that the missles suck.

The first 2 were with the shadow build, just to show that shadows still work....  I wish they were an option in the launch like the env thing.

And the compression is just to make the files small, I know the DL people are complaining with anything big.
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on September 12, 2004, 04:00:55 pm
Quote
Originally posted by Liberator
What nebula patch?

I have not DLed the your nebs because I couldn't arsed to change each mission but you're telling me there's a patch?


Yes, Lightspeed made a nebula patch that improved retail nebulas to the relatively same quality as his custom nebulas.

Lightspeeds Downloads (http://www.penguinbomb.com/lightspeed/ZMW02download.html)

It's the second one from the top :)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 12, 2004, 06:00:10 pm
Well, it's not the same quality (BY FAR!), but it's better than the retail ones alright. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Deepblue on September 12, 2004, 07:14:57 pm
Psst. Is there anyway to make secondaries render the same way as models? I'm tired of having self-illuminated missiles.
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on September 13, 2004, 01:25:33 am
Quote
Originally posted by Deepblue
Psst. Is there anyway to make secondaries render the same way as models? I'm tired of having self-illuminated missiles.

Umm... I think i'm doing something seriously wrong while playing this game... I think i'm keeping myself way too busy with following objectives or just killing red dots cause i never ever had a chance to closely study how the missiles are modeled/texturized/rendered in the past 3 years... :p
Now seriously... |V| didn't pay much attention to missile models and textures for simple reason... They are way too small and move way too fast in game for anyone to really notice how the hell they look like. Even while shooting down incoming Helios or Cyclops (which i do pretty often) i never had much time to notice anything else than the obvious fact they are basicly cylinder shaped with grey or green color. :)
But what do i know... Maybe i'm really doing something wrong while trying to play it as a game... maybe it really is just a screensaver for watching... :lol:
Title: Shinemaps development thread [updated weakly!]
Post by: Janos on September 13, 2004, 02:17:42 am
Quote
Originally posted by Deepblue
Psst. Is there anyway to make secondaries render the same way as models? I'm tired of having self-illuminated missiles.


What kind of performance hit would it cause, if any?
Usually you don't see much else of missiles than thruster glow and trail, so I at least think that hi-polying and glorifying the missiles would be waste of resources, and remember there are usually scores of them in any battle situation.
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on September 13, 2004, 08:48:43 am
Is LS's stuff not included in the Media VPs?  (I know this new shinemaps arnt, Im talking about the nubla and other things to DL at that food place at the end of the univerise.)
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on September 13, 2004, 09:00:33 am
Quote
Originally posted by ubermetroid
Is LS's stuff not included in the Media VPs?  (I know this new shinemaps arnt, Im talking about the nubla and other things to DL at that food place at the end of the univerise.)

Nope, it isn't in any of current media vp files.
Title: Shinemaps development thread [updated weakly!]
Post by: Deepblue on September 13, 2004, 09:15:17 am
Quote
Originally posted by Janos


What kind of performance hit would it cause, if any?
Usually you don't see much else of missiles than thruster glow and trail, so I at least think that hi-polying and glorifying the missiles would be waste of resources, and remember there are usually scores of them in any battle situation.

In this respect I'm thinking of the missiles mounted on the GOD sat. It's really hard to miss them because each one is about the size of you ship.
Title: Shinemaps development thread [updated weakly!]
Post by: Foxer on September 13, 2004, 10:16:51 am
Lightspeed: Can you post list of ships you have done in version shine_1.5 and which is done in 2.0? List like in ReadMe file (history) but not with mapfiles names, but with ship names :). Would be sweet.
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on September 13, 2004, 10:32:13 am
Quote
Originally posted by Foxer
Lightspeed: Can you post list of ships you have done in version shine_1.5 and which is done in 2.0? List like in ReadMe file (history) but not with mapfiles names, but with ship names :). Would be sweet.

Most of capital ship textures are shared for more ships so some ships are complete, some are complete partialy and some don't have new textures done at all. If you want to keep track of it i have list of which texture belongs to which ship(s). I'll put it on web as soon as i get home which should be in hour or such so hang on. :)

If i remember corectly i latest release are retexturezed about 2/3 of all fighters, about 1/2 of bombers, almost all cruisers (i think lilith/cain isn't done yet), all cargo containers and few caps (Orion, Lucifer and Typhon). This is just what i can remember and it might not be correct...

Edit:
So here is the texture list (http://svizel.kbx.cz/Fs2/TextureList.txt)... if you find any missing textures or uncorrect info pls let me know and i'll update it.
Title: Shinemaps development thread [updated weakly!]
Post by: Foxer on September 13, 2004, 01:21:22 pm
Thanks you Svizel, this texture list is all I need :).
Title: Shinemaps development thread [updated weakly!]
Post by: Sheepy on September 13, 2004, 04:35:27 pm
ello svizel :D
Title: Shinemaps development thread [updated weakly!]
Post by: Omniscaper on September 15, 2004, 12:27:29 am
Lightspeed, are you baking the localized light refractions into your light maps?  If so, how are you going about doing it?

I love the way your light maps appear to glow. I recently discovered "radiosity" in 3dsmax and I'm incorporating its localized light effects created by the various light sources in the model.

Check out my progress and your input would be greatly appreciated.

http://www.hard-light.net/forums/index.php/topic,27007.0.html
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on September 15, 2004, 12:42:39 am
Lightspeed does all of his work by hand IIRC.  He's just got a knack for photoshop or something, but it's mightily impressive.

I left a post in your baking thread too; I'm hardly an expert but it might prove useful.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 15, 2004, 06:30:47 am
I'm doing light reflections (well, kind of at least) but yes, I'm doing it all by hand. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Omniscaper on September 15, 2004, 10:05:21 am
Lightspeed, the master craftsman. Nothing will ever compare to art created with ones own bare hands. KUDOS to you. My Wacom tablet has been collecting dust for the past year. I may just dust it off for use now.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 16, 2004, 12:54:34 pm
Haven't had much time this week (*curses RL*) but this will definately be ready for tomorrow's release :)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Lilith-Cain.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on September 16, 2004, 01:19:23 pm
You know, I was just gonna ask you if you were gonna make separate Cain/Lilith textures.  So is this the Cain on the left and the Lilith on the right, or is it the Cain on the right and the Lilith on the left?

I guess this rounds off the cruisers now eh?  So what's next... Corvettes, FS2 destroyers, freighters/transports?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 16, 2004, 01:22:29 pm
The right one doesn't have armour, so guess :)

It's also synchronised with the text below ;)

Next things are:

Drones, escape pods, and some freighters.

I'll have to finish the cain/lilith first though (LOD the textures, which takes a bit longer with animated glowmaps :) )
Title: Shinemaps development thread [updated weakly!]
Post by: BlackDove on September 16, 2004, 01:41:53 pm
ERINYESSSSSSSSSSSS½½½½½½½½½§§§§§§§§§§§§!!!!!!111111111111111111oenoeneoenoeneoeneoeneoneoenoenoeneone
Title: Shinemaps development thread [updated weakly!]
Post by: Alan Bolte on September 16, 2004, 04:47:30 pm
*squints*

It looks like the inside faces of the arms are mapped wrong.
But then, weren't they like that on the original? Hmm...
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 16, 2004, 05:58:06 pm
It was like that. Always. Shinemaps just make it more pronounced...
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on September 16, 2004, 06:16:19 pm
They look great, but I feel like the Cain should be the lighter one.  Maybe if the understructure was lighter and the armor dark?  If you're done working on it then ignore me.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 16, 2004, 07:11:03 pm
Well, the UVmapping can be re-done using the same map, and looking a lot better. :)

Did someone say Hi-Poly Cain/Lilith? ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 16, 2004, 07:23:40 pm
I would have liked to make a hi-poly version. but I don't know how well I would be able to do it.
Title: Stick this!
Post by: Blitzerland on September 16, 2004, 08:01:55 pm
Uh...this thread is kind of important. Shouldn't this be stickied?!

Sticky this thread, please!
Title: Shinemaps development thread [updated weakly!]
Post by: terren on September 16, 2004, 08:11:14 pm
I love the glows on the cain, makes it look like a thousand eyes.  Awsome work LS, I'm grabing the zip as soon as you update, over my 56K.   But it's worth it, should I send money?
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on September 17, 2004, 08:10:28 am
I don't know, but it looks like as your Leviathan/Fenris Models are Low-poly versions, because they have less lights then the mediavp ones and are overall of less quality *methinks*.:confused:

[Edit] Correction: They have no lights at all.
And a screenshot:
http://www.overlords-from-hell.de/images/fenris.jpg
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on September 17, 2004, 09:07:16 am
Are you sure you are using the current glowmaps?
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on September 17, 2004, 10:08:03 am
I don't think he has glows on.  The way LS did these new maps, if you have a ship turn its glows off via SEXP, the lights dissapear.  Presumably the same thing will happen if you run without the -glow command.
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on September 17, 2004, 10:12:35 am
Ooops, i had glow on but not specular. :nervous: :rolleyes:

[Edit] Still no lights.
It MUST be the pofs, because when i delete LSD's models all lights are functional.
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on September 17, 2004, 10:40:02 am
I know it's kinda stupid question but... are you also using includes tables? :)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 17, 2004, 01:08:39 pm
to reference to the secondary models for the Cain and Fenris. The original linked twice to the same model. Mine links to two identical POFs but with different mapping.

Overlord: Make sure you copy the glowmaps to your /maps directory and have -glow ticked.

Oh, more important. Make sure you replace the hi-poly fenris model with the one coming with the zip. It will NOT work properly (and most likely cause problems like the ones you have) with the original hi-poly Fenris.

---------------

As for today's zip. Unveiling the mystery.

...

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Anuket.jpg)

Happy belated birthday, Raa. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Gloriano on September 17, 2004, 01:18:00 pm
:eek2: Really nice work  :yes:
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on September 17, 2004, 01:29:21 pm
OMFG !!!! The vasudan vessels are more and more organic :s
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 17, 2004, 02:11:41 pm
Keep in mind those are full high-res textures for Raa's Anuket model with animated glowmaps ;7
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on September 17, 2004, 03:18:37 pm
Quote
Originally posted by Lightspeed
Overlord: Make sure you copy the glowmaps to your /maps directory and have -glow ticked.


Lol, i've put them into the effects folder. :nervous:
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on September 17, 2004, 03:37:05 pm
That'll do it.  It used to work, but got changed at some point recently.  Effects is only for... other stuff.  Primary effects go there IIRC, but secondary maps go in maps.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 17, 2004, 03:37:23 pm
Quote
Originally posted by Lightspeed
Keep in mind those are full high-res textures for Raa's Anuket model with animated glowmaps ;7


You animated the gas chamber?

Lightspeed, are you sure you're not God or something?:D :thepimp:
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on September 17, 2004, 03:49:39 pm
Quote
Originally posted by StratComm
That'll do it.  It used to work, but got changed at some point recently.  Effects is only for... other stuff.  Primary effects go there IIRC, but secondary maps go in maps.


I did this, because i used the ani ones not the pcx ones. So do i need the pcx ones in order to have the Levy/Fenris glowmapped?
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on September 17, 2004, 03:54:34 pm
No.  I leave both the pcx and the ani glowmaps in the /maps directory.  The game will chose the ani over the pcx.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 17, 2004, 04:45:08 pm
Updated!

Includes: Cain, Lilith, Anuket, some freighters, escape pods, and more. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Deepblue on September 17, 2004, 04:56:56 pm
Wheee.
Title: Shinemaps development thread [updated weakly!]
Post by: Blitzerland on September 17, 2004, 05:04:35 pm
Quote
Originally posted by Deepblue
Wheee.



Is that sarcasm? You dare to zing this wonderful creation?! You fool!

Oh, I still think this thread should be stickied. This project is a very substational (and popular, from what i've read) contribution to the Freespace community.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on September 17, 2004, 05:15:14 pm
It's not stickied cause it's a WIP and cause  the constant posting keeps it near the top anyway.
Title: Shinemaps development thread [updated weakly!]
Post by: Blitzerland on September 17, 2004, 05:39:24 pm
Good points. Never mind then.
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on September 17, 2004, 06:49:03 pm
Hi-res escape pods! Killer! ;)

Keep it up! :)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 17, 2004, 07:28:58 pm
Quote
Originally posted by Lightspeed
Updated!

Includes: Cain, Lilith, Anuket, some freighters, escape pods, and more. :)


I love you.
There. I've said it.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on September 17, 2004, 07:49:30 pm
I still think you need to have a addon DL type until you get completely done or sick of it.  It'll keep the not so true believers coming back for more.
Title: Shinemaps development thread [updated weakly!]
Post by: Ulala on September 17, 2004, 11:27:44 pm
Excellent work as usual Lightspeed. :yes: :)
Title: Shinemaps development thread [updated weakly!]
Post by: Deepblue on September 18, 2004, 12:11:03 am
Quote
Originally posted by Lightspeed
to reference to the secondary models for the Cain and Fenris. The original linked twice to the same model. Mine links to two identical POFs but with different mapping.

Overlord: Make sure you copy the glowmaps to your /maps directory and have -glow ticked.

Oh, more important. Make sure you replace the hi-poly fenris model with the one coming with the zip. It will NOT work properly (and most likely cause problems like the ones you have) with the original hi-poly Fenris.

---------------

As for today's zip. Unveiling the mystery.

...

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Anuket.jpg)

Happy belated birthday, Raa. :)


Did you not see that Raa?
Title: Shinemaps development thread [updated weakly!]
Post by: Svizel on September 18, 2004, 05:53:36 am
Quote
Originally posted by Liberator
Can I make a request/suggestion?

An addendum download.

That is to say a download of only the new/changed textures from the previous update?  Some of us are on dial-up and 40mb is daunting.
Quote
Originally posted by Lightspeed
While i'm sorry for the inconvenience this causes, it's unlikely.
Quote
Originally posted by Liberator
I still think you need to have a addon DL type until you get completely done or sick of it.  It'll keep the not so true believers coming back for more.

Well Lighty... if you have problem with webspace it would take i still have some free space there and wouldn't mind hosting addon type. :)

I made 4.0 to 5.0 addon file for ShineLT which can be downloaded here (http://svizel.kbx.cz/Fs2/ShineLTupgrade-4to5.zip). I DID NOT change anything in those files! It includes all new files added in version 5.0 and newest version of ReadMe.txt

Lighty if you don't want me to host addon type for any reason, just say a word and i'll remove it... And if you don't mind me hosting it... i could also host addon for GlowLTL and GlowLTH if you send me which files are new in build 5.0...
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 18, 2004, 08:21:57 am
Quote
Originally posted by Deepblue


Did you not see that Raa?


:eek2:  

I did not see that!  *smacks self for missing a truly sweet gesture!*
*smacks self again*


Thanks, Lightspeed. I'm sorry I missed it. :(
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 18, 2004, 09:21:32 am
Quote
Originally posted by Svizel

Well Lighty... if you have problem with webspace it would take i still have some free space there and wouldn't mind hosting addon type. :)

I made 4.0 to 5.0 addon file for ShineLT which can be downloaded here (http://svizel.kbx.cz/Fs2/ShineLTupgrade-4to5.zip). I DID NOT change anything in those files! It includes all new files added in version 5.0 and newest version of ReadMe.txt

Lighty if you don't want me to host addon type for any reason, just say a word and i'll remove it... And if you don't mind me hosting it... i could also host addon for GlowLTL and GlowLTH if you send me which files are new in build 5.0...


The problem is not the space. I have different reasons not to do "update" zips.

I have absolutely no problem with it if someone else wants to, but for one thing I lack the time to do it.

There's a big difference in having one updated build, compared to literally dozens of different upgrade zips - it will both get confusing for the people as well as for me.

There's more reasons why I won't do it, but if someone else is willing to, I have absolutely no problems with it.
Title: Shinemaps development thread [updated weakly!]
Post by: Psychonaut on September 18, 2004, 11:37:57 am
First of all WOW Really nice work (as usual). Except one point.: the missing afterburner trails in your ships.tbl, cause these are really eyecandy, too. I know how to put them back, but that´s hard work especially with a weakly update   :lol: . Could the use of modular tbl-files be the solution? i´m really not into it, it´s just an idea.



edit: ok ok first think, than type. I´ve found the solution for myself. Just renamed the .pof in my ships.tbl. In fact, you only have to insert two x.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 18, 2004, 09:40:50 pm
Yes, and the burner trails are so amazingly ugly I refuse to cooperate on that point :)
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on September 19, 2004, 08:12:18 pm
ill mod them if its that much of an issue
i like the trails
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on September 20, 2004, 05:03:51 am
Whoa. These animated glowmaps, I must see. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 20, 2004, 09:35:20 am
Nice work :yes:

But what's up with the Anuket Ani?

It's supposed to be gas in there.

http://www.8ung.at/dabrain/miner02vtile04a-glow.rar
Consider to use this one. The two stripes are supposed to be some glass reflection or soemthing like that. (256² but only 20 frames, so almost the same size as 128², 53 Frames.)


I had no time to test it in-game yet.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 20, 2004, 10:52:17 am
Nah, don't like that version too much, DaB. The two stripes are a bit freaky, and it's too obviously overlaid. It's also a bit "stuttery" moving downward.

IMHO we don't see the gas itself.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 20, 2004, 11:10:50 am
But why should it pulsate? Looks freaky and wrong in my eyes.

20 frames are enough, I think. 53 frames are way too much.

The "stripes" should look ok in-game.
Title: Shinemaps development thread [updated weakly!]
Post by: Psychonaut on September 20, 2004, 12:33:18 pm
@Turambar

I like these trails very very much.  In fact i´ve modded almost every ship.tbl from custom campaigns that i played to have them in there. Set also the lifetime to 2. The longer trails are amazing in chases. I didn´t know that they are from you.:yes:

I thinkt there is no need in modding them.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 20, 2004, 12:34:54 pm
DaB: It does not pulsate. It runs VERY slow in-game, which is also the reason for the number of frames.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 20, 2004, 06:13:00 pm
I miss the particle trails we used to have. Like in Flipside's myrmidon. I wish i still had the files, or the ability to make a frizzy particle animation oto use.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 20, 2004, 06:25:21 pm
particle trails are still in the code IIRC.

None of the cool extra features (dependant on hull/engine strength, etc.) were implemented though.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 20, 2004, 06:44:15 pm
Quote
Originally posted by Raa
I miss the particle trails we used to have. Like in Flipside's myrmidon. I wish i still had the files, or the ability to make a frizzy particle animation oto use.



Yeah, they were fun. But they were still ugly. You can probably pull of a really nice effect. But it's pretty hard I think.

A long time ago I tried it, with only disapointing results :(

The particles should be no problem, but I'm not that good with tables :p After a few tries the tables got usually messed up. :sigh:
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 20, 2004, 07:00:43 pm
They didn't work in the taylor build I was using.  Shame, that.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on September 22, 2004, 03:47:48 pm
Using 5.0 LT with light glow 5.0

Am TOO amazed. This isn't Freespace 2, it is something else entirely...

And I think my 64 MB ti4200 is EVEN FASTER than before enabling glows. Weird or what? (512 RDRAM-2.4GhzP4 on ASUS P4-T)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 23, 2004, 11:57:38 am
Because I truly love the ship - a completely high-resified Satis:

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Satis.jpg)

The DXT unfortunately kills off quite a bit of the beauty :doubt:

Ah well, it's still good enough, and saves more than 5 MB for the textures :)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on September 23, 2004, 12:19:11 pm
I wouldn't mind having a TGA version of it. ;7

Because it was a cool looking ship. I can certainly see how it'd be mistaken for a cruiser.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 23, 2004, 12:54:46 pm
Yeah looks pretty cool. It one of my favourite ships too. Although you can't fly it (...yet). :)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 23, 2004, 04:11:36 pm
Raa: I can send you TGA versions if you want :)

Once i've finished the complete zip, i'll probably build together a zip with TGA versions of the "highres highres" maps, so the reference images do not get lost, and people can base their work on the originals rather than already compressed files.

As for the Satis, V's original map was a complete disaster. The bottom texture had like two colours, and the rest of the map wasn't much better :doubt:
Title: Shinemaps development thread [updated weakly!]
Post by: Flaser on September 23, 2004, 04:23:21 pm
WOW, great work as usual! - which is an unusual trait for a human, but I never said you were...;)

I wonder when will you give the FS1 ships a facelift - BR's Shroud really makes me wish you were interested as well :D.

I also wonder wheter Bob's HTL Deimos had an UW-map or it used tiles like the old one.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 23, 2004, 04:41:39 pm
It still uses tiled textures.

Oh, and I am interested ;7 It's merely the fact I want to fix the most-often used stuff first.
Title: Shinemaps development thread [updated weakly!]
Post by: Admiral Nelson on September 23, 2004, 04:55:31 pm

Very Satis-factory....
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on September 23, 2004, 05:06:10 pm
I detect the business end of a beam cannon in your future.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 24, 2004, 02:06:52 pm
Updated!

Three new freighters, the Satis is one of them. There's new animated glowmaps as well for the shivan freighter :)

Check the first post, the readme or Milliways for more news and the linkies.
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on September 25, 2004, 03:38:03 am
duuuude.
The Satis looks awesome - which is a good thing, since i'll be using it very soon ;) ;7
Title: Shinemaps development thread [updated weakly!]
Post by: Janos on September 25, 2004, 08:12:17 am
Yo, update Milliways with these screenshots so we can all watch them together. Or are they there and am I just retarded?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on September 25, 2004, 05:48:31 pm
They aren't.... yet.

I've been planning on doing proper screenshots for the site (i.e with real thumbnails), but i'm lazy.
Title: Re: Shinemaps development thread [updated weekly!]
Post by: Blitzerland on September 26, 2004, 11:28:47 am
6.0?!

WOW!!!

I'm happy now.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on October 01, 2004, 02:23:27 am
Today is?

Release day? Anything new for us?
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on October 01, 2004, 08:34:22 am
I can't believe it's friday already.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on October 01, 2004, 12:42:15 pm
Quote
Originally posted by GT-Keravnos
Today is?

Release day? Anything new for us?

Quote
On Lightspeed's Milliways Site
New texture development zips released! The good news is that three new ships are included with the files - this time it's the freighters. There's also animated glowmaps for the shivan transport. The bad news is, that next week, there will be no release on friday. I will be gone the whole week, and get back on friday night. Maybe, there'll be a small release on Saturday or Sunday (DaB has some textures nearly ready), but it won't be anything big, I'm afraid. Of course things will progress normally once I'm back ;-)
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on October 01, 2004, 12:56:36 pm
oh, poopy...
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on October 01, 2004, 02:27:11 pm
I could release some new maps. But they have no shinemaps...
I think LS will get them exclusive, so he can create shinemaps for them and release them with his package. The bad thing is I'm away for a week. So wait for a really big release in two weeks. :) (I've just started working on the Boanerges. Looks far easier to improve than the supportship map...)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on October 01, 2004, 02:39:38 pm
or the sekhmat/nepthys...
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on October 01, 2004, 02:43:05 pm
I think Turambar worked on the nepthys. But that was long time ago...

There is an old preview of my Orion maps somewhere in the celebration thread.
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on October 01, 2004, 06:27:40 pm
I don't see the linkey for the new files on the site.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on October 01, 2004, 07:24:27 pm
You don't? (http://www.penguinbomb.com/lightspeed/NMW01wips.html)

And rawr, i'm back. ;)

I've had some horrible nights, so depending on how I feel tomorrow you might yet get something this weekend :)
Title: Shinemaps development thread [updated weakly!]
Post by: Blitzerland on October 01, 2004, 07:30:20 pm
We eagerly await, oh mighty one. :D

*bows
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on October 01, 2004, 07:38:52 pm
Hold on, I thought 6.0 was last week's version. :confused:
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on October 01, 2004, 08:16:30 pm
It was.  No release this week.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on October 02, 2004, 01:44:03 am
Quote
Originally posted by DaBrain
(I've just started working on the Boanerges...


Thank God in Heaven!  That is quite possibly the ugliest ship in the fleet and it's not even a great bomber to boot, the Artemis can do almost as much damage(assuming non-helios since it's a special deployment warhead) in a similar period of time and can dogfight a bit to boot.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on October 02, 2004, 04:05:58 am
Quote
Originally posted by Liberator
That is quite possibly the ugliest ship in the fleet  


I hope I can do something to change that. :)



See ya all. I'm off to Prague for one week.
Title: Shinemaps development thread [updated weakly!]
Post by: Admiral Nelson on October 02, 2004, 10:31:00 am
Supposedly the concept art for the Boanerges was much better looking. Anyone have an image of the concept?
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on October 02, 2004, 10:48:24 am
Watch the credits.  I'd grab it if I had time.
Title: Shinemaps development thread [updated weakly!]
Post by: Admiral Nelson on October 02, 2004, 11:41:52 am
Well duh. I bought FS2 the day it came out, and I have never watched the credits... :p

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Boanerges.jpg)

It does look better, though of course nearly anything would.... :)
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on October 02, 2004, 02:39:45 pm
Still needs a turret though.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on October 02, 2004, 05:49:21 pm
Have any of you ever noticed that none of the FS2 bombers have turrets?
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on October 02, 2004, 07:15:35 pm
Well, there only the Boa and Artemis on the GTVA side and the Boa sucks and the Artemis can dogfight some.  All the Vasudan stuff can dogfight, the Bakha especially can dogfight better the Tauret.

The new shivan bombers can dogfight as well, with the Nahema being the better of the two.  Their biggest bombers, the Seraphim and Nephilim, have turrets though.
Title: Shinemaps development thread [updated weakly!]
Post by: Pnakotus on October 02, 2004, 08:32:38 pm
LOL they went from ripping off the UD-4 dropship from Aliens (one of the 'kewlest' designs ever) to the Bog?  That takes dedication to the science of poor design.

Did it bother anyone else that the ships (cap and fighters) all look totally unrelated in FS2, at least for the Terrans?  Arty and Bog look similar, but totally different from the Purse/Myrm and the Herc2.  Would it have been so hard to have, if not a design lineage, at least related themes like in FS1?
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on October 02, 2004, 10:12:11 pm
Quote
Originally posted by Liberator
Their biggest bombers, the Seraphim and Nephilim, have turrets though.

Yes, but those are FS1 & ST bombers, not FS2 ones.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on October 03, 2004, 02:50:21 am
Quote
Originally posted by Pnakotus
Would it have been so hard to have, if not a design lineage, at least related themes like in FS1?


People always complain about this but if you look at FS2 you'll notice that many of the fighters were built by completely different companies.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on October 03, 2004, 03:11:13 am
Well, they could have at least have the stuff from the same company kind of looking the same.  IE, ships from Triton Dynamics look like they came off the same drawing board like many of todays cars(though granted Chevy's new SST looks like somethin' outta Buck Rogers).
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on October 03, 2004, 03:24:34 am
That I will agree with. I just find it odd when people ask for all terran ships to look similar.
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on October 03, 2004, 07:15:34 am
Dude, awesome. I love the Satis too... it's a strangely beautiful ship.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on October 03, 2004, 09:22:13 am
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Asmodeus.jpg)

Completely texture upgraded Asmodeus. Just like the Lucifer this comes in two flavours:

To the left, a version based on the FS1 canon textures (green panels and yellow glows). For the FS2 textures, [V] blackened out the green panels with a paintbrush (horrible horrible) and recoloured the glows red, so the "standard" version will use the base texture (with the panels in it), but have red glows fitting FS2's shivan style. I thought of recolouring the green hull parts, but I kinda liked the green/red contrast in-game (looks better than from the screenies) - however, I might still do it if most people prefer it.
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on October 03, 2004, 09:59:53 am
its perfect the way I see it there Lightspeed :tup:
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on October 03, 2004, 12:31:13 pm
Is it just me or does the Asmodeus strike as being gigantic(when it's by itself.  I think it's the lights on the bottom fins.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on October 03, 2004, 06:03:31 pm
I guess transports are next eh?
Title: Shinemaps development thread [updated weakly!]
Post by: aldo_14 on October 03, 2004, 06:21:06 pm
Quote
Originally posted by Admiral Nelson
Well duh. I bought FS2 the day it came out, and I have never watched the credits... :p

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Boanerges.jpg)

It does look better, though of course nearly anything would.... :)


I think I made that bottom-right one - or one very close to it - a wee while back.
Title: Shinemaps development thread [updated weakly!]
Post by: Admiral Nelson on October 03, 2004, 07:37:35 pm
Quote
Originally posted by aldo_14


I think I made that bottom-right one - or one very close to it - a wee while back.


Is it available someplace? :)
Title: Shinemaps development thread [updated weakly!]
Post by: Rictor on October 03, 2004, 07:57:37 pm
yes, this is what I was talking about. Like a month or so ago I said youi maid a Boangerses-like ship, it was purple, and you had no idea idea what I meant.

I love that ship, its up there with Venom's new Esheziel.
Title: Shinemaps development thread [updated weakly!]
Post by: Anaz on October 03, 2004, 10:19:33 pm
hmm. "christmas tree" was my first thought when looking at the FS2 asmodeus...


But...uhh...nice job lighty, you are win :yes:

*goes back to lurking*
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on October 04, 2004, 11:11:36 am
FS2 retail's Asmodeus was one of the most horrible texture jobs I've ever seen. They completely messed up the so beautiful FS1 texture they had.
Title: Shinemaps development thread [updated weakly!]
Post by: Ulala on October 06, 2004, 01:18:18 am
Quote
Originally posted by aldo_14


I think I made that bottom-right one - or one very close to it - a wee while back.


Looks pre-Boanerges (sp?) to me.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 02, 2004, 07:52:26 pm
*clears throat*

All those who have NOT checked my webbie the last weeks will have missed all the wonderful builds that came out while HLP was down. :D

So if you haven't got the latest release yet, hang your head in shame and go and get it :)
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on November 02, 2004, 09:48:16 pm
Me is waiting for everything to get finished, because it's too much of a hassle for me to mess around with my maps folder every time a new build is released.

So, whats new?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 03, 2004, 09:21:33 am
For example the fact that all FS1 textures appearing in FS2 are done? ;7

Oh, and things like this:

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/HBBD.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Arcadia.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Faustus.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 03, 2004, 11:46:19 am
Quote
Originally posted by Jetmech Jr.
Me is waiting for everything to get finished, because it's too much of a hassle for me to mess around with my maps folder every time a new build is released.

So, whats new?


IMHO the unnecessary traffic and the DL time seem to become a problem.

I think downloading 60MB only for one or two new maps is too much. It was ok, while it was only 20-40 Mb but now...

LS, you should think about releasing updates. The size will be at 100 MB in no time.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on November 03, 2004, 12:09:58 pm
Now that you've completed the FS1-in-FS2 textures, I suggest that you separate them out from the FS2-only textures.  The former won't need to be updated every week, while the later would continue in the way you've been going, but only contain the FS2-only stuff.  Perhaps, the same for your animated texture packs as well.

Later!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 03, 2004, 01:39:53 pm
Quote
Originally posted by DaBrain


IMHO the unnecessary traffic and the DL time seem to become a problem.

I think downloading 60MB only for one or two new maps is too much. It was ok, while it was only 20-40 Mb but now...

LS, you should think about releasing updates. The size will be at 100 MB in no time.


No :)

Quote
Originally posted by Trivial Psychic
Now that you've completed the FS1-in-FS2 textures, I suggest that you separate them out from the FS2-only textures.  The former won't need to be updated every week, while the later would continue in the way you've been going, but only contain the FS2-only stuff.  Perhaps, the same for your animated texture packs as well.

Later!


Aand No. Although I may do something like this when I have done the FS1-only textures. But I probably won't. :)

For my very own reasons, it's better to have it this way. If someone else feels it's necessary to have update builds, they're welcome do to and host some - but I won't.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 04, 2004, 09:15:32 pm
Tomorrow's Friday. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on November 04, 2004, 09:20:44 pm
It's friday for me already. does that count? :D
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 04, 2004, 09:22:16 pm
No :p
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on November 04, 2004, 09:23:34 pm
Dang. :(
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 04, 2004, 09:24:36 pm
It has to be Friday in Central Europe. :p
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on November 04, 2004, 09:27:04 pm
Meany. :( :P

At least can we have a preview tho? :D
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 04, 2004, 09:38:39 pm
lol. Hey, I'm not Lightspeed. :p  He does what he wants. I just support him. :yes:
Title: Shinemaps development thread [updated weakly!]
Post by: Black Wolf on November 04, 2004, 10:06:30 pm
And everybody chant...

Soooohhhhhh....Beeeeeekkkkkkkkkkkk...
Soooohhhhhh....Beeeeeekkkkkkkkkkkk...
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 04, 2004, 10:42:27 pm
That'd be awesome. but I still have to get a bug fixed first. Bloody turrets offset themselves from the main mesh... And conversion is proving troublesome.
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on November 05, 2004, 12:29:47 am
One minor observation about the Faustus.

The sensor panels(not the solar panels, the green sensor panels) are supposed to glow.  I made one from the FS1 map that I use on my other comp if you would like to see it.
Title: Shinemaps development thread [updated weakly!]
Post by: Roanoke on November 05, 2004, 03:38:11 pm
Quote
Originally posted by Raa
That'd be awesome. but I still have to get a bug fixed first.
Bloody turrets offset themselves from the main mesh




what are they doing exactly ?
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 05, 2004, 04:25:53 pm
They just weren't making contact with the main hull. So they looked like they were floating in space... But MAX crashes every so often when converting, and it seems like every so often is every time with this version.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 05, 2004, 09:21:50 pm
A bit of patience, please.

New release is uploading as we speak :p

Check the linkies in a while. The new build contains (you're going to be happy, Raa) a full set of textures for the hi-poly Sobek*1, the Hygeia textures*2 and the high-ressed Orion texture*3. Sixty new files total.

-----------------------

 

*1 I'll probably redo the shinemaps for next week - some of the Vasudan textures from FS2 cause pretty bad aliasing, the Sobek textures are one of them. I'll see what I can do without ruining things - but it should look pretty good close up.

*2 Discovered the weird missing support ship texture bug is still there. If I go directly into the techroom, it renders correctly, but if I go in-mission and come back, the textures are invisible again, and all it renders is the shinemap. The original high-res map is from DaB, I've fixed some things I thought sub-optimal.

*3 Some of the textures were already present in just the same size (done by me as I did the Orion), I've partially adapted DaB's maps with a bit of altering here and there, especially on the remade map with the red stripes thingy.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 05, 2004, 10:32:04 pm
w00t. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on November 05, 2004, 10:45:13 pm
Nice touch with the Erinyes glows. :)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 06, 2004, 01:29:00 am
Quote
Originally posted by Lightspeed

*2 Discovered the weird missing support ship texture bug is still there. If I go directly into the techroom, it renders correctly, but if I go in-mission and come back, the textures are invisible again,
 


Same here, I almost forgot to report it, as I thought it was somehow related to the missing LOD maps.



Quote
Originally posted by Lightspeed

 a bit of altering here and there, especially on the remade map with the red stripes thingy.


Ohhh, I liked this one. :sigh:


Edit: Urgh, what did you do to my support ship map? It looks horrible now.
Did you apply a rock texture to it?


Edit2: Here is my original map, with a new shinemap and all LODs. (DDS, PCX)
Download (http://www.8ung.at/dabrain/support1.rar) (Note: The shine maps do not have an altpha channel, so env mapping will be ugly if you checked 'use env alpha channel'!
Please download the bump vesion below, which as an alpha channel.)
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on November 06, 2004, 04:08:27 am
Screenshots! We demand screenshots!!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 06, 2004, 12:35:05 pm
Quote
Originally posted by DaBrain

Edit: Urgh, what did you do to my support ship map? It looks horrible now.


Hyarr :p

Tried it in-game? It's optimized for the shinemap.

Oh, and the remade Orion texture looked a bit cartoony from my point of view. Which is about all I changed.

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Hygeiacomp.jpg)

Now that I look at it, I'll change my glowmap, not really happy with the lights.
Title: Shinemaps development thread [updated weakly!]
Post by: dracom on November 06, 2004, 06:07:55 pm
hi, first time post here.

I'd like to say, i've owned FS and FS2 from the time they were both released and just stumbled on to the SCP only a short time ago.  All i can say is nice work guys.

Now.  in relation to this post.

I tryed out your textures.  and i decided to give the High Rez ones a shot even tho there is a warning against causeing large slowdowns.  but oddly.  I see no difference running them on my machine.  played a couple of missions and they act and run just as fast as playing the game without SCP.

Did i install these incorrectly?  i unziped them into my freespace2/data/maps directory.  is this correct?

I am also running FS1 as a mod in my freespace2/fs1 directory.

My main system running this is

Liquid cooled Athlon64 3200 oc/2.3ghz  24/7
1 gig DDR 3200 ram
Radeon 9800 pro  w/ custom bios to greater then 9800XT clocks.

is this system capable of running the high rez glow maps without slowdown?

one other thing.  anyone look into integrating Bump Mapping into the engine?
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on November 06, 2004, 06:17:14 pm
Check in the SCP launcher>Features tab that the Enable glow,  specular and JPG, TGA features are all turned on.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 06, 2004, 07:11:02 pm
Quote
Originally posted by dracom
hi, first time post here.

I'd like to say, i've owned FS and FS2 from the time they were both released and just stumbled on to the SCP only a short time ago.  All i can say is nice work guys.

Now.  in relation to this post.

I tryed out your textures.  and i decided to give the High Rez ones a shot even tho there is a warning against causeing large slowdowns.  but oddly.  I see no difference running them on my machine.  played a couple of missions and they act and run just as fast as playing the game without SCP.

Did i install these incorrectly?  i unziped them into my freespace2/data/maps directory.  is this correct?

I am also running FS1 as a mod in my freespace2/fs1 directory.

My main system running this is

Liquid cooled Athlon64 3200 oc/2.3ghz  24/7
1 gig DDR 3200 ram
Radeon 9800 pro  w/ custom bios to greater then 9800XT clocks.

is this system capable of running the high rez glow maps without slowdown?

one other thing.  anyone look into integrating Bump Mapping into the engine?


It seems you installed correctly. Most people should run the recommended version and the ShineLT build without any bigger slowdowns. However, the highres version should have quite some slowdowns. Try looking at the Lucifer, you should experience heavy slowdowns as compared to none in the recommended version.

The high-res ones are only really there for cutscenes/renders, or future availability, if someone wants to base work on them.
Title: Shinemaps development thread [updated weakly!]
Post by: xenobyte6666 on November 06, 2004, 07:20:33 pm
hey l, im reinstalling fs2 on my  mobo and cpu

i got socket 939 chipset with a 3500+ athlon 64 , 1gb ddr400 and a geforce fx5900

which glowmaps should i get - would the hi-res ones still kill it?

and are the newer shinemaps lt11 included in the all in one scp installer thing?
Title: Shinemaps development thread [updated weakly!]
Post by: dracom on November 06, 2004, 08:22:52 pm
Quote
Originally posted by karajorma
Check in the SCP launcher>Features tab that the Enable glow,  specular and JPG, TGA features are all turned on.


Yep, i have everything on including trueform and env mapping.  and i'm using the Hi rez maps and not showing any slowdowns.  system is running them at the same speeds as the low rez maps.  I'll run fraps here in a sec to see if it shows any noticable difference.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 07, 2004, 06:00:03 am
@ LS I still don't like what you did to the map. All metallic detail is not visible anymore.

Same for the shinemap. It has no highlights, so it just doesn't look like metal.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on November 07, 2004, 07:05:20 am
Quote
Originally posted by dracom
Yep, i have everything on including trueform and env mapping.  and i'm using the Hi rez maps and not showing any slowdowns.  system is running them at the same speeds as the low rez maps.  I'll run fraps here in a sec to see if it shows any noticable difference.


Well if the ships look beautiful, have animated textures and you're still not getting any slowdown I guess you got lucky :D
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 07, 2004, 08:13:00 am
While trying to fix the shine map I had an idea which turned out quite interessting:

(Bump-)Shine map test (LOD0,env map, DDS DXT5)
Download (http://www.8ung.at/dabrain/bumptest.rar)

Some shots (env mapping on):
(http://img121.exs.cx/img121/9707/bumptest1.jpg)

NOTE: This effect is hard to catch in shots, I looks better in-game.



This is just a test, but still... The ship really has a structure now.

Although bumpmaps work quite different (a bumpmap looks different), you can achive simliar results.
But there are some problems:

1. Viewed in a certain angle the map will look flat.
2. You can't simulate big/high objects. This requires a differentiation of the light's angle of incidence. The more you
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 07, 2004, 12:51:34 pm
Will give it a look as soon as the linky works DaB. I absolutely didn't change the "metallic" detail on the texture though. The shinemap - i'll have a look at it when I rebuild the glows.

Quote
Originally posted by xenobyte6666
hey l, im reinstalling fs2 on my  mobo and cpu

i got socket 939 chipset with a 3500+ athlon 64 , 1gb ddr400 and a geforce fx5900

which glowmaps should i get - would the hi-res ones still kill it?

and are the newer shinemaps lt11 included in the all in one scp installer thing?


No. They're not included anywhere, especially since the mediaVPs went down-hill. :sigh:

And yes, the hi-res ones could kill it. They ARE EVIL. Not meant for ingame use. *hint hint*

I wouldn't install them under any circumstances. The recommended version is by no means a low-res thingy. Low-spec systems should go with the still-frame glowmaps supplied in the main build.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 07, 2004, 03:40:25 pm
The link works for me...



And the metallic look is hardly visible anymore. Well, that's no surprise when you just put a "rock-like" looking texture on it, without care for the shading and highlights.
The shinemaps is far too "weak". The armor plates are made of metal and IMHO this means they should be shiny and specular.

Try to get rid of that toy look. Try to invest more time into different kinds of materials. Some armor plates could be more shiny than the other ones.
Title: Shinemaps development thread [updated weakly!]
Post by: Lynx on November 07, 2004, 03:59:03 pm
@DaBrain: These "shine-bumpmaps"...Did you jist up the contrast of the shinemap so that details are better visible, or did you actually make the recessed parts darker by hand or what?
Title: Shinemaps development thread [updated weakly!]
Post by: dracom on November 07, 2004, 08:56:32 pm
Welp,  i ran fraps just to see what the difference is.  looks to me that the only problem with running high rez glow maps is just texture loading.  

I did this test with a mission with the lucifer.

I ran both high and low.  and with low rez i stayed around 85fps at all times (vsync is on)  

now with High rez only thing i saw was lags with loading times.  I averaged 56fps with them on and but only lag was towards when the lucifer first appeared on my screen.  after that i pretty much sustained 85fps with the high rez.

seems the high rez are very capable of being run ingame if someone was to make it so that the maps were pre-cached into main or video memory.  or expand the caching to a larger number.

oh, what program do you use to make the .ani files?
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 07, 2004, 09:38:32 pm
What kind of rig are you running?!
Title: Shinemaps development thread [updated weakly!]
Post by: xenobyte6666 on November 08, 2004, 05:46:43 am
i tried the high res maps with all features turned on in the launcher - including env mapping etc.. in experimental - it played ok on not huge missions , ie no juggernauts or massive shivan glowy ships.

but tried it on a mission in derelict the one with the subspace tunnel and a lucifer appearing in the middle of it and had severe slowdown.

tried another mission on that just another day campaign piss take thingy - bloody funny btw - knossos portal , and a demon class destroyer - one of them or combination of both completely mutilated my fps - at the point i quit out and installed the recommended ones.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 08, 2004, 10:41:09 am
Quote
Originally posted by Lynx
@DaBrain: These "shine-bumpmaps"...Did you jist up the contrast of the shinemap so that details are better visible, or did you actually make the recessed parts darker by hand or what?


It's more than just the contrast (which has to be rised to make the effect visible. ->Doom3)
I did reshade some parts, made some armor plates more shiny than othe, made these plates more shiny and some other stuff.

The bumpy-ness is best visible in the last pic. The engine looks like it has a massive structure. IMO this is the best part of the map (only in bump map aspects). Another nice aspect is that this part can't be seen in it's bad angle (the angle which makes the map look flat), as it is covered by the cockpit in this angle.

Edit: I've used Lightspeeds shine map as example for a standard shine map.
The differences are clearly visible. Although I like this effect for the Hygeia, some other ships might look weird with this. Ship swith structureless hulls.

(http://img128.exs.cx/img128/2944/shine.jpg)


This is the shine map in the 3d preview. (angular plane view)
(http://img128.exs.cx/img128/3584/3dbump.jpg)

Edit2: New test shine map: Myrmidon
Download (http://www.8ung.at/dabrain/fighter2t-05A-shine.rar) (DDS DXT5, LOD0)
NOTE: Work in Progress. Some things (like the top plate) need more work.

This fighter seems to work perfect with the map.
(http://img84.exs.cx/img84/425/beautiful_myrm.jpg)


@Lightspeed I hope you don't mind I'm posting this stuff in your topic. I think it's interessting for your work, but I could post somewhere else if you do mind.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 09, 2004, 01:45:49 pm
Nah, don't mind - certainly fits here :)

I'll give things a more thorough look when I have some time. This week is a killer for me, though.
Title: Shinemaps development thread [updated weakly!]
Post by: GoulMeister on November 09, 2004, 08:39:30 pm
is there any link that lets me download all these shine maps etc.
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on November 09, 2004, 08:42:40 pm
current build is on the front page
http://www.hard-light.net/forums/index.php/topic,26310.0.html
Title: Shinemaps development thread [updated weakly!]
Post by: Vanguard on November 11, 2004, 06:04:01 pm
Wow, you guys have made a totally new game out of this stuff.  That Hydra is practically a new ship.  Well done. :)

Now, I wonder if you guys can make the Colossus look un-ugly. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 12, 2004, 08:56:36 am
Hydra? :nervous:
Title: Shinemaps development thread [updated weakly!]
Post by: Black Wolf on November 12, 2004, 09:22:15 am
Hygeia perhaps?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 12, 2004, 11:35:27 am
Might be.

Anyway.... new release is uploading :)

Some previews:

The Hygeia

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Hygeia.jpg)

DaB: I've partially used your bump_shine thingy - I hope it's more to your liking. I also finally fixed the lights.

The Sobek

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Sobek02.jpg)

Fixed the aliasing issues (well, almost). I'd like Raa to give this a look and tell me if/how things should be improved. These shots are using his model btw.

And now for something altogether new...

Deimos textures to go along with Bob's great hi-poly Deimos :)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Deimos.jpg)

Check the first post in a while.
Title: Shinemaps development thread [updated weakly!]
Post by: Mongoose on November 14, 2004, 12:00:05 am
I only just figured out that I can't see these beautiful shinemaps because of my crappy Radeon card. :(  Fantastic work, though. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on November 14, 2004, 12:15:06 am
What's your specific card and Cat driver version?
Title: Shinemaps development thread [updated weakly!]
Post by: Rictor on November 14, 2004, 12:32:19 am
so awesome.

the sobek looks way better due to the glowmaps, and DaBrain and you did a great job on the Hygia. And needless to say, Bob's Deimos rocks.
Title: Shinemaps development thread [updated weakly!]
Post by: Mongoose on November 14, 2004, 01:56:09 am
The card's a Radeon X300 SE, and the driver version is 6.14.10.6444.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on November 14, 2004, 03:41:21 am
That driver number doesn't help much.  Go under your display settings and under advanced, select the Options tab.  There should be a Catalyst driver version listing, like 04.9 or something.  If it says anything over 04.4, then that's probably why your shinemaps aren't working.  I myself run FSO through a separate Win98SE partition, which only officially supports the 4.3 version anyways.
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on November 14, 2004, 07:35:54 am
The X*** cards aren't supported by the 4.4 drivers. X800 isn't, at least.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 14, 2004, 09:18:52 am
Spectacular work, Lighty!  I'll have a look at the Sobek when I get a chance, and tell you what I think. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Mongoose on November 14, 2004, 02:36:49 pm
The driver number wasn't under "Options," but it doesn't really matter, as I know there's no way to get them to work anyway.  Damn it, I wanted a Nvidia card for this thing, but I wasn't able to get that particular system. :(

Edit:   How can ATI just suddenly stop supporting a certain graphical feature?  I mean, if it worked for past driver versions, why the heck doesn't it work for the most recent ones?  Shouldn't this go by the "If it ain't broke, don't fix it" mentality?
Title: Shinemaps development thread [updated weakly!]
Post by: mrduckman on November 14, 2004, 03:29:27 pm
Would an ATI Radeon 9600 support it?
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on November 14, 2004, 03:31:30 pm
Quote
Originally posted by Mongoose
Edit:   How can ATI just suddenly stop supporting a certain graphical feature?  I mean, if it worked for past driver versions, why the heck doesn't it work for the most recent ones?  Shouldn't this go by the "If it ain't broke, don't fix it" mentality? [/B]


I ask some question to a developer who made The Spirit Driver for ATI cards about the shinemaps. And he told me, those Shinemaps are still activated.
But perharps, it comes from the fs2_open. I can't tell anymore details about that i am no an expert.
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on November 14, 2004, 04:48:37 pm
Quote
Originally posted by Mongoose
How can ATI just suddenly stop supporting a certain graphical feature?  I mean, if it worked for past driver versions, why the heck doesn't it work for the most recent ones?  Shouldn't this go by the "If it ain't broke, don't fix it" mentality?

They haven't stopped supporting shinemaps, rather the way FS Open does it won't work with the newer drivers (or something along those lines, it probably has something to do with the overall way FS Open handles render passes or some other arcane graphical thingy).
Title: Shinemaps development thread [updated weakly!]
Post by: Bobboau on November 14, 2004, 05:37:40 pm
Quote
Originally posted by MetalDestroyer


I ask some question to a developer who made The Spirit Driver for ATI cards about the shinemaps. And he told me, those Shinemaps are still activated.
But perharps, it comes from the fs2_open. I can't tell anymore details about that i am no an expert.


wait aec, were did you find an ATI dev?
direct him here!
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on November 15, 2004, 12:31:18 am
Quote
Originally posted by Bobboau


wait aec, were did you find an ATI dev?
direct him here!


I find him in a french forum. But he isn't an ATI dev but just a simple dev who made alternate driver like the omega.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 15, 2004, 04:00:36 am
Quote
Originally posted by Lightspeed

DaB: I've partially used your bump_shine thingy - I hope it's more to your liking. I also finally fixed the lights.

 


Yeah, way better. I hope you like it too.


Some ships may really gain a more realistic look with these 'special' shinemaps.


I'll test this on some shivan ships.

But you used my compressed shine map for your map. I could have sent you the uncompressed one. This could make a little quality difference.

So if you do it again, please get rid of that stone-like texture. It looks just weird.

IMHO the round glows looked better. Not important though.
And the missiles look flat.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 15, 2004, 07:21:58 am
I didn't use that much of your map - I kinda tweaked mine to a large part.

As for the "stone" thingy, it is/was erased pretty much everywhere except for non-UVed parts anyway, so it wasn't really on the ship :p

It's actually just there for two small parts of the texture.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 15, 2004, 09:56:34 am
Oh ok, my bad.
Forget what I said about the stone stuff.

And BTW what do you think about the bumpy shine maps?
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on November 16, 2004, 08:34:55 am
Maybe this is the problem with the missing shinemaps,
it is from another forum:

Quote
I've heard that ATI's shader compiler is more strict than NVIDIA's in that it disallows implicit casts from int to float. For example, you need to write 1.0 instead of 1, unless you're actually dealing with integers.


I could be wrong, though.
Title: Shinemaps development thread [updated weakly!]
Post by: Anaz on November 16, 2004, 06:21:28 pm
...but we're not compiling pixel shaders here, are we?

I was under the impression that this was multipass specular...
Title: Shinemaps development thread [updated weakly!]
Post by: BlackDove on November 17, 2004, 08:38:31 am
Quote
Originally posted by Lightspeed
(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/HBBD.jpg)

 


MY PRECIOUS. (I'm a little late on HLP, but I've seen it a longies ago)

Must......make.......background......SOMEHOW.
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on November 19, 2004, 05:17:45 pm
:nervous:
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on November 19, 2004, 11:54:42 pm
*waits expectantly to see what Lightspeed has in store for us this Friday*
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 20, 2004, 06:11:28 am
A late build. :o

Probably this evening or tomorrow.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 20, 2004, 09:44:30 am
Well, well. New build is uploading right now.

Not that much new stuff this week (still busy installing everything on my new harddrive), but, the magical 1000 files has been hit and there's more than a thousand files in the zip now :D

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/owned.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Hecate.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on November 20, 2004, 10:43:18 am
you, my dear sir, have done that Hecate justice, or at least, as much as its gonna see in the low-poly version.

And hte Colossus - brilliant. Now if it were only HTL'ed, it would make it just plain ub3r!
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on November 20, 2004, 11:08:22 am
How long does your upload need!?
I want to download this thing but it can't be found.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 20, 2004, 11:17:38 am
It's up. :p

Some of the textures will probably be tweaked a bit, since i'm not entirely happy with all of them.
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on November 20, 2004, 11:32:13 am
Great work!
The Colossus looks much better now!
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 21, 2004, 06:28:32 am
The Orion is not included?
Title: Shinemaps development thread [updated weakly!]
Post by: mFuSE on November 21, 2004, 07:28:56 am
Quote
Originally posted by Lightspeed

I wouldn't install them under any circumstances. The recommended version is by no means a low-res thingy. Low-spec systems should go with the still-frame glowmaps supplied in the main build.



löl^^
its so great looking .... so .. who cares about fps? ;)


the only problem with the high res shinemaps was a high-res fenris ... 2 of them and system will be dead ... but with the normal modells there is mainly no speed problem


btw: whats the problem with the hoster?
again this site was nearly for 2 weeks down? :(


first ... i have to try the newest build .. been a while since i updated it :D
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 21, 2004, 07:40:45 am
Quote
Originally posted by DaBrain
The Orion is not included?


Stupid me checked my emails a bit too late. :)

Speaking of, are you working on the rest of its textures as well?
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 21, 2004, 08:10:40 am
Is there somoething missing? (except the nameplate.)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 21, 2004, 08:33:50 am
capital01-03a is missing.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 21, 2004, 08:37:33 am
Oh yes almost forgot that one. That's the hardest map. Still working on it.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 21, 2004, 08:39:23 am
Make sure it gets a proper size. :)
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on November 25, 2004, 01:06:17 am
DaB and LS working together, wow it's gonna hurt my eyes!

(Thankful)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 25, 2004, 11:31:41 am
We've done that for a couple of textures already - just go back a few pages in this thread. :p
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 25, 2004, 07:42:48 pm
I think the best thing that you did to the Colossus...


...was blowing it up.


But the Hecate looks excellent. :yes:  Even through I hate the ship, it looks alot better now.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 26, 2004, 06:43:56 am
Well, you can't expect me to post an intact Colossus now, can you? :D

As for the Hecate, it needs..... Grimloq's model!
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 26, 2004, 12:10:43 pm
uhm. never mind.


Edit: Will you release the Orion maps even with one map missing?
Title: Shinemaps development thread [updated weakly!]
Post by: Ransom on November 26, 2004, 05:26:34 pm
For some reason, the Fenris textures have abruptly stopped working. I get an invisible Fenris, beside the engine glows... and the Leviathan model crashes FS. All the other textures work fine. Old Fenris textures still work. Fenris and Leviathan worked fine before, not sure what I did to break it... I'm using the 11-06 Goober build, Direct3D mode, command lines are:

-jpgtga -spec -glow -d3dmipmap -2d_poof -ambient_factor 85
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 26, 2004, 05:42:54 pm
Also, it seems you missed the turret texture? It seems to be reflecting blue quite heavily (Unless that was you're desired effect...?)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 27, 2004, 10:35:19 am
Which turret texture? The one of the Orion?

That one should've been there for the last few releases.

If you mean the one on the Hecate, you are indeed correct. It's not included yet.

New releases are uploading, mostly bugfixes and texture upgrades based on DaB's cool Orion textures. Also includes a remapped Nahema - someone will have to re-work that model for it to live up to the textures though, the UVmapping is horrible in some parts. Horrible as in horribly horrible. :p

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Nahema.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Orion.jpg)

You'll have to look at the Orion in-game ;7
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on November 27, 2004, 10:44:50 am
oh man...when i really wish shinemaps would work on the stupid ati card.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 27, 2004, 10:50:23 am
...and blow it up, too. The orion, I mean.
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on November 27, 2004, 11:04:10 am
Is the new release uploaded yet?
Nice Orion though.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 27, 2004, 11:06:56 am
How horrible is the Nahema?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 27, 2004, 12:02:40 pm
Open the model in ModelView. Look at the sides of the engine pods and the back. I can send you a few screenies showing the problems.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on November 27, 2004, 12:21:07 pm
You should really add some shots with Bob's model. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 27, 2004, 12:44:55 pm
Quote
Originally posted by Lightspeed
Open the model in ModelView. Look at the sides of the engine pods and the back. I can send you a few screenies showing the problems.


Ok, well, you must be capable of viewing the UV outlines of things right? I fixed the problem on the back, and I rigged it so that the front arm (which was UVed like it was done by a 9 year old) is using a chunk  of the map that was unused. So if you want to redraw the maps over it you can.
Just say the word, and I'll recompile the mesh for you.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on November 27, 2004, 01:28:51 pm
This query should problaby be for both Lighy and Taylor.  With eff files now making an entrance with DaBrain's contributions, what is the potential for having ship texture anis being replaced with DDS based eff?  I know that both the ani and static pcx glowmaps are 8-bit based and do not require the extra 32-bit afforded by jpg, tga, or dds, but could a switch to dds/eff for the animated glowmaps improve performance?  Even if they are of little use for glowmaps, there could be a potential for animated primary skins on ships that are supposed to be organic, such as many of the ships from the B5 universe.  Are eff for textures feasable?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on November 27, 2004, 08:37:23 pm
Quote
Originally posted by DaBrain
You should really add some shots with Bob's model. ;)


No. While the actual model is pretty good, it is still unfinished and I absolutely do NOT agree with the current mapping job on it.

Quote
Even if they are of little use for glowmaps, there could be a potential for animated primary skins on ships that are supposed to be organic, such as many of the ships from the B5 universe. Are eff for textures feasable?


Yes. You'll need to watch those, however, as it'll be quite an impact on performance.

-edit: Anything to help the current situation would be appreciated, Raa.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on November 27, 2004, 11:01:01 pm
Ok. I'll give you the 3ds file tomorrow so that you can get a decent texture for it, and then while you are working on that, I'll recompile the mesh so that it'll get finished in time for your next release. :)

See you tomorrow, hopefully. :)
Title: Shinemaps development thread [updated weakly!]
Post by: übermetroid on December 01, 2004, 11:15:01 pm
neat.  This is going to take FOREVER to DL on my dialup.....
Title: Shinemaps development thread [updated weakly!]
Post by: Pnakotus on December 03, 2004, 03:33:34 pm
Probably my own fault, but for the last few builds I've got a 'ghost' shines-only Hygeia.  What files are the Hygeia tex?  Maybe I deleted them or something?

Great work Lightspeed!
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on December 03, 2004, 11:22:10 pm
Agreed.  Under the last release in Nov., a Hygia in game seemed to be displaying shines only and no base texture.  It kinda reminded me of Bob's D3D cloak.
Title: Shinemaps development thread [updated weakly!]
Post by: phatosealpha on December 04, 2004, 04:00:56 am
I've seen the ghost hygeia too.  The texture does show up if I use the 3.6 build, just get the ghost in the more recent ones.

-edited for clarity-
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on December 04, 2004, 05:49:38 am
I get a ghost support ship.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 04, 2004, 12:58:25 pm
The ghost support ship is normal. It's because textures are still looked for in /data/hud. In there, there's a file called support1.ani, which is used instead of the main texture :p

However, it's only used after you've been in-mission, so going to your techroom directly and looking at it there will show it correctly. It will be fixed (already is?) IIRC.

Aaanyway.

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/mesonB.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Taurvi.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Sekhmet.jpg)

The meson bomb and the Taurvi have animated glowmaps. The Taurvi and the Sekhmet are heavily reworked texture-wise. :)

-edit: Also new in this release:
All hi-poly models which are supported and endorsed are included with the ShineLT build. Also includes a slightly altered version of Nico's hi-poly Perseus (changed the cockpit texture and style wise).
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on December 04, 2004, 05:29:50 pm
w00t! Sekhmat! I love you!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 04, 2004, 05:40:09 pm
It's spelled "Sekhmet" :p

Anyway, files have been uploaded......

and....

Well, click my signature. The screenshots section now finally isn't completely useless anymore, either.
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on December 04, 2004, 05:42:04 pm
w00t v2.5!
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on December 04, 2004, 10:41:07 pm
Quote
Originally posted by Lightspeed
It's spelled "Sekhmet" :p


In game, yes, but every where else, no :p
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on December 04, 2004, 10:42:50 pm
Uh... Lighty, it would appear that you forgot to attatch the -glow tag to the glowmap for the belial texture.  Right now you've got belial.dds, belial.pcx, and belial-shine.dds.  I opened up the pcx and it looks alot more like a glowmap to me, so I'd guess that the pcx was supposed to be a glowmap and not a copy base texture of the dds version.

Later!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 05, 2004, 12:03:35 pm
You are correct.
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on December 05, 2004, 12:42:33 pm
Lighty, it seems through the new language filter your sig got corrupted.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 05, 2004, 01:27:14 pm
See the main forum about this. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Setekh on December 06, 2004, 04:03:28 am
:yes:
Title: Shinemaps development thread [updated weakly!]
Post by: Pnakotus on December 06, 2004, 05:16:57 pm
Lightspeed, will you take advantage of the inclusion in the VPs of v15?  I know how much you hate split versions, but now you can safely assume everyone has v15, and make small updates, yes? :D
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 07, 2004, 12:13:58 pm
I don't like to maintain 20+ different files, certainly not when anything mediaVP is required.
Title: Shinemaps development thread [updated weakly!]
Post by: Darkstar on December 08, 2004, 12:15:09 pm
Hey people,

been a long time since I was here and into fs2 but at long last I decided to try out the scp and wow. just one thing, I forgot where those files in lightspeed's zip files go (in which folder). The pof files and table file no prob but the rest I forgot:o
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on December 08, 2004, 01:41:10 pm
Within those files there will be a .txt telling you where to place them.
Title: Shinemaps development thread [updated weakly!]
Post by: Darkstar on December 08, 2004, 02:45:34 pm
I found the readme files already but it doesn't say
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on December 08, 2004, 03:11:30 pm
He's right the readme doesn't say, but it's obvious that they belong in the data/maps/ folder.
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on December 08, 2004, 03:59:53 pm
:eek2: Really?

I've been putting them into the data/effects folder. :doubt:
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 09, 2004, 11:56:00 am
The only files that actually make a difference are the animated glowmaps. They will ONLY work from /data/maps.

Everything else can be placed pretty much anywhere.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on December 09, 2004, 01:32:04 pm
I think you should convert all your glowmaps to EFF DXT1 or DXT5. Depending on the size of the used map in-game (I.e streched, or small map - big ship).

I think the quality loss will be almost nonexistent, but the performance gain will be great.
Which will on the other hand make it possible to use higher res maps for some(!) ships.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 11, 2004, 04:16:09 pm
Not a good idea, I'm afraid.

It would not save memory, and the compression would look horrible on glowmaps.

Anyway, the new builds will be up shortly, and huge they are indeed. Includes nifty improved Deimos textures (in preparation to support Bob's new version of the model), as well as textures for practically all of the remaining shivan capital ships. 92+ new files ;)

I'm afraid I don't have any good screenshots this week, though :p

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Ravana.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Sathanas.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on December 11, 2004, 05:39:21 pm
Quote
Originally posted by Lightspeed
Not a good idea, I'm afraid.

It would not save memory, and the compression would look horrible on glowmaps.

 


Well, DXT5 doesn't look that bad. I don't even think it will look worse. (Grainy gradients, that's all. They don't have to be smooth anyway.)

And you can decrease even the filesize by using DXT1.


ANIs are ok for some effects, but will be too much of a performance hit when placed on half of the ships. I'll grow to a bigger problem as the glowLT pak grows.
Title: Shinemaps development thread [updated weakly!]
Post by: terren on December 11, 2004, 06:27:31 pm
now I fear the Sath...   I'm going to need these when your're done. -ING dialup
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 11, 2004, 09:13:31 pm
Quote
Originally posted by DaBrain


Well, DXT5 doesn't look that bad. I don't even think it will look worse. (Grainy gradients, that's all. They don't have to be smooth anyway.)

And you can decrease even the filesize by using DXT1.


ANIs are ok for some effects, but will be too much of a performance hit when placed on half of the ships. I'll grow to a bigger problem as the glowLT pak grows.


You know, they use less space than a comparative DDS. "Grainy gradients" isnt really the problem with DDS, it's the cursed compression artifacts. They're incredibly linked to the size, so while I can use 128² ANI animations, I would have to use (at least) 512² DDS animations to have the same quality.

And see here:

512x512 DXT5, 32bit image, 39 frames ~ 9,75 MB
512x512 ANI, (8bit - duh), 39 frames ~ 9,75 MB

Notice something?

And at the same texture quality... :

512x512 DXT5, 39 frames ~ 9,75 MB
256x256 ANI, 39 frames ~ 2,4 MB

And that's 256², we might even go down to 128².

Colour evaluation:

DXT-Format:
- gradients are messy
- colour loss through artifacts

ANI-Format:
- Colour loss = 0 (yes, zero. for the shivan glowmaps, anyway)
- perfect gradients

Other than that, I do NOT keep the ANIs linked to the main texture size, but down to levels around what a normal texture would occupy.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on December 11, 2004, 09:57:52 pm
Quote
Originally posted by Lightspeed
And see here:

512x512 DXT5, 32bit image, 39 frames ~ 9,75 MB
512x512 ANI, (8bit - duh), 39 frames ~ 9,75 MB

Notice something?

Is that original filesizes, or in-memory size?

[Edit]
Possible oversight on your latest ShineLT.  In the pre-existing glowmaps (before your latest upgrades) for canon ships, the texture CorvSTile3A had a glowmap for it.  I noticed that you didn't include one in your pack.  Was that an oversight on your part, or should there not have been a glowmap on this texture in the first place?  Should I be deleting this file from my directory?
[/Edit]

Later!
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on December 12, 2004, 03:45:19 am
But using only ANIs for the animated glow maps will make it unplayable on mid-range systems soon.


And BTW...

Extracted frame:
(http://img127.exs.cx/img127/9062/orginalframe7rh.jpg)

Now the S3TC (DXT1) DDS frame (eight times smaller than uncompressed):
(http://img127.exs.cx/img127/6537/ddsframe8li.jpg)

Now the PCX frame, as you suggested downscaled to the half image size (128²) and rescaled to original size (256²) for direct comparesion:
(http://img127.exs.cx/img127/5958/pcxframeresized0uq.jpg)

And also keep in mind that even a 128² ANI will affect the preformance more than a 256² EFF.


Quote
Originally posted by Trivial Psychic

Is that original filesizes, or in-memory size?



DDS can be loaded directly into memory.

AFAIK ANIs are treated as 16-bit format. That would cause twice the memory use.


Edit:
Quote
Originally posted by Lightspeed

And see here:

512x512 DXT5, 32bit image, 39 frames ~ 9,75 MB
512x512 ANI, (8bit - duh), 39 frames ~ 9,75 MB

Notice something?

And at the same texture quality... :

512x512 DXT5, 39 frames ~ 9,75 MB
256x256 ANI, 39 frames ~ 2,4 MB


Look at this one (S3TC DXT1 4,5 MB 512²):
(http://img57.exs.cx/img57/2554/example7xe.jpg)

The quality is better than lower sized ANIs. And the difference to ANIs with the same size is not noticeable (@ half of the memory usage!).

And of course  the performance is better.

Here is the EFF version of a shivan glowmap.
http://www.8ung.at/dabrain/fighter10-01a-glow.rar

Quote
Originally posted by Lightspeed


Colour evaluation:

DXT-Format:
- gradients are messy
 


Well the base and shine map are compressed. So smooth gradients in glowmaps will look grainy anyway, as they are placed over these maps.

Quote
Originally posted by Lightspeed

- colour loss through artifacts
 


Some ships will suffer this problem. On most ships it's not even visible. (Even less when animated.)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 12, 2004, 10:01:41 am
ANI memory consumption == DDS memory consumption.

But hey, we'll see when I'm through. After all, that's what the Devbuilds are for. None of the high-res glowmaps is lost. :)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on December 12, 2004, 02:26:56 pm
Quote
Originally posted by Lightspeed
ANI memory consumption == DDS memory consumption.
 


Nope, my Basilik map adaption (DDS) is @ half ANI memory consumption. I don't see any quality difference in-game.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 13, 2004, 11:25:00 am
I don't think so, but let's not stray off topic too far :)

As I said, nothing is lost, and we'll be able to go with the most efficient way in the end anyway. :nod:
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on December 13, 2004, 11:36:01 am
It is already unplayable on midrange systems. I think the CPU consumtion is higher.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on December 13, 2004, 02:40:05 pm
Quote
Originally posted by Lightspeed
I don't think so, but let's not stray off topic too far :)

As I said, nothing is lost, and we'll be able to go with the most efficient way in the end anyway. :nod:


Only one last time. ;)

Try the glow map I've uploaded. The in-game memory use is half of an ANI with the same res. (ANI ~9 MB DDS ~4,5 MB). The performance is better. The qulaity difference not even visible in-game.


EFF is the better solution by far. You shouldn't relaese ANIs anymore. (Well of course you can change it afterwards, but that means many people have to wait for that time.)

If you still won't go for EFF, I'll convert your files, if you don't mind.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on December 19, 2004, 03:32:12 am
Well, it is our duty to NEVER let this one out of the first page. EVER!
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on December 19, 2004, 04:48:33 am
ook. its sunday singapore time, saturday US. but still no new build? :(
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 19, 2004, 12:38:01 pm
Redmenace: Hence the reason why animated glowmaps are only suggested for high-end systems.

DaB: You absolutely sure about those memory figures? ANIs only take up 8-bit memory as far as I'm aware.

Singh: Yes, well...

This week has been about pure horror for me :p  I've had four exams (two of which were on friday) and I'm generelly rather busy atm. But yes, despite eviiiiil real life trying to zteal my precious time...

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Zephyrus.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Setekh.jpg)

Sixty-four new files, including quite a bit of high-res work.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on December 19, 2004, 12:42:54 pm
Taylor wrote this:

If PCX is used as 16-bit format, ANI could be too.

Quote
Originally posted by taylor


@DaBrain: PCX, by default, is made 16-bit even if the palette is 8-bit.  I want to allow 8-bit EFFs but it's not high on my todo list at the moment.  "Enable 32bit textures" isn't going to help any since it only allows the use of JPG and TGA, nothing more.  "Compress PCX" just turns a PCX into a DDS file so you would be better off just using DDS in the first place.  It only works with D3D too so OGL users wouldn't get any help from it.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 20, 2004, 07:28:19 am
Hmm, I thought PCX is, ANI not.
Title: Shinemaps development thread [updated weakly!]
Post by: aldo_14 on December 20, 2004, 07:36:13 am
Quote
Originally posted by Lightspeed

I'm afraid I don't have any good screenshots this week, though :p

http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Ravana.jpg

http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Sathanas.jpg


I can see someones been busy mastering the art of irony......
Title: Shinemaps development thread [updated weakly!]
Post by: taylor on December 20, 2004, 10:32:11 am
Quote
Originally posted by Lightspeed
Hmm, I thought PCX is, ANI not.

Right, ANI is still restricted to it's 8-bit palette and never goes 16-bit.  It's the only acception to the rule... almost.  For OpenGL at least everything is 16-bit or higher when it's sent to the video card.  This is a change from the icculus.org code and I don't know who did it but I haven't figured out how to change it back and still have things work.  So basically the video memory usage for an ANI is the same as a 16-bit PCX, nearly twice what it would be as a DDS.

Memory usage of DXT5 is about the same as an ANI of the same dimensions.  The real benefit of DDS in this case is that it's sent as is to the video card.  ANI, like PCX and everything else, has extra processing done on it so that it's properly setup for the video card.  That extra processing obviously slows things down.

I'm not going step in and blindly advocate DDS over ANI since both still have their place.  It just needs to be looked at on a case-by-case basis: a lot of frames would probably work better as a DDS but that depends on the quality sacrifice, smaller number of frames would still work ok for ANI but the difference of footprint in system memory and video memory need to ba taken into account.  Remember that more people have a lot of system memory but maybe only 128 megs of video memory.  There are missions now, with everybody's graphics in use, that need over 200 megs of system memory for textures and a bit more than that of video memory.
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on December 20, 2004, 12:45:49 pm
h4h4, i laff@ j00 all!!
1 gig system ram and 256 (GDDR3) on my card
mwahahahahahahaha!!!
*thunder and lightning*

*cough*
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on December 23, 2004, 01:51:14 pm
So Lighty... I'm guessing that you'll be taking a break this weekend from releaseing texture packs, what with the Hollidays and everything.  If you are, I'd just like to know in advance so I'm not waiting in vain for something that won't arrive for another week.  Of course, then there's New Years so you might be... somewhat "debilitated" ;) , depending on how you chose to celebrate the event.
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on December 25, 2004, 08:24:03 am
*bump*

Next time can you release them in a vp , please?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 26, 2004, 09:38:11 am
Probably not 'till they're done.

Taylor: Ahh, so PCX uses 16-bit memory in ANIs as well? Darn.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on December 26, 2004, 11:02:08 am
So... no new build, right? No prob.
Title: Shinemaps development thread [updated weakly!]
Post by: taylor on December 26, 2004, 03:47:25 pm
Quote
Originally posted by Lightspeed
Taylor: Ahh, so PCX uses 16-bit memory in ANIs as well? Darn.

Well it's a yes and a no.  It's 8-bit in system memory, 16-bit in texture memory.  Rather deceptive and one of the things I would like to fix when opportunity allows.
Title: Shinemaps development thread [updated weakly!]
Post by: Drew on December 27, 2004, 02:59:19 am
@ LS

were you drunk when you decided to paint yellow around the thruster area?
Title: Shinemaps development thread [updated weakly!]
Post by: Turnsky on December 27, 2004, 04:30:00 am
it's a pity LS's shines don't work like they do in OGL as they do in the software mode of Directx.
them's purdy.

ohwell, guess i haveta wait until vertex shading is implimented. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on December 27, 2004, 10:06:24 am
Quote
Originally posted by Drew
@ LS

were you drunk when you decided to paint yellow around the thruster area?


Are you blind? Have a look at the original V texture. Note how the yellow glows, and is cast on other parts. It's clear they were supposed to glow. But every glowmap before it neglected that.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on December 27, 2004, 11:17:28 am
Listen to Cap'n Tor'h.
Title: Shinemaps development thread [updated weakly!]
Post by: Drew on December 27, 2004, 09:29:28 pm
neh
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 01, 2005, 11:52:13 am
Note in advance: There will be a release this week (or around monday), things just got a bit delayed by New Year and all.

Just incase you wondered :)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 01, 2005, 01:04:21 pm
...w00t?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 01, 2005, 01:06:59 pm
You're gonna be happy, as far as I can tell it finishes Vasudan capships :nod:
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 01, 2005, 01:15:41 pm
...w00t!
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on January 01, 2005, 02:27:13 pm
*narrator*
"And their was rejoicing throughout the land."
*crowd*
Yay!
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on January 01, 2005, 10:49:03 pm
And the HLP community did go for more that 2 weeks between texture pack releases... who were then forced to eat Lightspeed's Minstrels... and there was much rejoicing.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 02, 2005, 04:21:11 pm
New release is uploading as we speak. Includes the rest of the vasudan capital ship textures, as well as a fully upgraded Artemis D.H. It took (almost literally) ages to finish that one in particular :p

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/ArtemisDH.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Hatshepsut.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 02, 2005, 04:26:33 pm
:yes:
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on January 02, 2005, 04:30:41 pm
Oh god, it's beautiful...
Title: Shinemaps development thread [updated weakly!]
Post by: DrunkenPirate on January 02, 2005, 06:06:04 pm
I've never seen the Hatshepsut look so awesome. *tear*
Title: Shinemaps development thread [updated weakly!]
Post by: Admiral Nelson on January 02, 2005, 06:38:05 pm
Thanks as always, Lightspeed. There can't be too much left to do. What are you looking at next?
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 02, 2005, 06:45:01 pm
TVWP ships. :p
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on January 02, 2005, 07:39:43 pm
What.  You're not gonna do the FS1-only ships?
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 02, 2005, 08:02:05 pm
They'll be in TVWP :p
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on January 02, 2005, 11:08:17 pm
... but would that mean waiting until TVWP is completely released to get said textures?  I say "completely released", since the majority of FS1-only (ie. not included with FS2) ships wouldn't be seen until the later chapters of TVWP.
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on January 02, 2005, 11:12:05 pm
is it uploaded yet? cause im downloading now :D
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 02, 2005, 11:12:47 pm
Quote
Originally posted by Trivial Psychic
... but would that mean waiting until TVWP is completely released to get said textures?  I say "completely released", since the majority of FS1-only (ie. not included with FS2) ships wouldn't be seen until the later chapters of TVWP.


:p What do I know? I can't speak for lightspeed. I'm just giving you a hard time. :p
Title: Shinemaps development thread [updated weakly!]
Post by: JR2000Z on January 02, 2005, 11:15:43 pm
Quote
Originally posted by Admiral Nelson
Thanks as always, Lightspeed. There can't be too much left to do. What are you looking at next?

No! It should stay as a surprise!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 03, 2005, 01:53:23 am
Actually, I don't know it myself (YET!). I already have done a few (minor) things though, and I know already one ship which is definately going to end up in next week's release.

Singh: Has been up for a long long time before your post, yes. On a side note, i'll have to whack the team again, although I, myself, have started getting active now. *sighs*.

TrivialPsychic: The FS1-only ships will be included in the final ShineLT release. It will (literally) contain all canon textures.
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on January 03, 2005, 02:16:44 am
LS: I'd get more active (i actually started making more last week) but FRED 3.6.5. refuses to display backgrounds of ANY sort for me.......which is bad since it displays ships so nicely :(

*sighs

back to the old grind....
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 03, 2005, 05:48:31 am
Use the build I linked to. :)

Meh, I really wish Fred'd be more reliable and powerful.
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on January 03, 2005, 07:42:51 am
I wish i could...but i ended up making the stupid mistake of opening the missions in FRED2 3.6.5, and now that build refuses to open the file, saying that it is unable to do so :(
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 03, 2005, 10:29:46 am
You can copy the appropriate parts with NotePad into an empty mission.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on January 03, 2005, 07:45:02 pm
Quote
Originally posted by Lightspeed
TrivialPsychic: The FS1-only ships will be included in the final ShineLT release. It will (literally) contain all canon textures.

YAY!

*Desperately wants to enable -alpha_anv to see if there is any visual or performance advantage, but doesn't want to see that stupid overwhite effect of ships without alpha shinemaps*
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on January 09, 2005, 02:46:28 pm
*bump*

Is this already finished, or what?
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on January 09, 2005, 08:15:22 pm
I'm guessin' Lighty's takin' another much-deserved break this week.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 09, 2005, 08:45:26 pm
He's mapping a ship for TVWP. We take priority. :p
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 11, 2005, 12:05:53 pm
That, and real life ran me over :p

And then of course... there's this (http://www.hard-light.net/forums/index.php/topic,29460.0.html).
Title: Shinemaps development thread [updated weakly!]
Post by: mFuSE on January 14, 2005, 01:53:01 pm
i think i have to post something, in order ro make the e-mail notification work again ...

**post** ...

btw:  great work - as usual ;) :D
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 14, 2005, 02:48:08 pm
Spam?

:p

And for those who wondered/feared: There will be a new build this week.
Title: Shinemaps development thread [updated weakly!]
Post by: mFuSE on January 14, 2005, 02:59:11 pm
no, really ... the e-mail notification didn't work any longer ... but now it do ... for 2 or 3 weeks :D
Title: Shinemaps development thread [updated weakly!]
Post by: Black Wolf on January 15, 2005, 03:16:35 am
See "Subscribe to this Thread" under the quick reply box? That'll turn on email notification.
Title: Shinemaps development thread [updated weakly!]
Post by: mFuSE on January 15, 2005, 05:55:14 am
its always checked .. but after some time, the mails just stop :(
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on January 15, 2005, 05:58:14 am
No new release this week? :(
Title: Shinemaps development thread [updated weakly!]
Post by: Skippy on January 15, 2005, 06:45:53 am
Bah, week isn't finished ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 15, 2005, 05:11:09 pm
Quote
Originally posted by Singh
No new release this week? :(


Quote
Originally posted by Lightspeed, three posts up...:

And for those who wondered/feared: There will be a new build this week.


:p

You would have had it earlier, but unfortunately I kinda overslept (woke up at 7 PM) :rolleyes:

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Astaroth.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/CommNode.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Tauret.jpg)

'tis uploading.

For the Shivan vessels, there's animated glowmaps, of course :)
Title: Shinemaps development thread [updated weakly!]
Post by: -Vulture- on January 15, 2005, 05:57:22 pm
Just saw those nice pics and thought, lets give it a try, but the DL-links are down!?
Are some or all of those effects already included in one of the SCP mv_xxx.vp-files?
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on January 15, 2005, 05:59:40 pm
Some of them are included, but the newest ones wont be, unfortunately.

It's probably still uploading, I'd wait a bit longer before d/l them.
Title: Shinemaps development thread [updated weakly!]
Post by: -Vulture- on January 15, 2005, 06:06:32 pm
Oh, yeah, sorry, didnt saw he posted this just some minutes ago. I think i was a bit impatient^^...:nervous: :lol:
Title: Shinemaps development thread [updated weakly!]
Post by: redmenace on January 15, 2005, 07:00:30 pm
Man those shivans look evil
Title: Shinemaps development thread [updated weakly!]
Post by: Bobboau on January 15, 2005, 07:12:00 pm
hmmm... the asteroth actualy looks like a proper Shivan vessle now. :nod:
Title: Shinemaps development thread [updated weakly!]
Post by: Falcon on January 15, 2005, 07:18:14 pm
Nice
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 15, 2005, 08:57:49 pm
Yes, unfortunately my upload speed officially sucks. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on January 15, 2005, 09:06:24 pm
Um, you haven't updated the links on your site.  They link to the previous builds, which don't exist anymore.

Thanks for updating the Comm node BTW.  I always felt the glowmap on that was a little weak.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 16, 2005, 07:13:15 am
I have. I have updated the screenies section as well.

Try refreshing the page.
Title: Shinemaps development thread [updated weakly!]
Post by: -Vulture- on January 16, 2005, 07:23:07 am
Yep, works now. 104 MB, what a package^^...but its worth the download... :)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 16, 2005, 04:32:11 pm
We're approaching completion, that's why the size gets so ridiculously large. :)

But once it's done, you won't have one single "retail" texture left.

sparky_fs2open.vp, anyone? :D
Title: Shinemaps development thread [updated weakly!]
Post by: Gregster2k on January 20, 2005, 06:24:47 pm
My eyes used to bleed looking at the Astaroth...now its beautiful...*sniff*
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 22, 2005, 02:25:48 pm
Another week, another build, or so they say.

Includes the rest of the installation textures, for example the Ganymede. There's also some smaller misc. textures included (missiles, CMs and the like).

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/Ganymede.jpg)

And as a little special this week.




...





Something humouristic. I doubt many people here will get the joke, though.  ;)

(http://www.penguinbomb.com/lightspeed/screenshots/shinemaps/WotN.jpg)

The build is uploading.  :)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on January 22, 2005, 02:30:42 pm
Hey...Way of the n00b?! I rely heavily on countermeasures! :p
Title: Shinemaps development thread [updated weakly!]
Post by: mitac on January 22, 2005, 02:47:42 pm
:lol:
Title: Shinemaps development thread [updated weakly!]
Post by: Gank on January 22, 2005, 03:37:54 pm
Just out of interest how far is this away from completion? because I'm not particularly inclined to spend 12+ hours downloading a 100mb file for a couple of extra textures.

n.b. not critising your method of releasing stuff, thats your business.
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on January 22, 2005, 04:04:33 pm
Whoa, this is awesome

I'm back now, I just learned that I've been accepted into NC State University, so i can slack off school a bit now

Anything you want me to do, just post or PM me
sorry for the absence
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 22, 2005, 06:51:29 pm
If you want to do something, do the Ptah/Pegasus/Nephtys. I'm also still waiting for DaB's Boanerges, you could ask him for the file and fix things up.

If you can get something done before next friday, that'd pretty much 0wn.

Gank:
We're near. Very near. I have around 280 files left in my building folder, INCLUDING FS1-only textures. If I had a week of free time, it could (almost) be finished by next friday. Unfortunately, I have less than 24 hours of free time between monday and friday, so I have no idea how long things may or may not take. I don't think we'll hit 30.0 though, before things are finished. Then add another week or so until the animated glowmaps have been converted (and tested) and things should be pretty much final from there.
Title: Shinemaps development thread [updated weakly!]
Post by: Rictor on January 22, 2005, 06:55:08 pm
I'll have you know sir that liberal use of countermeasures is the only correct way to play the game. Besides, is it my fault that Shivan missles can lock on almost instantly? I think not.

Love the Ganymede BTW. As always, great stuff.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on January 22, 2005, 07:20:58 pm
The Boanerges map will take a while.

I'll have to concentrate on some stuff for the mods I work on.

And ATM I don't even really have time for this.
The TBP stuff aint a problem though. :)

Working on effects is fun. At least if you ask me.
Title: Shinemaps development thread [updated weakly!]
Post by: Aspa on January 22, 2005, 07:54:09 pm
Don't underestimate the countermeasures, I got killed by one once (shivan fighter I was chasing dropped one straight in my face)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 22, 2005, 08:43:27 pm
Technically you can't be hit by one, because it doesn't even go through the collision code. Countermeasures are completely useless, if you play FS2 correctly :nod:

They're just there.... errr... for calming down the nerves. Really.

DaB: Can you upload the current state of the map?
Title: Shinemaps development thread [updated weakly!]
Post by: Anaz on January 22, 2005, 11:59:45 pm
lighty...I think what aspa meant was the shivan dropped a CM right as aspa shot a missile at said shivan, thus explodifiying the missile in aspa's fase :lol:
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on January 23, 2005, 04:32:28 am
Quote
Originally posted by Lightspeed
Technically you can't be hit by one, because it doesn't even go through the collision code. Countermeasures are completely useless, if you play FS2 correctly :nod:

They're just there.... errr... for calming down the nerves. Really.

DaB: Can you upload the current state of the map?


Nothing has changed since the preview shot...
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 23, 2005, 09:16:05 am
You never released it, though :)
Title: Shinemaps development thread [updated weakly!]
Post by: Nico on January 23, 2005, 09:20:53 am
Quote
Originally posted by Raa
Hey...Way of the n00b?! I rely heavily on countermeasures! :p


Just wish I could swap them with mines :p
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 23, 2005, 09:53:08 am
You can do pretty much working mines with the current engine.
Title: Shinemaps development thread [updated weakly!]
Post by: terren on January 23, 2005, 04:41:45 pm
You could do mines with retal.  A primary shot with a huge radius and a speed of 1.  I know, I've used them.  even gave it a shockwave.   Unfortunitly it's not much use,  homing mines would be much better.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 23, 2005, 04:58:23 pm
You can do homing mines with the current SCP engine as well.

But this is OT. :p
Title: Shinemaps development thread [updated weakly!]
Post by: Nico on January 23, 2005, 05:17:47 pm
yeah, but I said "replacing the countermeasures with" :p
I may not be able to fred, but I've been tbl editing for years, kids ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 23, 2005, 05:31:56 pm
We could always demand custom countermeasures. Even :v: originally had that planned, which is why they're actually tabled.
Title: Shinemaps development thread [updated weakly!]
Post by: Nico on January 23, 2005, 05:46:17 pm
Well yeah, but it woudld make no sense if it would not be done in the weapon selection screen, and I think I've heard any interface change was a no/no? Well, been some time, many things have changed?

But yeah, proximity cluster or emp mines would be faaaaaaaaar more useful than decoys.
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 23, 2005, 05:56:10 pm
Interface changes have been done, so why not? :)
Title: Shinemaps development thread [updated weakly!]
Post by: terren on January 23, 2005, 06:45:02 pm
true, dodging missiles manualy is fun
if you want them that badly though, make a thread.
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on January 24, 2005, 08:48:57 pm
is there a test mission i can run to unlock everything in the techroom?
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on January 25, 2005, 06:42:29 am
No, and there's a bug with the pilot code that makes testing things a *****.

It's already Mantis'ed. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on January 25, 2005, 07:13:48 am
well could someone send a pilot file with a completed campaign to me at [email protected]

i just want the ptah in the techroom so i dont have to load my test mission every time i want to check on a texture alignment
Title: Shinemaps development thread [updated weakly!]
Post by: taylor on January 25, 2005, 08:17:29 am
Quote
Originally posted by Lightspeed
No, and there's a bug with the pilot code that makes testing things a *****.

It's already Mantis'ed. :)

But not commented on. ;)  If you can just verify that my suggestion works then all is well.  If it doesn't then I need to know.


I'll try and come up with a better solution at a later date but if you play a mission in the techroom then the ships don't get added to the pilot files.  This is by design, all of the save points were removed to prevent some data errors (also reported by LSD if I remember right).  When you go into the techroom it will end up resetting the viewable ships and reading what's in the pilot file so the newly viewable ships never have a chance to be saved.  I do plan to add a save point back in the techroom for after you play a mission and that should be in my next build.  Should fix the problem without causing the previous data error but it will have to be tested to know for sure.
Title: Shinemaps development thread [updated weakly!]
Post by: Flaser on January 25, 2005, 09:28:55 am
How about a -tester flag that lets you see all entries in the table, except the otherwise invisible ones would be highlighted or marked as ones seen only as a tester. (I hope that made sense).
Title: Shinemaps development thread [updated weakly!]
Post by: Overlord on January 25, 2005, 11:43:09 am
That's a good idea, I second this.
Title: Shinemaps development thread [updated weakly!]
Post by: taylor on January 25, 2005, 12:22:26 pm
Quote
Originally posted by Flaser
How about a -tester flag that lets you see all entries in the table, except the otherwise invisible ones would be highlighted or marked as ones seen only as a tester. (I hope that made sense).

I think that's been requested before actually.  Probably hiding on my todo list somewhere.  Believe there was some issue because I didn't want all of those ships to get saved out to the pilot file but I can't really remember the details.  That was back in October though when I was having other pilot issues in the tech room.  I'll give it another look later today and may be able to fix it up pretty easily now that the old pilot bug has been squashed.

EDIT: Done!  Instead of a cmdline option though I made it a hotkey, Ctrl-Shift-S will instantly show all ships in the techroom.  It doesn't change the pilot files in any way and exiting the techroom will reset the list to the default.  I'll play with it a little tonight and if I don't see any problems I'll add it to CVS tomorrow.  If anyone doesn't like the way this sounds then please let me know now.
Title: Shinemaps development thread [updated weakly!]
Post by: quadrophoeniX on February 02, 2005, 03:17:39 am
Yestrday night I played through that little optional subcampaign where you infiltrate the NTF and when I faced the belly of the Mylae (GTC Asmodeus) for the first time I couldn't believe my eyes: is that bumpmapping you are doing here, Lighty? If not you have found a VERY good simulation of it...these texture are gorgeous! Sentry guns and containers should look like that...
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on February 02, 2005, 05:19:51 am
Bumpmapping is not possible (yet). Only a very limited simulation is possible by using spec maps.


@LS
I've made some better asteroid maps some weeks ago.
Ignore the high-poly asteroids. I've tossed that project.

http://www.8ung.at/dabrain/asteroids.rar

edit:
(http://img149.exs.cx/img149/7924/asteroids16lz.jpg)
(http://img149.exs.cx/img149/237/asteroids20zd.jpg)
(http://img149.exs.cx/img149/2417/asteroids37ng.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Liberator on February 02, 2005, 11:43:49 am
Why?  those look great!
Title: Shinemaps development thread [updated weakly!]
Post by: mitac on February 02, 2005, 11:46:12 am
Quote
I've made some better asteroid maps some weeks ago.
Ignore the high-poly asteroids. I've tossed that project.


Lib, as I understand it : he did some new asteroid maps, so there's no need for high-poly-asteroids-meshs at this point. Hmm, maybe we're to ignore the high-poly shots, though...who knows.

If that's wrong, correct me or ignore it. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on February 02, 2005, 03:54:35 pm
Yeah, the shots are only to preview the textures.

Well, you'd just have to use modelview or PCS to convert the models. The problem is the polycount. All of them have more than 1000, some have more than 2000.

I think this is too much, so I stopped right before the conversion.


I hope Sandwich's asteroids will get converted any time soon.

(These are old shots.)
Title: Shinemaps development thread [updated weakly!]
Post by: WMCoolmon on February 02, 2005, 06:39:10 pm
LODs are a beautiful thing. :)

Even though (no offense) Sandwich's look better, any higher poly asteroids would be a great improvement.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on February 03, 2005, 11:43:00 am
I've just subdivided and optimized the stock asteroids. I can't create a model. ;) (And I've 'fixed' some UV glitches.)

So I agree, Sandwich's asteroids are better. ;)

@LS sorry for this much OT. :nervous:


Edit: Btw, Lods are included. So everything is done. Only the conversion has to be done.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on February 03, 2005, 11:53:53 am
Ehh. Those asteroids look way too round for my liking. I like Jagged, pointies on my asteroids.
Just a personal preference, though.
Title: Shinemaps development thread [updated weakly!]
Post by: Nico on February 03, 2005, 12:02:43 pm
I second that
Title: Shinemaps development thread [updated weakly!]
Post by: Fineus on February 03, 2005, 12:08:40 pm
Are you kidding? I mean I know it's your preference but the jagged ones just look... well, low poly. The rounded ones look a lot more aesthetically pleasing.

(Of course, that is my personal preference)...
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on February 03, 2005, 02:57:09 pm
I don't mean I want to keep the stock ones, but I do mean that I prefer the hard angles to the smoothed ones. The only things that should be smooth in space are the Vasudan Hulls. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on February 04, 2005, 03:59:53 pm
Hey Lighty... just so my spirits don't keep getting lower ever time I check your site and see no ShineLT 21.0, can we expect that soon, or are you still waiting on the Ptah, Boanerges, Pegasus, or possibly Nico and his Hi-Poly Moloch?

Later!
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on February 04, 2005, 04:23:04 pm
I have the Ptah, and... something else.

I merely couldn't do just about anything last week. There will definately be something this week, however (already finished several things).

There'll be bit of a policy change; as in, from now on it'll be split into patches instead of updating the main build.

But yeah, don't worry; I'm still progressing. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Nico on February 04, 2005, 04:34:49 pm
Quote
Originally posted by Raa
I don't mean I want to keep the stock ones, but I do mean that I prefer the hard angles to the smoothed ones. The only things that should be smooth in space are the Vasudan Hulls. ;)


voila :p

Oh, and Lighspeed doesn't have to wait for my moloch, it'll use the regular tiled maps after all.
Title: Shinemaps development thread [updated weakly!]
Post by: terren on February 05, 2005, 05:36:58 pm
Quote
Originally posted by Lightspeed
(snip)

There'll be bit of a policy change; as in, from now on it'll be split into patches instead of updating the main build.



Finaly, I'm downloading right now!
56K= no fun at all
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on February 06, 2005, 10:49:29 am
Quote
Originally posted by Nico


voila :p

Oh, and Lighspeed doesn't have to wait for my moloch, it'll use the regular tiled maps after all.


That's because you rule. :)

'tis an absolutely amazing model you're building there.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on February 06, 2005, 10:56:34 am
Too much talk. not enough shinemap images...
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on February 08, 2005, 06:53:40 pm
*bump*


Err... This is probably a stupid question, but... Where's the Nepthys?

It's one of the only ships missing. :(
Title: Shinemaps development thread [updated weakly!]
Post by: Lightspeed on February 08, 2005, 07:50:05 pm
Yes, it's still not finished.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on February 18, 2005, 08:56:49 am
Page 2?

NEVER!

@Lightspeed your cosmetic surgery has turned Fs2 into a supermodel out of a 70 year old ... lady.
Never can we utter enough thanks for that.
Title: Shinemaps development thread [updated weakly!]
Post by: GT-Keravnos on February 24, 2005, 02:30:51 pm
As above
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on February 24, 2005, 02:45:05 pm
Lighty's been taking a little break from FreeSpace. And as I see it, it's a much deserved break. We owe him much for all he's put into the game for us.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on February 24, 2005, 02:48:39 pm
Yeah true.

Well, I guess it's partly my fault. I stopped sending him high-res maps, because I'm too busy with my projects ATM.

I've some WIP stuff here. But it far from being finished.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on February 24, 2005, 03:07:12 pm
There's no one at fault. he's a work-a-holic. And I think he probably burned out. ;)

Among other things...
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on February 24, 2005, 08:26:51 pm
same here, ive got nothin right now, between BS:G, Glowpoint/maps, and being grounded
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on February 24, 2005, 08:39:31 pm
Quote
Originally posted by Turambar
Glowpoint/maps


You still working on those?
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on February 24, 2005, 08:52:56 pm
ive got some priorities

The Galactica
Viper mk 2 textures
Glowpoint/maps
maybe the Nephytis
then more BSG stuff, as it comes in
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on March 14, 2005, 06:42:12 pm
Where's Lightspeed?
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on March 14, 2005, 09:02:10 pm
He's a bit occupied for the time being. Don't expect to see him for a while.

Heh, Spokesperson I am, now...
Title: Shinemaps development thread [updated weakly!]
Post by: Grug on March 14, 2005, 10:41:34 pm
Give him our best then. :)

These are great though. Thank you to all contributors. :D
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on April 28, 2005, 05:37:05 am
It's not dead....

(http://img257.echo.cx/img257/3168/sminer7il.jpg)

(http://img257.echo.cx/img257/1295/sminer28ya.jpg)

50% done (mostly the back part)
Title: Shinemaps development thread [updated weakly!]
Post by: Grug on April 28, 2005, 05:48:53 am
Woah, looking good. :yes: :D
Title: Shinemaps development thread [updated weakly!]
Post by: Omniscaper on April 28, 2005, 05:55:21 am
Excellent! Keep the "shinies" going!!!

I haven't been this impressed with shiny things for years since my magic mushroom days!
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on April 28, 2005, 07:02:29 am
I've replaced the old glow and shine map (just for testing, the quality is not on final level.)

It looks quite a bit better. ;)

(http://img200.echo.cx/img200/6803/sminer1shine5tw.jpg)

(http://img200.echo.cx/img200/7730/sminer2shine3ts.jpg)

(http://img200.echo.cx/img200/4586/sminer3shine3dn.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on April 28, 2005, 12:40:15 pm
ooh, that looks nice. :jaw:

Shame Lightspeed left, though
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on April 28, 2005, 01:00:59 pm
He will come back... probably. ;)
I'm sure he will one day see I took over this thread and we can start criticizing each others work again. :lol:


BTW I got a lot better at this. The current state of the map took me less than an hour...
I can't spend much time on it anway, so I quite happy with this. ;)

By bumping this thread nobody will forget about him. :)
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on April 28, 2005, 01:29:51 pm
Interesting timing of this bump.  I check by his site on a daily basis, just in case he's updated something... and it seems he has... today!

http://www.penguinbomb.com/lightspeed/
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on April 28, 2005, 02:01:52 pm
Last night, actually. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on April 28, 2005, 02:58:43 pm
Quote
Originally posted by Trivial Psychic
Interesting timing of this bump.  I check by his site on a daily basis, just in case he's updated something... and it seems he has... today!

http://www.penguinbomb.com/lightspeed/


I didn't see it. I'm just trying to avoid real life work. ;)
It's not like he told me something...
Title: Shinemaps development thread [updated weakly!]
Post by: Flaser on April 28, 2005, 04:24:09 pm
What's the new shinemap like for the Shivan gas miner?
In those shots, the shinyness seems a bit muted...though that's fine with me, what I miss is the golden look LS gave the ship.

It's the thing I really liked about shinemaps and rarely was used is the feature to give a different shine glint to the material, than the diffuse color.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on April 28, 2005, 05:53:24 pm
For now I am only working on the main map.
The shine map is is just a darker version of the map for now.

I'll create a real shine map as soon as the high res map is complete.

Current progress: Pre-shine map, pre-glow map, 65% main map.
(Best view at full size)

Old
(http://img185.echo.cx/img185/1628/smin20uq.jpg)

New
(http://img185.echo.cx/img185/961/smin18bb.jpg)
Note: Both @ 65% JPG quality

This should ilustrate what I'm doing.
Title: Shinemaps development thread [updated weakly!]
Post by: Jetmech Jr. on April 28, 2005, 07:57:15 pm
Quote
Originally posted by Trivial Psychic
Interesting timing of this bump.  I check by his site on a daily basis, just in case he's updated something... and it seems he has... today!

http://www.penguinbomb.com/lightspeed/


Aw, it sounds like he ain't comin' back :(

Quote
It started as a more realistic approach to Freespace weaponry, a useful and differenciated selection of equipment for the various ship classes. It's very... unfinished, and basically but a dump of my dev folder; but it's still worth a look, even if only to steal files (you're welcome) for your own MOD. It'd be a shame to let the work be wasted.

but as it's uncertain where things will go from here, perhaps this is the best thing to do.

Thank you, guys. You've made the stay a worthwhile one
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on April 28, 2005, 08:42:13 pm
Only time will tell. I keep telling him to return when he is ready. But he's got a few points I cannot argue.
Title: Shinemaps development thread [updated weakly!]
Post by: Trivial Psychic on April 28, 2005, 10:25:43 pm
At least he says that he intends on finishing the textures work.  Perhaps he'll re-do textures for some of the newer hi-poly releases.
Title: Shinemaps development thread [updated weakly!]
Post by: Scuddie on April 29, 2005, 03:52:08 am
It would be too bad if he didn't come back.  He has done some amazing work, and earned a great deal of respect from the community.

Raa, since you've been a bit hush-hush, I am assuming the absence is due to personal/Real Life[tm] reasons?
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on April 29, 2005, 07:48:19 am
:nod: :blah:
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on May 02, 2005, 08:31:16 am
Hmmm ?


(http://img60.echo.cx/img60/9162/lshm7nx.png)
Title: Shinemaps development thread [updated weakly!]
Post by: Flaser on May 02, 2005, 02:52:46 pm
He pops in, once in a while to check what the rest of the project does. However as Raa said he is said to have RL issues, and that's what the rest of the project knows and respect.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on May 25, 2005, 04:10:29 pm
Ok, almost done. I only forgot to recolor the red part to yellow on the shinemap.

(http://img206.echo.cx/img206/3743/screen050tn.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on May 25, 2005, 05:12:21 pm
(http://img210.echo.cx/img210/7708/rahu1ju.jpg)

(http://img210.echo.cx/img210/2157/rahu17xk.jpg)

(http://img210.echo.cx/img210/8155/rahu24gb.jpg)

Rahu miner high res map +shine/glow map
Download (http://www.game-warden.com/starfox/Non_SF_related_stuff/rahu_high-res.rar)
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on May 25, 2005, 05:19:29 pm
too plastic looking for me...
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on May 25, 2005, 05:24:01 pm
I think it looks pretty rough.
(http://img210.echo.cx/img210/2585/rahu43vc.jpg)
Notice: The map on the side is a tile map I've not yet touched.
It has no alpha channel, so it looks like a mirror.
Title: Shinemaps development thread [updated weakly!]
Post by: MetalDestroyer on May 25, 2005, 05:42:54 pm
Magnificent !! Good job. I can't wait for more HTL Texture.
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on May 25, 2005, 06:17:04 pm
I guess I'm just against the idea of simulating a bump map with the textures, since that never looks right from any other angle than the one the light is shining from.
Title: Shinemaps development thread [updated weakly!]
Post by: LOA--Paul on June 30, 2005, 02:47:29 am
Sorry for bumping this, but I have a question regarded to this specific set and I can't find the solution anywhere else.

When I downloaded the texture pack and put the contents of the zip in my data/maps folder, when I now go ingame to fly a mission, I can't select a ship or weapon, and it tells me "Player Alpha 1 must select a wing!"  and then ingame, none of the other fighters are there (only the capships)

How can I solve this?
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on June 30, 2005, 04:11:06 am
The Shinemaps are all in media vp files so you might want to just grab them from there.
Title: Shinemaps development thread [updated weakly!]
Post by: LOA--Paul on June 30, 2005, 04:35:00 am
Quote
Originally posted by karajorma
The Shinemaps are all in media vp files so you might want to just grab them from there.

Eh, some of these are different though I think.  I had the media vp (3.6.6) before and I put these textures in and there's some new ones it seems (IE: Like the one that makes the Leviathan/Fenris and Cain/Lilith different)
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on June 30, 2005, 05:11:26 am
That should be in the media VPs too.

Hmmm. On checking it looks like you're right those ships are missing from mv_models (I wonder why no one has spotted that before).

EDIT : Hmm they're not missing. Just oddly placed in the VP file. I don't know why that is having an effect on your machine though. Things should still work.

The problem you're getting is because the contents of the package weren't meant to be simply dumped in one folder. No doubt you're getting a conflict between a file that was already present and one you've just added.

I think the best thing to do is wait and see what WMC has to say about the matter.
Title: Shinemaps development thread [updated weakly!]
Post by: LOA--Paul on June 30, 2005, 05:42:13 am
Quote
Originally posted by karajorma
That should be in the media VPs too.

Hmmm. On checking it looks like you're right those ships are missing from mv_models (I wonder why no one has spotted that before).

EDIT : Hmm they're not missing. Just oddly placed in the VP file. I don't know why that is having an effect on your machine though. Things should still work.

The problem you're getting is because the contents of the package weren't meant to be simply dumped in one folder. No doubt you're getting a conflict between a file that was already present and one you've just added.

I think the best thing to do is wait and see what WMC has to say about the matter.

hmm that might explain a lot of things.  (that's the reason I went to this thread, I figured they were lacking from the media VP's and must be somewhere else)

I solved the problem by putting the models and tables in the correct folder, but then I had to make another pilot to work (dunno why I had to, but that fixed it)

Since we're on the subject of the media VPs and this file batch, should my herc II be looking like the one posted in the picture on the first page of this thread?  It doesn't.  My ships have never been "shiny" or reflective to light but I don't know enough about modeling at all to know if that's what the "shinemaps" take care of or if it's something else.

Maybe it has to do with that mediavp problem too. :O.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on June 30, 2005, 06:32:20 am
If you're using an ATI card and catalysts 4.5 or above you won't see the shinemaps unless you run in openGL mode.
Title: Shinemaps development thread [updated weakly!]
Post by: LOA--Paul on June 30, 2005, 06:50:10 am
Quote
Originally posted by karajorma
If you're using an ATI card and catalysts 4.5 or above you won't see the shinemaps unless you run in openGL mode.

I'm running an NVidia 6600GT so that's not the problem.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on June 30, 2005, 07:28:41 am
Odd. As long as you've turned them on in the launcher I can't see any reason why shines wouldn't work.
Title: Shinemaps development thread [updated weakly!]
Post by: LOA--Paul on June 30, 2005, 07:43:46 am
Oh man I just got them working (never had before, realized I needed the tags in the shortcut target.  I feel like an idiot)

Oh. My. God.  I never knew the graphical improvements were THIS dramatic.   I am speechless.

However, I still have to use the textures in this thread for the "different" ones (IE:  If I just use the media VPs, Fenris/Leviathins look the same still, as with Cains and Liliths, and various other fighter textures.. I think.  I am sure about the cruiser thing though)
Title: Shinemaps development thread [updated weakly!]
Post by: Fenrir on June 30, 2005, 10:43:26 pm
Okay, I got a few questions to pester y'all with:

How does one go about using those background nebulae in Lighty's screenshots? I'd assume it has to do with the download on Miliway's main page, but putting them in the effects folder doesn't seem to work. I'm pretty sure the ones in these screenshots aren't the ones in the mv_adveffects vp...

Finally, much of this stuff isn't in the 3.6.6 release, and how much of it should be in the next build?
Title: Shinemaps development thread [updated weakly!]
Post by: LOA--Paul on July 02, 2005, 02:23:37 pm
I solved my problem.  It was that I had an old ships.tbl.  The one provided by this texture pack was the up to date tbl file, and when I put it back in, it used the correct cruiser.

I don't know how I had the old one.. but yeah.. maybe there needs to be a link with the correct ships.tbl somewhere with the scp dl (if there isn't already)
Title: Shinemaps development thread [updated weakly!]
Post by: StratComm on July 05, 2005, 11:36:21 am
You should be able to remove all table files with the MediaVPs.  Those have table files in them that are set to override each other when additional content is available.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 10, 2005, 06:37:17 am
I started working on this one, bur never finished it.


Well, I'm working on it again. The shinemap is crappy for now. ;)

(http://img8.imageshack.us/img8/6342/highrboang6tp.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on July 10, 2005, 07:05:52 am
Neat :yes:

The Boanergeres really needs a facelift in the polygon department though :)


On a somewhat off-topic note; what do you use to view .dds files anyway? Photoshop 9.0 refuses to recognize the format totally :/
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 10, 2005, 07:16:20 am
I-View32

and

The DDS plugin for Photoshop

www.developer.nvidia.com
Title: Shinemaps development thread [updated weakly!]
Post by: Singh on July 10, 2005, 07:22:59 am
Thanks :)
`
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 11, 2005, 11:51:01 am
Update:
(http://img172.imageshack.us/img172/6358/boan65prev1fb.jpg)

How do you like the glows? I know most of them were not supposed to be lights, but it looks much cooler this way. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: FireCrack on July 11, 2005, 12:00:34 pm
It looks like a damn christmas tree TBH.

Cut down the glows and stick to less colors.

Or mabye just use a less "pinky" red.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 11, 2005, 01:16:09 pm
Well, it's a big ship, so it has to have more lights, I think.

Edit: Old - New

(http://img328.imageshack.us/img328/7624/boacompare2ar.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: Ulala on July 11, 2005, 01:33:44 pm
I love it! :yes: :yes: :yes:
Title: Shinemaps development thread [updated weakly!]
Post by: WMCoolmon on July 11, 2005, 03:15:02 pm
Mmm, looking good. Boanegres is already one of the better textured ships, IMHO, should be interesting to see how this one looks in-game. :D
Title: Shinemaps development thread [updated weakly!]
Post by: Taristin on July 11, 2005, 03:57:29 pm
Quote
Originally posted by WMCoolmon
Boanegres is already one of the better textured ships



:wtf:
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 11, 2005, 05:37:46 pm
Quote
Originally posted by WMCoolmon
Mmm, looking good. Boanegres is already one of the better textured ships, IMHO, should be interesting to see how this one looks in-game. :D



Well... there are worse maps^^ (Ares, 'redo', and a few more)
But IMHO the old Boanerges map is just as boring as the model.
Title: Shinemaps development thread [updated weakly!]
Post by: WMCoolmon on July 12, 2005, 01:14:37 am
Quote
Originally posted by Raa



:wtf:


Well, it looked a bit different in Windows, my paths may not be setup correctly on Linux...or something...:wtf:

Anyway, it didn't look textured, there weren't any obvious pixels. It had a tough feel to it. Yeah, the map is definitely flat and boring, but it was flat and boring in a military sort of way. ;)

The new one's definitely an improvement, though. I'm liking the imperfections/scratches in the hull. :D
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 12, 2005, 03:31:36 am
Well.... maybe I'm stupid, but what part of the map is used for the cockpit?

I've tried a few black areas, but the cockpit won't shine. :(
Title: Shinemaps development thread [updated weakly!]
Post by: ZylonBane on July 12, 2005, 08:50:00 pm
Looks like a bloody Christmas tree now. Why is the checkerboard pattern glowing?
Title: Shinemaps development thread [updated weakly!]
Post by: WMCoolmon on July 12, 2005, 09:54:51 pm
It isn't.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on July 13, 2005, 04:56:15 am
Quote
Originally posted by WMCoolmon
It isn't.


That's correct.

The final version will look a bit more dirty.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 30, 2005, 07:44:13 am
Tcov1A

(http://img283.imageshack.us/img283/227/screen51666rh.jpg)

The Boanerges map is part of the next MV pack.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on September 30, 2005, 07:48:17 am
That's really nice work DaBrain. But we'll need more work before I change the thread title back :lol:
Title: Shinemaps development thread [updated weakly!]
Post by: Turambar on September 30, 2005, 10:23:37 am
the fake lighting on the plates is a little too much
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on September 30, 2005, 06:16:28 pm
Quote
Originally posted by Turambar
the fake lighting on the plates is a little too much


As good as fixed. ;)
Title: Shinemaps development thread [updated weakly!]
Post by: m2258734a on October 01, 2005, 12:58:16 pm
Hey guys, I've been looking through all of these pictures of the new high-poly spacecraft you guys have been working on. When all of these new high-poly ships are completed, will they be within the new media VP files that are coming out soon? Because from what I understand, you can download the files on the first page of this thread since it is updated with new high-poly ships every once in a while. But I was just wondering if you could download these files all at once in the future when everything is completed. We all appreciate the work that you guys put into FSO, thanks.
Title: Shinemaps development thread [updated weakly!]
Post by: karajorma on October 01, 2005, 01:15:26 pm
When the next set of media VP files are released (Should be sometime this month really) they should have all the files from this thread and all the high poly models that have been completed so far.
Title: Shinemaps development thread [updated weakly!]
Post by: DaBrain on October 12, 2005, 01:43:55 pm
I'm working on the last bits for the next MediaVP.

(http://img419.imageshack.us/img419/368/tcov16rp.jpg)

(http://img419.imageshack.us/img419/6162/tcov27lo.jpg)

(http://img419.imageshack.us/img419/9623/tcov34aj.jpg)
Title: Shinemaps development thread [updated weakly!]
Post by: WMCoolmon on October 12, 2005, 07:25:12 pm
Beam flare looks nice. ;7
Title: Shinemaps development thread [updated weakly!]
Post by: Gregster2k on October 16, 2005, 07:57:24 pm
the actual beam coming off of it is the coolest Terran green beam I have ever seen (ooh that rhymed)