Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Flaser on January 04, 2005, 10:11:51 pm

Title: Model and Normal Maps Status
Post by: Flaser on January 04, 2005, 10:11:51 pm
HTL-Status Thread Mk.4

Add your HTL models to the list, so we can keep track of its progress!
Please use the provided form on the bottom of the post, it makes updating a lot easier.

UPDATED!
2007.07.2.
*Added the Athena


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   AUXILIARIES
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   A
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Model: Asteroids
Creator(s): Sandwich (Model\Textures); Stratcomm (Conversion)
Status: Finished(might need some tweaking.)
Pic: none
Thread/Source:In the MediaVPs
Comments:

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   SHIPS
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   A
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Model: Aeolus
Creator(s): initial mesh Raptor, rest by Vasudan Admiral
Status: Complete
Pic:http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Aeolus/AeolusPic2.jpg (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Aeolus/AeolusPic2.jpg)
Thread/Source:  http://www.hard-light.net/forums/index.php/topic,35384.0.html (http://www.hard-light.net/forums/index.php/topic,35384.0.html)
Comments:

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Model: Athena
Creator(s): TrashMan
Status: Complete
Pic: Here! (http://www.geocities.com/asyikarea51/Pictures_dump/athenaredlight.JPG)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,42245.0.html (http://www.hard-light.net/forums/index.php/topic,42245.0.html)
Comments:

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Model: Apollo
Creator(s): Galemp
Status: Released! (http://web.njit.edu/~pjo3/htl/htlapollo.rar)
Pic: here (http://web.njit.edu/~pjo3/htl/htlapollo.jpg)
Thread/Source: here (http://www.hard-light.net/forums/index.php/topic,35943.0.html)
Comments: I've composited the original map with the one from the cutscene.

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Model: Arcadia
Creator(s): Vasudan Admiral
Status: Model In Progress
Pic: Without ships 'docked': Pic 1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP4.jpg), Pic 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP5.jpg) & Pic 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP6.jpg). With ships 'docked': Pic 1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP7.jpg), Pic 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP8.jpg) & Pic 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP9.jpg).
Thread/Source: None
Comments: Basically, I'm planning to use Goobs multi-docking to the extreme, ensuring different types of docks for different ship classes, along with some generic docks for multiple classes.

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Model: Ares
Creator(s): Raa
Status: In-Progress
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,29056.0.html (http://www.hard-light.net/forums/index.php/topic,29056.0.html)
Comments: Raa recently showed off the model, but put off working on it for the time.

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Model: Artemis
Creator(s): MicroPsycho
Status: mesh modelling
Pic: http://img352.imageshack.us/img352/1359/artemis42hf.jpg (http://img352.imageshack.us/img352/1359/artemis42hf.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,34444.0.html (http://www.hard-light.net/forums/index.php/topic,34444.0.html)
Comments:

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Model: Aten - with bumpmap availible.
Creator(s): Galemp
Status: In-Progress?
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,27769.0.html (http://www.hard-light.net/forums/index.php/topic,27769.0.html)
Comments:

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   C
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Model: Cain
Creator(s): c914
Status: In-Progress
Pic: -
Thread/Source: http://www.hard-light.net/forums/index.php/topic,27733.0.html (http://www.hard-light.net/forums/index.php/topic,27733.0.html)
Comments: A promising model, though there is debate about the redesigned missile launcher.

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Model: Charybdis
Creator(s): Axem (Modelling\UV Mapping), DaBrain (Texturing)
Status: Model needs to be finalized, then UV'd, then mapped
Thread/Source: http://www.hard-light.net/forums/index.php/topic,36643.0.html
Pic: Here (http://img.photobucket.com/albums/v109/NarfPics/charfinal1.jpg)
Comments: I like pie.

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Model: Colossus
Creator(s): Jonathan_S47
Status:In-Progress
Pic:
Thread/Source: http://www.game-warden.com/forum/sh...29&page=1&pp=10 (http://www.game-warden.com/forum/sh...29&page=1&pp=10)
Comments:

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   D
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Model:  Demon
Creator(s): TrashMan
Status: In-Progress (mapping)
Pic: http://img232.imageshack.us/my.php?image=demonzlp1.png
Thread/Source: http://www.hard-light.net/forums/index.php/topic,45371.0.html (http://www.hard-light.net/forums/index.php/topic,45371.0.html)
Comments:

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Model: Dis
Creator(s): Galemp
Status: Awaiting radius fixing. (http://web.njit.edu/~pjo3/htl/htldis.rar)
Pic: here (http://web.njit.edu/~pjo3/htl/dis1.jpg) and here (http://web.njit.edu/~pjo3/htl/dis9.jpg)
Thread/Source: Here.  (http://www.hard-light.net/forums/index.php/topic,37228.0.html)
Comments: Houpla.

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   E
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Model: Elysium
Creator(s): Axem
Status: Done
Pic: http://img.photobucket.com/albums/v109/NarfPics/elyisum1.jpg
Thread/Source: http://www.hard-light.net/forums/index.php/topic,39886.0.html
Comments: Woo.

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Model: Erinyes
Creator(s): FireCrack
Status: Finished
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,33922.0.html (http://www.hard-light.net/forums/index.php/topic,33922.0.html)
 Comments: The layout of the cockpit is still debated, however it's still one kickass model!

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   F
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Model: Faustus
Creator(s): Galemp
Status: In-Progress
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,28361.0.html (http://www.hard-light.net/forums/index.php/topic,28361.0.html)
Comments: -

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Model: Fenris
Creator(s): Karma (Model) Vasudan Admiral (Conversion\Texturing\UV Mapping)
Status: Complete
Pic: http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Fenris/HTLFenris3.jpg (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Fenris/HTLFenris3.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,35384.0.html (http://www.hard-light.net/forums/index.php/topic,35384.0.html)
Comments:

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   G
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Model: Ganymede
Creator(s): Vasudan Admiral
Status: Preliminary mesh done, but i'll go over it again sometime.
Pic: http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Ganymede/BWS_WIP6.jpg (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Ganymede/BWS_WIP6.jpg)
   http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Ganymede/BWS_WIP7.jpg (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Ganymede/BWS_WIP7.jpg)
Thread/Source: N/A
Comments: It's being built in conjunction with a custom station for TI, so it's a tagalong ATM. It will become a full HTL job eventually.

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   H
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Model: Hades
Creator(s): Galemp
Status: Not started
Pic: None
Thread/Source: None
Comments: I wanna stake a claim on this, since Silent Threat is the only campaign it appears in and I want to make sure it's at its best.

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Model: Hecate
Creator(s): Grimloq
Status: In-Progress
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,27601.0.html (http://www.hard-light.net/forums/index.php/topic,27601.0.html)
Comments: Grimloq worked on the model fervently icluding a complete rebuild after a HD-crash. Update (2006.12.21) Even with Raven2001's model finished, we're still interested (the more the merrier).

-------

Model: Hecate
Creator(s): Raven2001 (Model), Galemp (Texturing\UV Mapping), StratComm (Glowpoints\Conversion Assistance)
Status: Complete
Pic: here (http://web.njit.edu/~pjo3/htl/newheck2.jpg)
Thread/Source: here (http://www.hard-light.net/forums/index.php/topic,35752.0.html)
Comments: A model that appeared out of the blue and blew us out of the water.

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Model: Hercules I
Creator(s): Bobbau
Status: Complete.*
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,28922.0.html (http://www.hard-light.net/forums/index.php/topic,28922.0.html)
Comments: Instructions are attached on building a ship with cockpit or see-through parts. *Bobb still deems some tweaking necesarry.

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Model: Hercules II
Creator(s): Uknown Target
Status: Finished
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,29003.0.html (http://www.hard-light.net/forums/index.php/topic,29003.0.html)
Comments: Big dispute around the redesigned nose, and the scale of the pilot.

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Model: Hermes
Creator(s): Tempest
Status: In-Progress
Pic: http://i118.photobucket.com/albums/o116/Tempest_77/HermesIso1.jpg
Thread/Source: http://www.hard-light.net/forums/index.php/topic,44199.0.html
Comments:

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   K
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Model: Karnak
Creator(s): Galemp
Status: Concept art
Pic: None
Thread/Source: None
Comments: This is another FSPort centerpiece. I've already altered it from the original old model and will continue to do so.

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   L
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Model: Lilith
Creator(s): c914
Status: In-Progress
Pic:
Thread/Source:
Comments: Little bit changed Cain.

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Model: Lucifer
Creator(s): Vasudam Admiral
Status: Complete
Pic: here (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL-luciferWIP40.jpg)
Thread/Source: here (http://www.hard-light.net/forums/index.php/topic,37131.0.html)
Comments: "Oh hello there, HTL-nightmare-bug-from-hell." - Fishguts

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   M
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Model: Manticore
Creator(s): DaBrain
Status: Model complete, needs to be mapped!
Pic: Here! (http://img121.imageshack.us/img121/2369/mant59ii.jpg)
Thread/Source: Here (http://www.hard-light.net/forums/index.php/topic,36785.0.html)
Comments: I need help with the UV mapping. I'll texture the model myself though. (from the scratch)

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Model: Medusa
Creator(s): StratComm
Status: Finished
Pic: here (http://www.duke.edu/~cek6/screen0258.jpg)
Thread/Source: here (http://www.hard-light.net/forums/index.php/topic,35475.50.html)
Comments: Well that was fast.  Should be ready barring any major glitches.  Yes Galemp, it has an insignia :p

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Model: Mentuu
Creator(s): Raa
Status: Unknown
Pic:
Thread/Source: No WIP Thread
Comments: Raa only showed us a pic so far.

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Model: Meson Bomb
Creator(s): FireCrack
Status: WIP
Pic: none
Thread http://www.hard-light.net/forums/index.php/topic,37023.0.html
Comments: none

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Model: Mjolnir
Creator(s): Mikheal (original mesh), Galemp
Status: Complete
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,33922.0.html (http://www.hard-light.net/forums/index.php/topic,33922.0.html)
Comments:

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Model: Moloch
Creator(s): WeatherOp, Raa, Stratcomm
Status: Done
Pic: http://i10.photobucket.com/albums/a120/weatherop/screen0001.jpg
Thread/Source: http://www.hard-light.net/forums/index.php/topic,36647.0.html
Comments:

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   O
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Model: Orion
Creator(s): Bobbau (Model), StratComm (Pof Tune-Up), Galemp (Texturing)
Status: In-Progress
Pic: http://web.njit.edu/~pjo3/orion.jpg (http://web.njit.edu/~pjo3/orion.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,27491.0.html (http://www.hard-light.net/forums/index.php/topic,27491.0.html)
   http://www.hard-light.net/forums/index.php/topic,31212.0.html (http://www.hard-light.net/forums/index.php/topic,31212.0.html)
   http://www.hard-light.net/forums/index.php/topic,35063.0.html (http://www.hard-light.net/forums/index.php/topic,35063.0.html)
Comments: WIP-Release availible. The mapping is admitadly not on par with the modelling quality.
   Update: StratComm released a more tuned-up version
   Update: Galemp finally mapped the Orion on par with the models detail

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   P
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Model: Pegasus
Creator(s): StratComm
Status: Complete
Pic: http://www.duke.edu/~cek6/screen0183.jpg (http://www.duke.edu/~cek6/screen0183.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,35918.0.html (http://www.hard-light.net/forums/index.php/topic,35918.0.html)
Comments:

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Model: Perseus
Creator(s): Nico
Status: Complete
Pic:
Thread/Source: In the MediVPs
Comments:

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Model: Poseidon
Creator(s): Vasudan Admiral
Status: Not really begun yet
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/PoesidonOutline1.jpg)
Thread/Source: None
Comments: The plan is just to add detail and improve the maps if possible - the textures as they are are fairly decent as-is all up though.

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   R
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Model: Ravana
Creator(s): Raven2001 (Model), Galemp (Model Tune-Up\Texturing\UV Mapping)
Status: In-Progress
Pic: http://i5.photobucket.com/albums/y188/sb38R2/Ravana9.jpg (http://i5.photobucket.com/albums/y188/sb38R2/Ravana9.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,34010.0.html (http://www.hard-light.net/forums/index.php/topic,34010.0.html)
Comments: Need a texturer\UV mapper


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   S
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Model: SAC 3 container (Dis)
Creator(s): Galemp
Status: Awaiting radius fixing. (http://web.njit.edu/~pjo3/htl/htldis.rar)
Pic: here (http://web.njit.edu/~pjo3/htl/dis1.jpg) and here (http://web.njit.edu/~pjo3/htl/dis9.jpg)
Thread/Source: Here.  (http://www.hard-light.net/forums/index.php/topic,37228.0.html)
Comments: Houpla.

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Model: Sathanas
Creator(s): Raven2001 (modelling)
Status: In early concept\brainstorming stage
Pic:
Thread/Source:
Comments: Some supar secret suckers convinced him on doing it

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Model: Satis
Creator(s): Raa (with help frpm FireCrack and Triv Psych)
Status: Completed - barring catastrophey
Thread/Source: http://dynamic.gamespy.com/~freespa...&threadid=33352 (http://dynamic.gamespy.com/~freespa...&threadid=33352)
Pic:
Comments:

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Model: Sobek
Creator(s): Raa
Status: Complete*
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,27593.0.html (http://www.hard-light.net/forums/index.php/topic,27593.0.html)
Comments: Availible in the Media-vp. It's bounding box is h4x0r0d though - so it's the ghost ship of the fleet with fighters going right through it.

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   T
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Model: TC-Tri container (Triton)
Creator(s): BW & Vasudan Admiral
Status: Done
Pic: here (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP2.jpg)
Thread/Source: here (http://www.hard-light.net/forums/index.php/topic,37027.0.html)
Comments: It's still a weird box, but now it's a prettier weird box. With nameplates. And cool debris.

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Model: Triton
Creator(s): VA
Status: Complete
Pic: http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Trition/HTL_Triton.jpg (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Trition/HTL_Triton.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,35384.0.html (http://www.hard-light.net/forums/index.php/topic,35384.0.html)
Comments:

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Model: Typhon
Creator(s): TrashMan
Status: Complete
Pic: http://img134.imageshack.us/my.php?image=screen0053ye7.jpg (http://img134.imageshack.us/my.php?image=screen0053ye7.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,48020.0.html (http://www.hard-light.net/forums/index.php/topic,48020.0.html)
Comments:

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   U
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Model: Ulysess
Creator(s): Nuke
Status: In-Progess?
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,28819.0.html (http://www.hard-light.net/forums/index.php/topic,28819.0.html)
Comments: -

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Model: Ursa
Creator(s): FireCrack
Status: WIP
Pic: none
Thread http://www.hard-light.net/forums/index.php/topic,35577.0.html
Comments: none

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   Z
-/-/-/-

Model: Zephyrus
Creator(s): Galemp
Status: Tech tests underway
Pic: here (http://www.hard-light.net/forums/index.php?action=dlattach;topic=37771.0;id=177)
Thread/Source: here (http://www.hard-light.net/forums/index.php/topic,37771.0.html)
Comments: I'm sure I can do this fairly efficiently.

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Model: Zeus
Creator(s): Unknown Target
Status: In-Progress?
Pic:
Thread/Source: http://www.hard-light.net/forums/index.php/topic,26202.0.html (http://www.hard-light.net/forums/index.php/topic,26202.0.html)
Comments:

-------

Model: Zeus
Creator(s): Vasudan Admiral
Status: Completed
Pic: Here! (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DZeus/ZeusHTL%5FFinalPic2.jpg)
Thread/Source: http://www.hard-light.net/forums/index.php/topic,44840.0.html (http://www.hard-light.net/forums/index.php/topic,44840.0.html)
Comments:Out of the Blue into the MediaVP 3.6.9

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   WEAPONS
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   M
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Model: Missiles + Textures
Creator(s): FireCrack
Status: Done, but need conversion and the likes
Pic: none
Thread/Source: http://www.hard-light.net/forums/index.php/topic,36762.0.html
Comments: Trebuchet, Harpoon, Stilleto, and Type One.

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   FORM
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Model:
Creator(s):
Status:
Pic:
Thread/Source:
Comments:
Title: HTL - Status v.2
Post by: FireCrack on January 04, 2005, 10:14:39 pm
The old threadprobably went into the future and will apear at the most iconvinient time.
Title: HTL - Status v.2
Post by: Flaser on January 04, 2005, 10:21:22 pm
Quote
Originally posted by FireCrack
The old threadprobably went into the future and will apear at the most iconvinient time.


Nope, a mod accidently deleted it when trying to sort it into order - so ppl with MS IE x.x if you're still among us it's time to show that your devotion to that piece of....CENZORED......has paid off.
Title: HTL - Status v.2
Post by: FireCrack on January 04, 2005, 10:42:11 pm
Heres the full adress for someone to figure it out.

http://www.hard-light.net/forums/index.php/topic,namic4.gamespy.com/~freespace/forums/showthread.php?s=.0.htmlnamic4.gamespy.com/~freespace/forums/showthread.php?s=&postid=596470#post596470
Title: HTL - Status v.2
Post by: Flaser on January 06, 2005, 03:42:49 pm
Most of the stuff recovered, start updating to cause Hardlighters an edorphine overdose.
Title: HTL - Status v.2
Post by: Grimloq on January 06, 2005, 11:28:14 pm
actually, it wasnt a hard drive crash, it was an overwritten and/or corrupted file :p
Title: Re: HTL - Status v.2
Post by: FireCrack on January 07, 2005, 10:33:28 pm
-/-/-/-

Model: Erinyes
Creator(s): FireCrack
Status: In-Progress
http://www.hard-light.net/forums/index.php/topic,29053.0.html

Comments: Backburner until i get more free time
Title: Re: Re: HTL - Status v.2
Post by: DaBrain on January 08, 2005, 05:11:18 am
-/-/-/-

Model: High poly astersoids
Creator(s): Sandwich
Status: Stopped(?)
http://www.hard-light.net/forums/index.php/topic,21144.0.html

Comments: Looks like they just need to be converted.
Title: HTL - Status v.2
Post by: Raptor on January 09, 2005, 07:38:31 am
AFAIK, VA has finished the Triton.

And I've passed over the Aeolus to him to complete.
Title: HTL - Status v.2
Post by: Jetmech Jr. on January 12, 2005, 02:35:27 pm
Isn't VasudanAdmiral Working on a High-Poly Lucifer, too?
Title: HTL - Status v.2
Post by: Grimloq on January 12, 2005, 08:48:40 pm
its on hold.
Title: HTL - Status v.2
Post by: Vasudan Admiral on January 16, 2005, 11:11:00 pm
Till i finish the aeolus ;) :D

Final pack will include Fenris, Triton, Aeolus and Lucifer.
Title: HTL - Status v.2
Post by: Setekh on January 18, 2005, 09:30:07 am
Quote
Originally posted by FireCrack
The old threadprobably went into the future and will apear at the most iconvinient time.


Or, it might have been like Babylon 4, whisked into the past to fight a decisive battle for the future of FS and HLP as we know it. :nervous:
Title: HTL - Status v.2
Post by: Grimloq on January 19, 2005, 09:18:13 pm
setekh? what are you smoking? can i have some?
Title: HTL - Status v.2
Post by: Cobra on January 20, 2005, 03:18:40 pm
ah, you're working on hi poly models, eh?
Title: HTL - Status v.2
Post by: WMCoolmon on January 21, 2005, 08:22:40 pm
Quote
Originally posted by Setekh


Or, it might have been like Babylon 4, whisked into the past to fight a decisive battle for the future of FS and HLP as we know it. :nervous:


Wasn't that the Enterprise-C?
Title: HTL - Status v.2
Post by: Cobra on January 21, 2005, 08:42:43 pm
I liked the Enterprise-C. the Enterprise-C was a modified Galaxy-class ship. there's a book called "vulcan's heart" that featured two Romulan Warbirds and the Enterprise-C on the cover. instead of the curved pylons, they were 90 degree angled.

when will someone make that?
Title: HTL - Status v.2
Post by: Trivial Psychic on January 22, 2005, 12:16:15 am
Cobra:  Ent-C wasn't a modified Galaxy.  It predates the Galaxy.  Ent-C was Ambassador class, and I too would like to see it modeled... along with everything else mind you.

WMCoolmon:  Haven't you ever watched "Babylon 5"?
Title: HTL - Status v.2
Post by: Cobra on January 22, 2005, 12:47:09 am
eh. it sure looked like a galaxy...
Title: HTL - Status v.2
Post by: Goober5000 on January 22, 2005, 02:47:45 am
It was designed to look like it was halfway between Excelsior and Galaxy.
Title: HTL - Status v.2
Post by: Trivial Psychic on January 22, 2005, 03:02:45 am
Quote
Originally posted by Cobra
eh. it sure looked like a galaxy...

TRUST me, it wasn't a Galaxy class.  Differences are visible in:

Size, saucer shape (elispse ting on Galaxy, circle on Ambassador), phaser banks on saucer (single strip each for dorsal and ventral on Galaxy, 5 small on dorsal and 3 on ventral for Ambassador), 2ndary hull size and shape (much smaller compared to saucer section and is realy squished on Galaxy, only somewhat smaller compared to saucer and circular cross-section {not squished} on Ambassador), warp nacelles and pylons (nacelles flatter and placed noticably below the saucer with short, curved pylons on Galaxy, nacelles fatter with darker ribbed pattern on upper surfaces and only slightly below the saucer on taller {proportionally} pylons with a sharp corner on Ambassador.
Title: HTL - Status v.2
Post by: WMCoolmon on January 22, 2005, 03:14:03 am
Quote
Originally posted by Trivial Psychic
WMCoolmon:  Haven't you ever watched "Babylon 5"?


Incredibly enough, no. Not a whole episode anyway. The only knowledge I have comes from playing through TBP a few times. Maybe if I'd seen the first ep I'd think differently, but it seems pretty big and difficult to just jump in to.

Cobra: if you want to see what an Excelsior looks like, watch Star Trek 6. :D
Title: HTL - Status v.2
Post by: Trivial Psychic on January 22, 2005, 03:23:01 am
Quote
Originally posted by WMCoolmon
Incredibly enough, no. Not a whole episode anyway. The only knowledge I have comes from playing through TBP a few times. Maybe if I'd seen the first ep I'd think differently, but it seems pretty big and difficult to just jump in to.


Well, to explain Setekh's reference, Babylon 5 is the 5th station because 1-3 were sabbotaged and destroyed and 4 vanished without a trace 24 hours after going online.  Late in 2258, it reappeared having appearantly travelled through time.  With indications that it would jump again soon, its crew were evacuated, and then the station disappeared again.  It was later revealed that most of the B5 cast travelled back in time from 2260 to prevent its destruction by enemy forces, capture it, and take it 1000 years into the past to act as a critical staging area during a war to stop the "Shadows" from tearing up the galaxy... thought the Shadows' motives are more complicated than that.  I hope that at least explains the reference, and possibly peaked your interest in the series.

Later!
Title: HTL - Status v.2
Post by: Grimloq on January 23, 2005, 07:25:03 pm
Enterprise-C (http://www.ex-astris-scientia.org/scans/mike/1701c-mike.jpg)
 Enterprise-D (http://www-personal.umich.edu/~geneh/startrek/pictures/Enterprise-D_top1.jpg)

they arent any more similar than the general style.
Title: HTL - Status v.2
Post by: Cobra on January 23, 2005, 09:20:05 pm
.....
.....
those are awesome.
Title: HTL - Status v.2
Post by: übermetroid on January 23, 2005, 11:10:59 pm
Hey, the ENT C went to the future to save the past too...
Title: HTL - Status v.2
Post by: WMCoolmon on January 23, 2005, 11:12:50 pm
No, it went to the past to save the future.

Well, if you want to get technical, it did both. :p
Title: HTL - Status v.2
Post by: Ulala on February 09, 2005, 01:23:40 am
Any HTL updates recently? :)
Title: HTL - Status v.2
Post by: Vasudan Admiral on February 09, 2005, 01:31:54 am
Not from me. Everythings still progressing steadily towards that release tho. :)
Title: HTL - Status v.2
Post by: Unknown Target on February 14, 2005, 05:40:25 pm
You spelled my name wrong :p

Anyway, if someone can tell me how to convert my model files properly, I'll be able to finish up the Herc II. Until then, it's no dice.
Title: HTL - Status v.2
Post by: Trivial Psychic on February 14, 2005, 07:47:42 pm
You can update the first post since the Faustus and Aten have now been released.  Also, a Beta of the Aeolus is available, and VA says that its pretty much done, but he's waiting until his other HTL projects are complete so to do a unified release.  He also says that the Triton is nearly finished.  I believe his primary HTL efforts now are in the Lucifer.
Title: HTL - Status v.2
Post by: Singh on February 16, 2005, 08:24:21 am
Where is the perseus though?
Title: HTL - Status v.2
Post by: Taristin on February 16, 2005, 09:17:57 am
There's a mentu somewhere in the works. :nervous:
I've seen ine... :nervous:
Title: HTL - Status v.2
Post by: StratComm on March 20, 2005, 02:50:48 pm
HTL Orion done: this thread (http://www.hard-light.net/forums/index.php/topic,31212.0.html).  It's on page 2.
Title: HTL - Status v.2
Post by: DaBrain on April 03, 2005, 10:39:26 am
-/-/-/-

Model: HTL Colossus
Creator(s): Jonathan_S47
Status: In-Progress
http://www.game-warden.com/forum/showthread.php?t=329&page=1&pp=10

Comments: -
Title: HTL - Status v.2
Post by: Unknown Target on April 03, 2005, 10:55:06 am
You also forgot the Zeus that I was doing.

http://www.hard-light.net/forums/index.php/topic,26202.0.html
Title: HTL - Status v.2
Post by: Taristin on April 03, 2005, 11:10:57 am
(http://3dap.com/hlp/hosted/14_year_war/Raa/mentwo.png) (http://3dap.com/hlp/hosted/14_year_war/Raa/mentoo.png)


:nervous:



Granted, I've not touched it in over 2 months.....
Title: HTL - Status v.2
Post by: Grimloq on April 05, 2005, 09:46:43 pm
...Looks identical...

No offence, Raa, but all of your HTL ships have no real visible difference between them and the old ones...

Don't take it personally, I'm just in a very blunt mood right now :p
Title: HTL - Status v.2
Post by: StratComm on April 05, 2005, 09:54:50 pm
That's actually the idea.  They are high-poly, so their curves are smoother.  You don't want to necessarily add a lot of detail that isn't supposed to be there.
Title: HTL - Status v.2
Post by: Taristin on April 05, 2005, 09:58:38 pm
All I did was model the ribs... And the bone plate over the first few.
Title: HTL - Status v.2
Post by: Cobra on April 05, 2005, 11:09:18 pm
true; the ribs were only mapped out in vanilla fs2.

glad i upgraded :D (slightly :nervous: )
Title: HTL - Status v.2
Post by: Black Wolf on April 05, 2005, 11:37:15 pm
Quote
Originally posted by Grimloq

No offence, Raa, but all of your HTL ships have no real visible difference between them and the old ones...


That's coz he's doing the vassy ships. Look at them shinemapped ingame and you'll notice the difference.
Title: HTL - Status v.2
Post by: revomode on April 26, 2005, 09:03:39 pm
This might sound stupid but...
What does HTL means?
Title: HTL - Status v.2
Post by: WMCoolmon on April 26, 2005, 09:06:17 pm
Hardware Texturing & Lighting :p
Title: HTL - Status v.2
Post by: revomode on April 26, 2005, 09:09:43 pm
thanks...
it makes 3d graphics rendering easier and faster for the GPU, right?
Title: HTL - Status v.2
Post by: Taristin on April 26, 2005, 09:14:55 pm
It's actually Hardware transformation and lighting. ;)

And it's infintely better, yes. :)
Title: HTL - Status v.2
Post by: Unknown Target on May 10, 2005, 06:45:32 am
Krackers just reminded me with his latest topic. You're also missing the HTL Mjolnir that was made a long time ago.
Title: HTL - Status v.2
Post by: Trivial Psychic on June 12, 2005, 12:06:20 pm
I'd figured I'd post this here.  I've been using GalEmp's highter detail Aten pof, and unfortunately there are some problems, mainly with the turrets.  I've noticed that when you're trying to knock out the rear flank turrets, weapons can shoot right through the hull, and sometimes you can't even target them at point-blank range.  The forward dorsal turrets are subject to this as well, but not to the same degree.
Title: HTL - Status v.2
Post by: Grimloq on June 21, 2005, 11:19:16 pm
Wait...

GalEmp = Galactic Emperor?
Title: HTL - Status v.2
Post by: Trivial Psychic on June 21, 2005, 11:27:24 pm
Correct.  AKA "GE".
Title: HTL - Status v.2
Post by: Taristin on June 22, 2005, 07:05:52 am
Model: HTL Satis
Creator(s): Raa (with help frpm FireCrack and Triv Psych)
Status: Completed - barring catastrophey

http://www.hard-light.net/forums/index.php/topic,33352.0.html
Title: HTL - Status v.2
Post by: Vasudan Admiral on July 09, 2005, 01:47:48 am
Figured i'd better update my ones just in case. I'll be releasing all these ones in a pack as soon as they're all complete.

-/-/-/-

Model: HTL Lucifer
Creator(s): VA
Status: Heirarchy setup stages
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/HTL-luciferWIP28.jpg)
Thread:  here (http://www.sectorgame.com/forums/viewtopic.php?t=1639&postdays=0&postorder=asc&start=25)
Comments: Won't be in-game finished for a couple of weeks yet. Very busy with other things.

-/-/-/-

Model: HTL Fenris (it wasn't here already ;) )
Creator(s): Mesh: Karma, UVing and everything else: VA
Status: Complete (final version not yet released)
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Fenris/HTLFenris3.jpg)
Comments: A working version is in the media VPs, but a completely fixed and optimized version is waiting for release.

-/-/-/-

Model: HTL Trition
Creator(s): VA
Status: Complete, Awaiting release
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Trition/HTL_Triton.jpg)
Comments: Fully complete, and awaiting release.

-/-/-/-

Model: HTL Aeolus
Creator(s): Initial mesh by Raptor, rest by VA
Status: Complete, Awaiting release
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Aeolus/AeolusPic2.jpg)
Comments: Fully complete, and awaiting release.


On my to-do-but-not-yet-started list is the Arcadia, Poesidon, Chronos and Elysium in approximately that order. :)
Title: HTL - Status v.2
Post by: Trivial Psychic on July 09, 2005, 09:44:04 am
Are you gonna make a variant of the Arcadia to match the GTI Riviera?  If you remember from the FS1 loading cutscene, there is a dorsal and ventral mast attatched to the flat section, possibly for the "experimental deflector shield" being devellopped there, as mentioned in some of the FS1 tech entries.
Title: HTL - Status v.2
Post by: Vasudan Admiral on July 09, 2005, 10:18:17 am
Heh, i forgot one. :) (not a part of the planned HTL pack)

-/-/-/-

Model: HTL Ganymede
Creator(s): VA
Status: Peliminary mesh done, but i'll go over it again sometime.
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Ganymede/BWS_WIP6.jpg) and here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Ganymede/BWS_WIP7.jpg)
Comments: It's being built in conjunction with a custom station for TI, so it's a tagalong ATM. It will become a full HTL job eventually. :)


As for Riviera, as it stands i don't think so unless someone specifically requests it for a particular reason. Here it is anyway, along with a question: Would people want the prong thing on the standard HTL arcadia model?
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/RivieraStation.jpg)
Title: HTL - Status v.2
Post by: Ghost on July 09, 2005, 11:39:38 am
I see no reason why we shouldn't; after all, you added the big antennae things on your Lucy that weren't in there originally. As long as it doesn't interfere with the retarded FS flight paths...
Title: HTL - Status v.2
Post by: karajorma on July 09, 2005, 01:01:17 pm
Model it in as a seperate subsystem. Then if someone doesn't want it they can just set it to be destroyed.
Title: HTL - Status v.2
Post by: FireCrack on July 09, 2005, 04:58:53 pm
Update on erynies progress

Completed, but awaiting conversion and release.

VA, I have your high poly aeolus on my computer and i have no idea why if you havent released it, didnt you release it at one point but make a recall or somthing?
Title: HTL - Status v.2
Post by: Black Wolf on July 09, 2005, 06:03:21 pm
Quote
Originally posted by FireCrack
Update on erynies progress

Completed, but awaiting conversion and release.

VA, I have your high poly aeolus on my computer and i have no idea why if you havent released it, didnt you release it at one point but make a recall or somthing?


You have the quick pof version - it was never supposed to go ingame IIRC.
Title: HTL - Status v.2
Post by: Vasudan Admiral on July 09, 2005, 08:13:04 pm
Indeedy - it was really just a 3d WIP at that stage. TP added the nessecary pof data to get it ingame, which resulted in a few cool pictures, and that was cool. :)

And i think i'll go with Karajorma's subsystem suggestion when i eventually get to it - that sounds like the best approach to avoid angry Fredding mobs chasing me for screwing up their painstakingly placed waypoint path. ;)

Also, just so people know, the antennae on the lucifer are there because that's the way the FS1 cutscenes and command briefings showed it to be. I thought it looked cool and so put them back where they belong. :)
Title: HTL - Status v.2
Post by: Trivial Psychic on July 09, 2005, 11:04:39 pm
Quote
Originally posted by Vasudan Admiral
Indeedy - it was really just a 3d WIP at that stage. TP added the nessecary pof data to get it ingame, which resulted in a few cool pictures, and that was cool. :)

I kinda get a kick out of doing that some times. :nod:
Title: HTL - Status v.2
Post by: FireCrack on July 10, 2005, 12:57:24 am
Oh yeah, well i guess that clears that up.
Title: HTL - Status v.2
Post by: StratComm on July 18, 2005, 10:20:31 pm
Model: Erinyes
Creator(s): FireCrack
Status: Finished
Thread: here (http://www.hard-light.net/forums/index.php/topic,29053.0.html)

Model: Mjolnir
Creator(s): Mikheal (mesh), GE (Texturing, I think)
Status: Finished
Thread: here (http://www.hard-light.net/forums/index.php/topic,33922.0.html)
Title: HTL - Status v.2
Post by: Raven2001 on July 21, 2005, 04:59:29 pm
Ship:  GTD Hecate
Status:  Mesh and sub-objects modeled, awaiting UV mapping and texturing

Ship:  SD Ravana
Status: Mesh modeling in preliminary stages
Title: HTL - Status v.2
Post by: MicroPsycho on August 04, 2005, 06:46:37 pm
Ship: Artemis
Status: mesh modelling
Title: HTL - Status v.2
Post by: BlackDove on August 24, 2005, 05:58:14 pm
Can someone remove this un-updated thread and make a new one, which would hopefully be constantly updated?
Title: HTL - Status v.2
Post by: Cobra on August 25, 2005, 12:24:38 am
or, keep the old thread and constantly update it.
Title: HTL - Status v.2
Post by: Flaser on August 25, 2005, 09:29:32 am
UPDATED!

Check the first post.
Title: HTL - Status v.2
Post by: Cobra on August 25, 2005, 01:40:51 pm
ummm, the HTL Aeolus and HTL Triton have the same picture links.

Trition = Triton
Mjolrin = Mjolnir. :p (at least, i THINK that's how its spelled. :nervous: )
Title: HTL - Status v.2
Post by: Flaser on August 25, 2005, 02:12:06 pm
Corrected, thx. for browsing through the list.
Title: HTL - Status v.2
Post by: Cobra on August 25, 2005, 02:15:00 pm
no problem. :)
Title: HTL - Status v.2
Post by: BlackDove on September 10, 2005, 05:55:06 pm
http://www.hard-light.net/forums/index.php/topic,35063.0.html

Update.
Title: HTL - Status v.2
Post by: Flaser on September 10, 2005, 07:30:36 pm
Noted
Title: HTL - Status v.2
Post by: MicroPsycho on September 11, 2005, 04:03:59 pm
has the knossos been done yet/is anyone working on it?
Title: HTL - Status v.2
Post by: Vasudan Admiral on September 24, 2005, 02:32:01 am
Not as far as I know, but I doubt it'd be too difficult or take too long when someone does. :)

Anyways, update: Since my final exams are comming up, I won't have time to finish the lucy till after they've passed. :( As such, I've released the other ships in a pack of three so they're not needlessly delayed further. :\

-/-/-/-

Model: HTL Lucifer
Creator(s): VA
Status: Heirarchy setup stages
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/HTL-luciferWIP28.jpg)
Thread:  here (http://www.sectorgame.com/forums/viewtopic.php?t=1639&postdays=0&postorder=asc&start=25)
Comments: On hold till my final school exams are done, so release will be anywhere from Nov 6th onwards sorry.

-/-/-/-

Model: HTL Fenris
Creator(s): Mesh: Karma, UVing and everything else: VA
Status: Complete
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Fenris/HTLFenris3.jpg)
Thread:  here (http://www.hard-light.net/forums/index.php/topic,35384.0.html)
Comments: Released!

-/-/-/-

Model: HTL Trition
Creator(s): VA
Status: Complete
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Trition/HTL_Triton.jpg)
Thread:  here (http://www.hard-light.net/forums/index.php/topic,35384.0.html)
Comments: Released!

-/-/-/-

Model: HTL Aeolus
Creator(s): Initial mesh by Raptor, rest by VA
Status: Complete
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Aeolus/AeolusPic2.jpg)
Thread:  here (http://www.hard-light.net/forums/index.php/topic,35384.0.html)
Comments: Released!
Title: HTL - Status v.2
Post by: StratComm on October 21, 2005, 12:34:04 am
I might as well post what I'm working on so that there's no duplication of work.  None are really ready for prime-time though.

Model: HTL Pegasus
Creator(s): StratComm
Status: Beta POF available
Pic: here (http://www.duke.edu/~cek6/stealthy2.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,35918.0.html)
Comments: Just needs the really low-level superdetail that the mesh really needs.  Matching high-res textures currently in development by Turambar.

-/-/-/-

Model: HTL Typhon
Creator(s): StratComm
Status: Initial model modifications
Pic: -none-
Thread: -none-
Comments: Just getting started.

-/-/-/-

Model: HTL Hippocrates
Creator(s): StratComm
Status: Initial modeling
Pic: -none-
Thread: here (http://www.hard-light.net/forums/index.php/topic,35475.0.html)
Comments: Not yet.  Not for a while, in fact.  There's nothing in the old model to even work with.
Title: HTL - Status v.2
Post by: Vasudan Admiral on October 21, 2005, 01:20:56 am
There is stuff on the hippocrates to follow - the concept drawing's dimensions work perfectly for it and look awesome. ;)
Much better than the actual mesh in fact - actually, I'd go as far as to recommend you only use the [v]'s mesh where the concept provides no detail whatsoever. :)
Title: HTL - Status v.2
Post by: Trivial Psychic on October 21, 2005, 02:13:43 am
Strat, if you're working on an HTL Typhon, you may be interested in this image:

(http://www3.sympatico.ca/daniel.topps/pvdtyphon.jpg)

I found it while poking through some old Freespace servers.  Its not detailed to the extent of that concept image that's part of the FS1 box, but it appears to be as detailed as the one used in the mini-video included with Silent Threat.  Too bad it shows so little of the whole model.  If you're open to adding further details to the Typhon, I'd suggest you start with this as reference material.
Title: HTL - Status v.2
Post by: Raven2001 on October 23, 2005, 11:04:52 am
Updated list:

Model: HTL Hecate
Creator(s): Raven (modelling), Galemp (Texturing\UV Mapping)
Status: Texturing\UVMapping in final stages
Thread: http://www.hard-light.net/forums/index.php/topic,35752.0.html
Comments: Should be ready for conversion soon enough :)

Model: HTL Ravana
Creator(s): Raven (modelling)
Status: Ready for texture job
Thread: http://www.hard-light.net/forums/index.php/topic,34010.0.html
Comments: Need a texturer\UV mapper

Model: HTL Sathanas
Creator(s): Raven (modelling)
Status: In early concept\brainstorming stage
Thread: none yet
Comments: Some supar secret suckers convinced me on doing it :D
Title: HTL - Status v.2
Post by: StratComm on October 23, 2005, 01:15:26 pm
Model: HTL Pegasus
Creator(s): StratComm
Status: Complete
Pic: here (http://www.duke.edu/~cek6/screen0183.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,35918.0.html)
Comments: Released!
Title: Re: HTL - Status v.2
Post by: redmenace on November 10, 2005, 04:50:10 pm
Model: High poly asteroids
Creator(s): Sandwich
Converted: Stratcomm
Status: Finished(might need some tweaking.)
Thread/Source: http://dynamic4.gamespy.com/%7Efreespace/forums/showthread.php?s=&threadid=21144&perpage=25&highlight=asteroid%20poly&pagenumber=5
Title: Re: HTL - Status v.2
Post by: WeatherOp on November 12, 2005, 10:08:16 pm
Model: HTL Moloch
Creator(s): WeatherOp
Status: WIP
Pic: http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch9.jpg
Thread: http://www.hard-light.net/forums/index.php/topic,36647.0.html
Comments: Still more detail being added




Title: Re: HTL - Status v.2
Post by: FireCrack on November 12, 2005, 10:53:50 pm
Model: HTL Ursa
Creator(s): FireCrack
Status: WIP
Thread http://www.hard-light.net/forums/index.php/topic,35577.0.html
Comments: none

Model: HTL Missiles + Textures
Creator(s): FireCrack
Status: Done, but need conversion and the likes
Thread http://www.hard-light.net/forums/index.php/topic,36762.0.html
Comments: Trebuchet, Harpoon, Stilleto, and Type One.
Title: Re: HTL - Status v.2
Post by: Axem on November 13, 2005, 01:25:54 pm
Model: HTL Charybdis
Creator(s): Axem (modelling, UV'ing), DaBrain (mapping)
Status: Model needs to be finalized, then UV'd, then mapped
Thread: http://www.hard-light.net/forums/index.php/topic,36643.0.html
Pic: Here (http://img.photobucket.com/albums/v109/NarfPics/charfinal1.jpg)
Comments: I like pie.
Title: Re: HTL - Status v.2
Post by: Vasudan Admiral on November 22, 2005, 08:24:46 pm
-/-/-/-

Model: HTL TC-Tri
Creator(s): BW & VA
Status: Done
Pic: here (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP2.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,37027.0.html)
Comments: It's still a weird box, but now it's a prettier weird box. With nameplates. And cool debris.

-/-/-/-
Title: Re: HTL - Status v.2
Post by: FireCrack on November 26, 2005, 02:28:28 am
Model: HTL Meson Bomb
Creator(s): FireCrack
Status: WIP
Thread http://www.hard-light.net/forums/index.php/topic,37023.0.html
Comments: none
Title: Re: HTL - Status v.2
Post by: Galemp on December 09, 2005, 06:32:43 pm
Hecate's done. Look for it.
Title: Re: HTL - Status v.2
Post by: Vasudan Admiral on December 09, 2005, 07:31:11 pm
Oops, forgot:
-/-/-/-

Model: HTL Lucifer
Creator(s): VA
Status: Done
Pic: here (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL-luciferWIP40.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,37131.0.html)
Comments: "Oh hello there, HTL-nightmare-bug-from-hell." - Fishguts

-/-/-/-
Title: Re: HTL - Status v.2
Post by: Galemp on December 11, 2005, 01:25:35 pm
-/-/-/-

Model: GTD Hecate
Creator(s): Mesh: Raven, Textures etc: Galemp, Glowpoints and conversion assistance: StratComm
Status: Released! (http://web.njit.edu/~pjo3/htl/htlhecate.rar)
Pic: here (http://web.njit.edu/~pjo3/htl/newheck2.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,35752.0.html)
Comments: It's awesome.

-/-/-/-

Model: GTF Apollo
Creator(s): Galemp
Status: Released! (http://web.njit.edu/~pjo3/htl/htlapollo.rar)
Pic: here (http://web.njit.edu/~pjo3/htl/htlapollo.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,35943.0.html)
Comments: I've composited the original map with the one from the cutscene.

-/-/-/-

Model: SFr Dis and SAC 3 cargo
Creator(s): Galemp
Status: Awaiting radius fixing. (http://web.njit.edu/~pjo3/htl/htldis.rar)
Pic: here (http://web.njit.edu/~pjo3/htl/dis1.jpg) and here (http://web.njit.edu/~pjo3/htl/dis9.jpg)
Thread: Here.  (http://www.hard-light.net/forums/index.php/topic,37228.0.html)
Comments: Houpla.
-/-/-/-
Title: Re: HTL - Status v.2
Post by: c914 on December 13, 2005, 04:16:45 am
2 in 1

Model: SC Cain
Creator(s): c914
Status: WIP
Pic: -none-
Thread: -none-
Comments: Soon pic and topic aboout it.

Model: SC Lilith
Creator(s): c914
Status: WIP
Pic: -none-
Thread: -none-
Comments: Litle changed Cain.
Title: Re: HTL - Status v.2
Post by: DaBrain on December 13, 2005, 04:41:04 am
Model: SF Manticore
Creator(s): DaBrain
Status: Model complete, needs to be mapped!
Pic: Here! (http://img121.imageshack.us/img121/2369/mant59ii.jpg)
Thread: Here (http://www.hard-light.net/forums/index.php/topic,36785.0.html)
Comments: I need help with the UV mapping. I'll texture the model myself though. (from the scratch)

[attachment deleted by admin]
Title: Re: HTL - Status v.2
Post by: Vasudan Admiral on December 13, 2005, 04:42:32 am
Uhh, I'm doing an Arcadia too - see the lucifer thread. Fluke of flukes though, I came into this thread to put it up as in-progress. :\
Title: Re: HTL - Status v.2
Post by: c914 on December 13, 2005, 06:02:54 am
and what progress you've got? Im just starting.
Title: Re: HTL - Status v.2
Post by: Trivial Psychic on December 13, 2005, 06:36:14 pm
C914, what ever happenned to that HTL Cain you were working on?
Title: Re: HTL - Status v.2
Post by: c914 on December 14, 2005, 03:56:00 am
Cain...hmm..Cain....i've almoast forgot about it :D
Now im stuck..shall I finish Cain or do Arcadia  :doubt:
Title: Re: HTL - Status v.2
Post by: Dark Knight on December 14, 2005, 04:09:04 am
The Arcadia needs a HTL job much, much more... it's just so ugly, even in low-polyness the Cain will always be sexy but the Arcadia which appears as the centre piece or objective in many missions just looks silly with a flock of HTL Tritons and an Orion pulled up next to it, its like the ugly, overwieght kid sister stuck in the middle for everyone to laugh at.

Pitty the Arcadia. Pitty her.
Title: Re: HTL - Status v.2
Post by: Black Wolf on December 14, 2005, 05:49:33 am
Finish the Cain, as VA already has a chunk of the Arcadia done. :nod:
Title: Re: HTL - Status v.2
Post by: Vasudan Admiral on December 14, 2005, 07:58:52 am
Ack, sorry - been incredibly busy the past day or so. Anyway, the latest WIPs I have are here:
Without ships 'docked': Pic 1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP4.jpg), Pic 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP5.jpg) & Pic 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP6.jpg).
With ships 'docked': Pic 1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP7.jpg), Pic 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP8.jpg) & Pic 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP9.jpg).
(Basically, I'm planning to use Goobs multi-docking to the extreme, ensuring different types of docks for different ship classes, along with some generic docks for multiple classes.)

And yeah - I remember the Cain you were making. 'Twas awesome.
Title: Re: HTL - Status v.2
Post by: c914 on December 14, 2005, 01:13:05 pm
Hmm....alright Arcadia is yours ( ive see that youve gott better progress than mine )..Cain/Lilith gose on top :)

 BTW ive change my status post.
Title: Re: HTL - Status v.2
Post by: Vasudan Admiral on December 14, 2005, 03:53:16 pm
Ok, thanks. :)
And sorry about that - I really should have put it up in this thread as soon as I started. :\
So, before I forget again:

-/-/-/-

Model: HTL Arcadia
Creator(s): VA
Status: Model In Progress
Pic: Without ships 'docked': Pic 1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP4.jpg), Pic 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP5.jpg) & Pic 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP6.jpg).
With ships 'docked': Pic 1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP7.jpg), Pic 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP8.jpg) & Pic 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP9.jpg).
Thread: None
Comments: Basically, I'm planning to use Goobs multi-docking to the extreme, ensuring different types of docks for different ship classes, along with some generic docks for multiple classes.

-/-/-/-

Model: HTL Poesidon
Creator(s): VA
Status: Not really begun yet
Pic: here (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/PoesidonOutline1.jpg)
Thread: None
Comments: The plan is just to add detail and improve the maps if possible - the textures as they are are fairly decent as-is all up though.
-/-/-/-
Title: Re: HTL - Status v.2
Post by: Depth_Charge on December 14, 2005, 07:14:24 pm
I like the ships docked pictures, so the Arcadia is going to be bigger then the orginal one?
Title: Re: HTL - Status v.2
Post by: Vasudan Admiral on December 14, 2005, 10:31:25 pm
No - that's actually exactly the same size - people (me included) don't realise just how big the thing is. ;)
Title: Re: HTL - Status v.2
Post by: StratComm on December 15, 2005, 01:50:01 am
-/-/-/-
<removed for more current update>
Title: Re: HTL - Status v.2
Post by: Galemp on December 15, 2005, 07:14:04 am
Cute! :D
Title: Re: HTL - Status v.2
Post by: FireCrack on December 15, 2005, 12:40:42 pm
Yeah, the arcadia is the fourth largest thing in the game (behind the knossos, colossus and sathanas)
Title: Re: HTL - Status v.2
Post by: Cobra on December 15, 2005, 07:20:26 pm
Cute! :D

cute my ass, it looks totally ugly. :p
Title: Re: HTL - Status v.2
Post by: StratComm on December 17, 2005, 07:29:09 pm
-/-/-/-

Model: HTL Medusa
Creator(s): StratComm
Status: Finished
Pic: here (http://www.duke.edu/~cek6/screen0258.jpg)
Thread: here (http://www.hard-light.net/forums/index.php/topic,35475.50.html)
Comments: Well that was fast.  Should be ready barring any major glitches.  Yes Galemp, it has an insignia :p
Title: Re: HTL - Status v.2
Post by: Trivial Psychic on December 18, 2005, 11:51:58 am
So Strat... now that you're done the Medusa, are you gonna return to the Hippocrates or work on the Typhon?  If its the latter, don't forget about the higher-detailed image I posted up some time ago.  It's still there.
Title: Re: HTL - Status v.2
Post by: StratComm on December 18, 2005, 12:21:44 pm
Yeah, if you look in the Hippocrates/Medusa thread you'll see that I did a little more with the Hippocrates.  I'm having a hard time putting that one together.  The Typhon's taken a short-term slide to lower priority, but I do have the image you posted in my "references" folder.  I haven't forgotten about either :)
Title: Re: HTL - Status v.2
Post by: starfox on December 18, 2005, 12:54:50 pm
What is the HTL-Status of Ulysses and Loki ?
Just a little curious, after all, they are the last GTA Fighters without Hi-Polyfication...
Title: Re: HTL - Status v.2
Post by: WMCoolmon on December 18, 2005, 04:50:57 pm
There's an excellent pic of the Ulysses in the FS1 installer, and the FS1ified icculus.org port installer.
Title: Re: HTL - Status v.2
Post by: Raptor on December 19, 2005, 03:04:09 am
Er, hate to be dense, but what happened to Nicos(?) Perseus?  Can't seem to find it in the list...

& BTW the first post list a mess...
Title: Re: HTL - Status v.2
Post by: WMCoolmon on December 19, 2005, 03:47:25 am
Its been out for a while.

It's one of my favorite screenshot ships (http://en.wikipedia.org/wiki/Freespace_2). ;)
Title: Re: HTL - Status v.2
Post by: Raptor on December 20, 2005, 02:35:58 am
Its been out for a while.

It's one of my favorite screenshot ships (http://en.wikipedia.org/wiki/Freespace_2). ;)

Don't suppose you have a link to the file and/or thread right?
Title: Re: HTL - Status v.2
Post by: karajorma on December 20, 2005, 02:55:38 am
It's in the media.vp files. Just extract it from there.
Title: Re: HTL - Status v.2
Post by: Raptor on December 20, 2005, 03:33:52 am
It's in the media.vp files. Just extract it from there.

Thanks man.  I would, except I don't have the disk space to download it.  I use a seperate computer when online, and any downloads go to a memory stick... which ATM only has 13mb free (14mb total)  The mv_models file is well and truly over my limit.:hopping:(54mb! :eek2:)  Though I admit I seem to recall lots of bad talk about the media.vp...

I think I already have at least half of those models already (as seperate .pof files.), but... :sigh:
Title: Re: HTL - Status v.2
Post by: StratComm on December 21, 2005, 12:28:21 pm
The media VP betas have had some issues of late due to some half-working bugfixes, but that's just the betas.  The releases have been stable.

As for the Perseus, I seriously doubt that Nico still has it up.  It's probably in my glowpoints pack, which I think is still online, but I cannot remember the filename (can't get to the FTP for the space right now either) so I'm not sure what to tell you.  I'll dig through FS modding though and see if I can't find it there.
Title: Re: HTL - Status v.2
Post by: Taristin on December 21, 2005, 12:36:47 pm
It's in the media.vp files. Just extract it from there.

Thanks man.  I would, except I don't have the disk space to download it.  I use a seperate computer when online, and any downloads go to a memory stick... which ATM only has 13mb free (14mb total)  The mv_models file is well and truly over my limit.:hopping:(54mb! :eek2:)  Though I admit I seem to recall lots of bad talk about the media.vp...

I think I already have at least half of those models already (as seperate .pof files.), but... :sigh:


Meh. I was trying to attach it, but this lame ass 128kb attachment limit is Bull****.

Title: Re: HTL - Status v.2
Post by: Black Wolf on January 02, 2006, 04:37:16 am
The first post on this topic is, according to the date on top of it, Out of date by over 2 months. Any chance someone might be able to fix that?
Title: Re: HTL - Status v.2
Post by: WMCoolmon on January 02, 2006, 01:33:20 pm
Maybe. :p It'd be a pain right now, though.
Title: Re: HTL - Status v.2
Post by: Galemp on January 14, 2006, 01:35:54 pm
Model: HTL Zephyrus
Creator(s): Galemp
Status: Tech tests underway
Pic: here (http://www.hard-light.net/forums/index.php?action=dlattach;topic=37771.0;id=177)
Thread: here (http://www.hard-light.net/forums/index.php/topic,37771.0.html)
Comments: I'm sure I can do this fairly efficiently.

-/-/-

Model: HTL Hades
Creator(s): Galemp
Status: Not started
Pic: None
Thread: None
Comments: I wanna stake a claim on this, since Silent Threat is the only campaign it appears in and I want to make sure it's at its best.

-/-/-

Model: HTL Karnak
Creator(s): Galemp
Status: Concept art
Pic: None
Thread: None
Comments: This is another FSPort centerpiece. I've already altered it from the original old model and will continue to do so.
Title: Re: HTL - Status v.2
Post by: BlackDove on January 14, 2006, 01:56:13 pm
Karnak has nothing to do with canon though O.o
Title: Re: HTL - Status v.2
Post by: Ghost on January 16, 2006, 08:30:56 pm
Karnak has nothing to do with canon though O.o

So? Neither does BSG. Notice how all their ships are HTL?
Title: Re: HTL - Status v.2
Post by: WMCoolmon on January 17, 2006, 10:44:07 am
HT&L isn't exactly a model type, it just means you used enough polies to make retail Freespace 2 crash. :p

That being said I don't want to get into another (non-)canon debate, so I'm just going to look the other way unless this really becomes an issue.
Title: Re: HTL - Status v.2
Post by: StratComm on January 21, 2006, 09:45:47 pm
I was just running down the list of completed high-poly ships (by this definition, ships currently on my system) and I'm pleased to report major progress on the completion of the Terran fleet.

So, ships still yet to be completed:

*HTL LOD0 completed, final model still needing revision
*Claimed and progress made, but no updates recently
*In progress

Discounting stupid things like cargo containers, turrets and the Nav Bouy, that makes well over half of the Terran fleet (and almost all of the Terran strike-craft fleet) that's been revamped, with more in progress.  So anyone looking for something to do, take something on this list and we'll have the Terrans done before we know it.
Title: Re: HTL - Status v.2
Post by: Admiral Nelson on January 23, 2006, 06:49:46 pm
You should add the Loki to that list -- of the craft remaining to be done it is probably the most in need of HTLing, given how common it is....
Title: Re: HTL - Status v.2
Post by: Turambar on January 23, 2006, 07:22:00 pm
High-poly cargo containers would be fun
Title: Re: HTL - Status v.2
Post by: FireCrack on January 23, 2006, 08:31:53 pm
argo should be blue, by me.

Also, the colossus is in progress, though somwhat halted, KARMA is doing it, make it green.
Title: Re: HTL - Status v.2
Post by: StratComm on January 23, 2006, 08:39:34 pm
Woops, can't believe I missed the Loki.  Also, I added your corrections FireCrack.  Though I consider the green items to still be up for the taking, unless further progress gets made.
Title: Re: HTL - Status v.2
Post by: FireCrack on January 24, 2006, 12:00:54 pm
blueifiy the pharos, you made me do it....
Title: Re: HTL - Status v.2
Post by: StratComm on January 24, 2006, 02:06:57 pm
blueifiy the pharos, you made me do it....

But... why?  Nav...   bouy...  :rolleyes:
Title: Re: HTL - Status v.2
Post by: Black Wolf on January 25, 2006, 11:20:59 am
Believe me... if we had 99% of the models done, and only the nav buoy is left un HTLed, you'd notice it every single time you saw it.
Title: Re: HTL - Status v.2
Post by: FireCrack on February 09, 2006, 08:17:06 am
I posted that i'm working on the racshasha, and karma posted that he's still working on the colossus, but hasnt made much (any?) progress since it last was seen. He hopes to make some progress soon though.

This info was lost in the rollback.


[note, dont tkae anything i say karma said as official, i'm just paraphrasing as best as i can remeber]
Title: Re: HTL - Status v.2
Post by: starfox on March 05, 2006, 04:39:35 pm
Little bump maybe, but I wish to know what is the status of the Meson Bomb and Moloch ?

Now, I know Moloch was released some time ago, but I really wonder if it was final version ?
And as for the Meson Bomb, any progress on it ?
Title: Re: HTL - Status v.2
Post by: WeatherOp on April 28, 2006, 11:27:41 pm
Whoops

Model: HTL Moloch
Creator(s): WeatherOp, Raa, Stratcomm
Status: Done
Pic: http://i10.photobucket.com/albums/a120/weatherop/screen0001.jpg
Thread: http://www.hard-light.net/forums/index.php/topic,36647.0.html
Comments: Done
Title: Re: HTL - Status v.2
Post by: pecenipicek on June 08, 2006, 03:51:15 pm
did anyone even try to hi-poly the sathanas?
Title: Re: HTL - Status v.2
Post by: Mars on June 09, 2006, 07:06:25 pm
No they didn't

Whats the status of the Argo?
Title: Re: HTL - Status v.2
Post by: Axem on June 09, 2006, 07:17:32 pm
Actually Raven2001 said he was going to give the Sath a try. But there's been nothing from him on how he's doing.

And FireCrack (who was working on the Argo) suffered a computer crash and lost most of his stuff.

And I guess while I'm here...

Model: High Poly Elysium
Creator(s): Axem
Status: Done
Pic: http://img.photobucket.com/albums/v109/NarfPics/elyisum1.jpg
Thread: http://www.hard-light.net/forums/index.php/topic,39886.0.html
Comments: Woo.
Title: Re: HTL - Status v.2
Post by: FireCrack on June 10, 2006, 03:06:31 am
No I didnt, that was posted on april 1'st


I'm kinda busy right now, but I just gave the argo most of it's UV map, I gotta make a texture now... While i'm here...

Model: More High Poly Missiles (Pirranah, EMP Adv)
Creator(s): FireCrack
Status: In Progress
Pic: NO PIC FOR YOU
Thread: NO THREAD FOR YOU
Comments: NO COMMENT FOR YOU
Title: Re: HTL - Status v.2
Post by: Axem on June 10, 2006, 09:22:52 am
Silly me.  :o
Title: Re: HTL - Status v.2
Post by: AlphaOne on June 11, 2006, 05:01:48 am
what is HTL???
Title: Re: HTL - Status v.2
Post by: Flaser on June 11, 2006, 01:25:38 pm
what is HTL???

Hardware Transformation and Light.

As far as I remember the technology made its debute around the same time when Vodoo died out (....and some of us still had 3D-Accelerator cards hooked onto our videocard!). It's an efficient manner to draw complex geometry by sending the card all the data in prearranged batches. (No I have no idea how it's done, or what the formats or for that matter instruction sets are, but Google and Wikipedia are your friends.)

The reason why everyone refers to high-poly models as HTL models is the following:
When the engine was upgraded (from FS1.2-->FS-SCP) and support for HTL implemented its power was quadrapled at least if not multiplied by an entire magnitude.
Since new models coming out at the time were made for the "HTL-builds", they were dubbed HTL models....hence the name struck for any high-poly ship.

From a modelling point of view when building HTL models (ergo models for FS-SCP) the biggest change was that instead polies the critical factor became the number of textures....hence it became optimal to cram everything onto one or two gigantic textures (1024^2, 2048^2) instead cutting it up to a dozen smaller ones and spare memory. As for polies, you can be pretty detailed....(though modellers will always scorn it if you're wasteful :b)
Title: Re: HTL - Status v.2
Post by: wolf on June 11, 2006, 05:38:32 pm
Hardware Transformation and Light.

As far as I remember the technology made its debute around the same time when Vodoo died out (....and some of us still had 3D-Accelerator cards hooked onto our videocard!). It's an efficient manner to draw complex geometry by sending the card all the data in prearranged batches.
Well, not exactly. All pre-geforce cards could just do the drawing of triangles. CPU calculated where these triangles should be drawn and what color should they have, according to where lights were. Geforce was the first accelerator with HTL, which allowed it to could calculate position of models and their lighting by itself, so CPU had more time to do other things.
Title: Re: HTL - Status v.2
Post by: Mars on June 11, 2006, 05:43:11 pm
Hey, wikipedia says somthing weird:
Quote from: Wikipedia
Hardware T&L is not required for most games out today, but for games like TRON 2.0, regarded outdated in today's terms, T&L is needed for certain effects.

So how do other games have hi-poly models?
Title: Re: HTL - Status v.2
Post by: pecenipicek on June 11, 2006, 05:45:09 pm
Hey, wikipedia says somthing weird:
Quote from: Wikipedia
Hardware T&L is not required for most games out today, but for games like TRON 2.0, regarded outdated in today's terms, T&L is needed for certain effects.

So how do other games have hi-poly models?
somebody royally ****ed up that article.
Title: Re: HTL - Status v.2
Post by: StratComm on June 11, 2006, 10:51:46 pm
Wow, did Wikipedia really say that?
Title: Re: HTL - Status v.2
Post by: Mars on June 11, 2006, 11:04:28 pm
Yep, it really did, will somone who understands HTL please correct it? All HTL means to me is a new graphics card and pretty games.
Title: Re: HTL - Status v.2
Post by: Ace Pace on June 23, 2006, 09:41:08 am
Yep, it really did, will somone who understands HTL please correct it? All HTL means to me is a new graphics card and pretty games.

HTL can be summed up as being basic built in functions for displaying and modifying models/textures. As the name implies(hardware transformation and lighting) it deals with displaying of models and some built in functions to display them differantly.

Nowdays HTL, the term atleast, has been superseded by programmable shaders, which do everything HTL did and more. Or so I understand, I shy away from coding graphics.  :doubt:

If you have anything from the GF2 and up, you're HTLised, but you might not have shader pipelines.
Title: Re: HTL - Status v.2
Post by: neoterran on June 23, 2006, 10:06:27 am
The first cards with programmable shaders were the geforce 3 and the radeon 8500
Title: Re: HTL - Status v.2
Post by: Ace Pace on June 23, 2006, 10:08:50 am
The first cards with programmable shaders were the geforce 3 and the radeon 8500

Yes, but those were still fairly fixed function DX8 stuff. Not alot to work with. You gotta look at DX9 stuff to be really programmable.

Title: Re: HTL - Status v.2
Post by: neoterran on June 23, 2006, 10:55:06 am
well, the shader instructions in pixel shader 1.x were alot shorter than they were in ps 2.0x up, but i mean, come on, they were'nt fixed function. they were definately programmable.
Title: Re: HTL - Status v.2
Post by: Ace Pace on June 23, 2006, 10:58:30 am
well, the shader instructions in pixel shader 1.x were alot shorter than they were in ps 2.0x up, but i mean, come on, they were'nt fixed function. they were definately programmable.

Not having coded graphics myself, I can't exactly comment but I as I understand, PS1 was still fairly limited in what it could do and was fairly limited.

<-- makes note to one day learn HLSL.
Title: Re: HTL - Status v.2
Post by: neoterran on June 23, 2006, 11:04:41 am
it's not as good as pixel shader 2.0 = true

it's fixed function = false

it's fairly limited = partialy true. I have a geforce fx graphics card and so i can't really use my pixel shader 2 abilities in most games because of the fact nvidia messed it up. I play oblivion with a mod called "oldblivion" which is really a loader that modifies areas of memory at runtime to use pixel shader 1.x instead of 2.0(a). The game still looks pretty beautiful and runs a hell of alot faster. That's a testament to how decent shader 1.x is.

I would say that if we had any graphics person on board who knew/had the time to program shader support for opengl for fs2_open, we could get alot of new and better effects and make the ships look a lot better, even with only shader 1.x. The game looks great without ANY shader support ATM, but shaders would really be huge.

On a related note, i got the author of the Doom "Bloom" mod to take a look at his code to see if he can get it to work with fs2_open, so we may be able to bring a HDRish type effect to freespace 2 for nvidia cards. (this makes ships going into subspace look a lot better, and lasers look better, for one)

Hopefully the effect will look closer to HDRish lite.
Title: Re: HTL - Status v.2
Post by: Ace Pace on June 23, 2006, 11:09:12 am
Thanks for the information. I have to say one of the more annoying things that will be needed before we can stick shaders on is probebly a relook at engine core.
Title: Re: HTL - Status v.2
Post by: neoterran on June 23, 2006, 11:20:35 am
well, i'm a C# programmer. I learned C# as my main language and I understand Java mostly. But C++ is confusing for me. There's all kinds of things that are done completely differently and things I don't understand. I spend a weekend looking at the CVS code and it was like looking into the eye of Sauron. I definately need more C++ experience before I could even attempt any decent changes. Adding shader support to the current codebase would be a big task even for an experienced coder. Just ask Taylor.
Title: Re: HTL - Status v.2
Post by: Ace Pace on June 23, 2006, 11:35:30 am
well, i'm a C# programmer. I learned C# as my main language and I understand Java mostly. But C++ is confusing for me. There's all kinds of things that are done completely differently and things I don't understand. I spend a weekend looking at the CVS code and it was like looking into the eye of Sauron. I definately need more C++ experience before I could even attempt any decent changes. Adding shader support to the current codebase would be a big task even for an experienced coder. Just ask Taylor.


At my current path(school dictated) I'll end up a C# programmer but I intend to have a good grasp of C at the least. Too much is still based on that.
Title: Re: HTL - Status v.2
Post by: taylor on June 23, 2006, 11:53:24 am
<-- makes note to one day learn HLSL.
If you're doing that for FS2_Open then be sure to learn GLSL, not HLSL.  HLSL is for DirectX and GLSL is for OpenGL.  NVIDIA's Cg can be compiled into both, but since we're probably dropping D3D support, I'm not making a big deal about the new shader code for OpenGL using GLSL instead of Cg.
Title: Re: HTL - Status v.2
Post by: Ace Pace on June 23, 2006, 11:56:11 am
<-- makes note to one day learn HLSL.
If you're doing that for FS2_Open then be sure to learn GLSL, not HLSL.  HLSL is for DirectX and GLSL is for OpenGL.  NVIDIA's Cg can be compiled into both, but since we're probably dropping D3D support, I'm not making a big deal about the new shader code for OpenGL using GLSL instead of Cg.

Alright, thanks for the hint. So I'll probebly aim at Cg. Don't count on me anytime soon as I have alot of ground to cover and I'm actully mostly interested in documenting the project. For some reason it makes my nose tingle.

Yes, you may all go  :wtf:
Title: Re: HTL - Status v.2
Post by: neoterran on June 23, 2006, 12:18:08 pm
well, i'm a C# programmer. I learned C# as my main language and I understand Java mostly. But C++ is confusing for me. There's all kinds of things that are done completely differently and things I don't understand. I spend a weekend looking at the CVS code and it was like looking into the eye of Sauron. I definately need more C++ experience before I could even attempt any decent changes. Adding shader support to the current codebase would be a big task even for an experienced coder. Just ask Taylor.


At my current path(school dictated) I'll end up a C# programmer but I intend to have a good grasp of C at the least. Too much is still based on that.

if you know C/C++ it's probably easier to understand C# than the other way around. Although there are no pointers in C#(okay there are, but they're frowned upon), there are Generics for Collections instead of Templates, and various other structural and syntactical changes. Also there is no foreach in C that i'm aware of  :doubt:
Title: Re: HTL - Status v.2
Post by: TrashMan on November 28, 2006, 03:05:37 am
Does my Athena model qualify as a HTL model?
Title: Re: HTL - Status v.2
Post by: karajorma on November 28, 2006, 03:34:11 am
Wasn't it a MK II rather than an attempt to high poly the original?
Title: Re: HTL - Status v.2
Post by: Trivial Psychic on November 28, 2006, 10:57:10 pm
I think he did both stock and MK.II variants.
Title: Stupid question
Post by: miskat on December 09, 2006, 02:20:43 am
Stupid newb question: are all the best and prettiest models (like these nice HTL models in here) included in the current 3.6.8 ZETA (and -710 patch) mediavps?
Title: Re: HTL - Status v.2
Post by: karajorma on December 09, 2006, 07:02:39 am
The majority should be. There may be a couple of newer ones that aren't and will be added when the 3.6.9 official media VPs come out. Couldn't tell you which ones off the top of my head though.
Title: Re: HTL - Status v.2
Post by: Mongoose on December 10, 2006, 12:34:37 pm
I know that the HTL Elysium, for one, isn't in the Zetas; the link for it should be in this thread (http://www.hard-light.net/forums/index.php/topic,39886.0.html).
Title: Re: HTL - Status v.2
Post by: Flaser on December 21, 2006, 04:37:34 am
1st post updated, it's once again up-to-date (compared to the rest of the thread).
Title: Re: HTL - Status v.2
Post by: Unknown Target on December 23, 2006, 11:04:08 pm
There was the Ptah that I was working on...

Still WIP though :nervous:
Title: Re: HTL - Status v.2
Post by: Flaser on December 27, 2006, 12:27:11 pm
updated - added the Hermes
Title: Re: HTL - Status v.2
Post by: Flaser on January 26, 2007, 02:11:39 am
updated - added the new Zeus
Title: Re: HTL - Status v.2
Post by: mnftg64 on March 20, 2007, 09:58:28 am
So what exactly are the HTL models? Are they just hi-poly and hi-res? Last time I was around this community, FS2_Open could only handle so many polys on a single model. Has that been overcome?
Title: Re: HTL - Status v.2
Post by: takashi on March 23, 2007, 11:26:23 pm
yeah. poly count realy isnt an issue. but run mv_models and mv_textures together, and then you have memory usage.

that, and HTL is Hardware Transformation and Lighting. not that any of them make use of that.....
Title: Re: HTL - Status v.2
Post by: Taristin on March 24, 2007, 03:25:15 pm
that, and HTL is Hardware Transformation and Lighting. not that any of them make use of that.....

Every one of them make use of it. EVERY model file is rendered by hardware now, no longer software. So stop making accusations.
Title: Re: HTL - Status v.2
Post by: takashi on April 14, 2007, 12:46:14 pm
correction: on my computer
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 11:48:15 am
Add the Typhon.... ;7

Can I interest anyone in texturing the Demon? I only textured it's head so far (still not done) and that's hte easiest part...At this rate it might be ready by christmas 2108
Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 11:55:30 am
You mean like UV mapping it or just Texturing it in Mod view?

EDIT: :bump::bump: Hey this bump look cool. :p

EDIT:
:bump: :bump: :wakka:
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 02:10:50 pm
I mean UV map it... and more detailed textures (higher res) would be nice...DEamon only uses 3 friggin textures - it's a crime!

format? Whatever format one needs it in.,, several .cobs or .3ds files, a .scn or whatever...

Hm...given that it made out of parts, different people can even map different parts..that way it would get done faster.. ;)
Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 02:38:25 pm
Heck Il take a shot at it.Is Truespace 3.2 Ok?
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 02:40:21 pm
yes...which part do you want? You can choose:
- head
- middle body+neck
- rear arch, spike and engines
- belly

Here's the whole scene, concetrate on one part:

http://www.hades-combine.com/web/hosted/fow/newdeamon.scn
Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 02:41:14 pm
Hmm Engines. :P
Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 02:48:46 pm
.....Stupid Truespace 3.2....It keeps crashnig every time i try to open it. :ick:
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 02:51:28 pm
I can put in a .cob...hold on

http://www.hades-combine.com/web/hosted/fow/DemonParts/

there you go


Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 02:53:07 pm
Ok.Thank you.
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 03:01:08 pm
Just FYI - this is as far as I got:

(http://img232.imageshack.us/img232/5121/demonzlp1.th.png) (http://img232.imageshack.us/my.php?image=demonzlp1.png)
Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 03:09:21 pm
The Cobs don't show up in the Truespace 3.2.I think i need better version :doubt:.

Also ITs spelled Demon not Deamon.
Title: Re: HTL - Status v.4
Post by: Snail on July 12, 2007, 03:19:50 pm
Also ITs spelled Demon not Deamon.

I think he knows how to spell the word Demon.

Just like I know that it's Dying and not Dieing. 'Harr.
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 04:24:44 pm
The Cobs don't show up in the Truespace 3.2.I think i need better version :doubt:.

Also ITs spelled Demon not Deamon.

I know..that was deliberate

Hold on...I'll re-save then in TS1.0 .cob format...

DONE - try downloading hte parts now
Title: Re: HTL - Status v.4
Post by: Hades on July 12, 2007, 04:41:15 pm
Still no show.....I give up.Why don't you try to HTL something else?
Title: Re: HTL - Status v.4
Post by: TrashMan on July 12, 2007, 04:48:40 pm
Well, I'm cluless.... :confused:
Title: Re: HTL - Status v.4
Post by: Snail on July 12, 2007, 04:52:51 pm
Why don't you try to HTL something else?

He could just get someone else to do it. :P
Title: Re: HTL - Status v.4
Post by: TrashMan on July 17, 2007, 05:05:57 am
HEy, shouldn't the first page of this thread be updated? I mean, whats the status of some of those ships? Some new ones are in the works and some have been completed..

Whatever happened with the HTL Colossuss and the HTL Iceni?
Title: Re: HTL - Status v.4
Post by: General Battuta on July 17, 2007, 05:15:49 am
It's 'Colossus', one S.
Title: Re: HTL - Status v.4
Post by: TrashMan on July 17, 2007, 06:51:58 am
Ya, you're right, my bad. :o
Title: Re: HTL - Status v.4
Post by: Hades on July 17, 2007, 10:15:09 am
All the guy got done was the arse.I also found out how to open the demon.:yes2: :) :yes:
Title: Re: HTL - Status v.4
Post by: TrashMan on July 17, 2007, 01:19:42 pm
YAY! What part will you do? Just leave the head to me..

EDIT - is the arse of the Colossus available? So someone can continue from there?.. Hm..or maby someone should do it from scratch...ya...hmmm
Title: Re: HTL - Status v.4
Post by: TrashMan on July 24, 2007, 05:28:22 am
This thread needs an update...BADLY....

We need to re-do the list of HTL ships - who's doing them, whats their status, and what ships are left to do!
Title: Re: HTL - Status v.4
Post by: Flaser on July 25, 2007, 08:47:54 am
This thread needs an update...BADLY....

We need to re-do the list of HTL ships - who's doing them, whats their status, and what ships are left to do!

You can start adding items, I've already provided a FORM to do that.
Right now I don't have time to do it, however the moment somebody sends in a filled-out form with either updated or new data, I'm gona put it in.
Title: Re: HTL - Status v.4
Post by: TrashMan on July 25, 2007, 09:12:23 am
Model: Typhon
Creator(s): TrashMan
Status: Complete
Pic: http://img134.imageshack.us/my.php?image=screen0053ye7.jpg
Thread/Source:
Comments:


Model: Demon
Creator(s): TrashMan
Status: In-Progress (mapping)
Pic: http://img232.imageshack.us/my.php?image=demonzlp1.png
Thread/Source:
Comments:


I'm interested in the status of the HTL Colossus and Iceni....
Title: Re: HTL - Status v.4
Post by: Flaser on July 26, 2007, 10:12:28 am
Post updated! (Check the first post)
You could have filled out the thread/source lines as well, but I've searched and filled them out myself.
Title: Re: HTL - Status v.4
Post by: TrashMan on July 26, 2007, 12:50:54 pm
Ugh...forgot the Athena

Model: Athena
Creator(s): TrashMan
Status: Complete
Pic: http://www.geocities.com/asyikarea51/Pictures_dump/athenaredlight.JPG
Thread/Source: http://www.hard-light.net/forums/index.php/topic,42245.0.html
Comments:
Title: Re: HTL - Status v.4
Post by: Flaser on July 27, 2007, 03:16:45 am
Added to the list.
Title: Re: HTL - Status v.4
Post by: jr2 on July 27, 2007, 04:02:30 am
p. 9, this thread is HTL - Status v.2, and it changes to Status v.4  :wtf: :confused:  Where's v.3?
Title: Re: HTL - Status v.4
Post by: TrashMan on July 27, 2007, 06:05:31 am
We skipped that  :D

No, I seriously have no clue...

ERm..Can we PLEASE hear fro mthe people working on the Iceni and Collie? So we can at least know where we stand with it...

If you are unable or unwilling to finish those ships, put your files up and someone else (like me) will finish them ;) ;) ;)
Title: Re: HTL - Status v.4
Post by: Hades on July 27, 2007, 10:42:42 am
The one with the Colossus bigass,ass is inactive. :( :sigh:
Title: Re: HTL - Status v.4
Post by: Flaser on July 29, 2007, 01:50:36 pm
Was probably never committed as an individual post, and only superseded the v2 in the 1st post, and was succeeded by v4.
Title: Re: HTL - Status v.4
Post by: TrashMan on July 29, 2007, 05:00:30 pm
So the Collie model is dead? Anyone want to make a new one then? I'm kinda swamped with work ATM....
Title: Re: HTL - Status v.4
Post by: TrashMan on August 01, 2007, 03:31:04 pm
What? No takers? Damn you lazy buggers! If I hear no word about a HTL Collie in a week I'll make one! :hopping:

*grumbe*
Title: Re: HTL - Status v.4
Post by: Snail on August 01, 2007, 03:58:53 pm
If you do make one, DO NOT ADD EXTRA MAPS, EXTRA TURRETS or other stuff PLEASE.

You can have some artistic license with it, but please don't do what you usually do with your HTL models. :sigh:
Title: Re: HTL - Status v.4
Post by: Snail on August 01, 2007, 04:07:21 pm
Oh, and BTW, here are a few updates:

Ares done, with errors
Aten done, with errors
Faustus done, with map error
Hecate done
Mentu spelt wrong
Orion done
Ravana done, with some errors
Ursa done
Zeus done

That's just a few pointers. i can put them into the form if you want.
Title: Re: HTL - Status v.4
Post by: TrashMan on August 01, 2007, 05:18:56 pm
If you do make one, DO NOT ADD EXTRA MAPS, EXTRA TURRETS or other stuff PLEASE.

You can have some artistic license with it, but please don't do what you usually do with your HTL models. :sigh:

Why would I add extra turrets? Collie is undergunned for it's size, but not undergunned compared to other ships in the FS universe (as opposed to Typhon and Orion)

However IF I make it I MAY have to add 1 or 2 extra maps...there's only so much you cna do with the basic ones collie is made of...
Title: Re: HTL - Status v.4
Post by: Woolie Wool on August 01, 2007, 05:34:33 pm
The Orion is a beam boat. It has so many big beams that it's not unreasonable that it has weak anti-fighter defenses.
Title: Re: HTL - Status v.4
Post by: Snail on August 01, 2007, 05:39:30 pm
The Orion is a beam boat. It has so many big beams that it's not unreasonable that it has weak anti-fighter defenses.

We like the Orion that way. :D

However IF I make it I MAY have to add 1 or 2 extra maps...there's only so much you cna do with the basic ones collie is made of...

An alternative is that you give the Colossus a UV map. That way you can have special details on the texture without having thousands of tiles. ;7
Title: Re: HTL - Status v.4
Post by: akenbosch on August 01, 2007, 05:47:37 pm
the link to download dabrains manticore is messed up.it says i cant acces that section...
Title: Re: HTL - Status v.4
Post by: TrashMan on August 01, 2007, 05:59:31 pm
The Orion is a beam boat. It has so many big beams that it's not unreasonable that it has weak anti-fighter defenses.

20 terran turrets is just as weak as 6 terrans turrets and 4 AAAFs.

Having roughly the same number of turrets as other GTVA destroyers (and a more sane number for it's size) doesn't necessarily make it that much stronger...depends whats in those turrets
Title: Re: HTL - Status v.4
Post by: Hades on August 01, 2007, 06:03:45 pm
the link to download dabrains manticore is messed up.it says i cant acces that section...

PM him...
Title: Re: HTL - Status v.4
Post by: akenbosch on August 01, 2007, 06:29:13 pm
where is he, anyway?
Title: Re: HTL - Status v.4
Post by: Woolie Wool on August 01, 2007, 08:59:56 pm
The Orion is a beam boat. It has so many big beams that it's not unreasonable that it has weak anti-fighter defenses.

20 terran turrets is just as weak as 6 terrans turrets and 4 AAAFs.

Having roughly the same number of turrets as other GTVA destroyers (and a more sane number for it's size) doesn't necessarily make it that much stronger...depends whats in those turrets
The Orion has an insane amount of firepower from 3 BGreens and 3 TerSlash. It doesn't need more guns, unless it's a really comprehensive refit.
Title: Re: HTL - Status v.4
Post by: Raptor on August 02, 2007, 01:53:56 am
Something that's bugged me about the Collossus is that the -in-game model actually has less weapons than the tech/campaign briefing says it has.

The ani states:
45 'laser' turrets
15 flak guns
12 missile batteries
12 beam cannons
for a total of 84

But in game it only has 63, with an extra heavy beam... :wtf:
Title: Re: HTL - Status v.4
Post by: jr2 on August 02, 2007, 03:25:40 am
I think that the actual Collossus' specs should match the cbriefing ani specs if at all possible.  Oh, and the extra heavy beam was made when the C overcharged its beams, in FRED IIRC it just switched to BFGreen instead of BGreen.
Title: Re: HTL - Status v.4
Post by: TrashMan on August 02, 2007, 05:10:56 am
The Orion has an insane amount of anti-capitalfirepower from 3 BGreens and 3 TerSlash. It doesn't need more guns, unless it's a really comprehensive refit.

fixed. It sucks vs. fighters BIG TIME. Would 1 less AAAF and 5 more terran turrets change anything?

Quote
I think that the actual Collossus' specs should match the cbriefing ani specs if at all possible.  Oh, and the extra heavy beam was made when the C overcharged its beams, in FRED IIRC it just switched to BFGreen instead of BGreen.

And face the wrath of the purists? :nervous: :shaking:
Title: Re: HTL - Status v.4
Post by: karajorma on August 02, 2007, 05:12:01 am
I think that the actual Collossus' specs should match the cbriefing ani specs if at all possible.  Oh, and the extra heavy beam was made when the C overcharged its beams, in FRED IIRC it just switched to BFGreen instead of BGreen.

LRBGreen not BFGreen.

The BFGreen is never actually fired anywhere in the game.
Title: Re: HTL - Status v.4
Post by: Raven2001 on August 02, 2007, 09:26:29 am
Dunno if its been mentioned before, but I think it would be good if someone responsible for that list to make a search on other models still "in progress" from long ago, but from which we dont know if their creators are still working\intend to continue working on them.

The idea would be if they arent working on them, to give them up to the community so someone can finish them. Kinda like what Axem did.

The Rakshasa, Astaroth, Argo and Artemis come to mind
Title: Re: HTL - Status v.4
Post by: Hades on August 02, 2007, 09:31:49 am
FireCrack hasn't been on in 2 years i think.
Title: Re: HTL - Status v.4
Post by: Raven2001 on August 02, 2007, 09:37:43 am
Yep, thats why we should contact him and others about it, via E-mail or something.

For the Astharoth I think Bob released an untextured version, but I cant find the link (in the original topic it was deleted)

Also I contacted c914 about the Cain\Lilith, and he claimed that he lost them to an HD crash, so those will have to be restarted from scratch Im afraid :\
Title: Re: HTL - Status v.4
Post by: Hades on August 02, 2007, 09:38:58 am
Can you also get the Manticore from DaBrain?
Title: Re: HTL - Status v.4
Post by: Raven2001 on August 03, 2007, 09:52:58 am
Tried PMing him?
Title: Re: HTL - Status v.4
Post by: Hades on August 03, 2007, 09:57:29 am
Never mind.I PMed him yesterday.He said he would search for it.Did GalEmp give you his HTL Zephyrus?
Title: Re: HTL - Status v.4
Post by: Raven2001 on August 03, 2007, 10:13:15 am
Yeah got it with me. Ill see what I can do with it mid-august :)
Title: Re: HTL - Status v.4
Post by: Hades on August 03, 2007, 10:13:38 am
Cool. :nod:
Title: Re: HTL - Status v.4
Post by: TrashMan on August 03, 2007, 10:49:17 am
So if I got it right, the situation is as follows:

HTL Collie - MIA
HTL Zyphyrus - Raven2001 has it
HTL Iceni - exists only a 3DMax scne. not yet converted
HTL Lilith/Cain - KIA
Title: Re: HTL - Status v.4
Post by: Hades on August 03, 2007, 10:56:23 am
HTL Iceni.http://files.filefront.com/corvette2r_01fixedrar/;5141962;;/fileinfo.html
I have the HTL Iceni i have no idea how you do not.
Title: Re: HTL - Status v.4
Post by: TrashMan on August 03, 2007, 11:18:31 am
I don't recall a realse thread...the only thing I do recall is a thread with complaints about the converting and turreting the thing...
Title: Re: HTL - Status v.4
Post by: Hades on August 03, 2007, 11:19:51 am
Oh well at least you have a link to a beter Iceni. :lol:
Title: Re: HTL - Status v.4
Post by: Snail on August 03, 2007, 11:21:38 am
The Iceni was converted, I have it.
Title: Re: HTL - Status v.4
Post by: Hades on August 03, 2007, 11:23:20 am
The Iceni was converted, I have it.

So do I.I might go and put it on HC
Title: Re: HTL - Status v.4
Post by: TrashMan on August 03, 2007, 11:25:55 am
That still leaves the Collie as MIA and the Lilith as KIA....
Title: Re: HTL - Status v.4
Post by: Hades on August 03, 2007, 11:31:16 am
OK Iceni is uploaded. :D
Title: Re: HTL - Status v.4
Post by: Raven2001 on August 03, 2007, 11:45:59 am
But that Iceni is still suffering from the lightning and mass problems?
Title: Re: HTL - Status v.4
Post by: Snail on August 03, 2007, 01:06:22 pm
Raven2k1 is right, actually. But a lot of other things also have rats on them.
Title: Re: HTL - Status v.4
Post by: Raven2001 on August 03, 2007, 01:19:37 pm
Well the Iceni and former Ravana were the only ones I noticed glitches (then again I dont hunt for them :P )

On the Iceni the fact that the lightning isnt hitting right is bearable, but when it gets hit by a beam, the frigate spins like if it is on Disco Inferno :P
Title: Re: HTL - Status v.4
Post by: Snail on August 03, 2007, 01:22:02 pm
Well the Iceni and former Ravana were the only ones I noticed glitches (then again I dont hunt for them :P )

The Satis, Aten, Ares, and most of Raa's models were slightly messed up.

On the Iceni the fact that the lightning isnt hitting right is bearable, but when it gets hit by a beam, the frigate spins like if it is on Disco Inferno :P

I gotta try that...
Title: Re: HTL - Status v.4
Post by: TrashMan on August 03, 2007, 02:34:12 pm
The Satis, Aten, Ares, and most of Raa's models were slightly messed up.


Colission detection AFAIK...
Title: Re: HTL - Status v.4
Post by: jr2 on August 03, 2007, 02:38:23 pm
On the Iceni the fact that the lightning isnt hitting right is bearable, but when it gets hit by a beam, the frigate spins like if it is on Disco Inferno :P

I gotta try that...

Keep the messed up model for use in JAD4 or something. :lol:
Title: Re: HTL - Status v.4
Post by: akenbosch on August 03, 2007, 03:22:02 pm
half the cockpits are off scale, and HUD panels are blocking my view.
Title: Re: HTL - Status v.4
Post by: Snail on August 03, 2007, 03:25:49 pm
Cockpit view is 'unfreespacey' to me.
Title: Re: HTL - Status v.4
Post by: TrashMan on August 03, 2007, 03:46:52 pm
That's why my cockpits don't have HUD pannels. What for??
Title: Re: HTL - Status v.4
Post by: akenbosch on August 03, 2007, 07:40:12 pm
not to be a pessimist, but theres alot wrong with the HTL models. maybe if the raw files would be released along with the finished ones, so people could fix any problems/things that they dont like?
Title: Re: HTL - Status v.4
Post by: CKid on August 10, 2007, 08:42:26 pm
Hey, I was just wondering if anyone had a fix for the HTL version of the Medusa to get rid of the shinny mirrors. Thanks.
Title: Re: HTL - Status v.4
Post by: akenbosch on August 10, 2007, 08:58:11 pm
you use this shinemap:
Title: Re: HTL - Status v.4
Post by: CKid on August 11, 2007, 10:29:13 am
Thanks. I was getting sick of those shine mirriors.
Title: Re: HTL - Status v.4
Post by: Hades on August 11, 2007, 10:32:04 am
Σκέφτομαι ότι βρήκα τη διεύθυνση ηλεκτρονικού ταχυδρομείου του karma.
Translation From Greek to English is-I think i found karma's email address-      [email protected]
Title: Re: HTL - Status v.4
Post by: nubbles526 on August 12, 2007, 03:36:45 am
I am not the author...so I don't get how to add the status and stuff. But there has been a HTL Colossus in progress

http://www.hard-light.net/forums/index.php/topic,48690.0.html

I suggest that we move this into FreeSpace Upgrade Project instead of Freespace modding, where it currently is...
Title: The Big Normal Maps Thread
Post by: Galemp on October 31, 2007, 10:33:09 am
So I just downloaded the new 3.6.10 build with normal maps and I'm overjoyed! This technology will allow us to make better looking ships than ever before without going crazy with polycounts. Now the demo maps are fine but I figured we'd all want to pull together and churn out better ones.

Personally I don't like overdoing the effects... I know some people have complained about the textures looking 'slimy' and I don't want the normal maps to overwhelm the original textures, either. So, I'm redoing the shine maps as well.

First, a tweaked Ulysses.

(http://web.njit.edu/~pjo3/normal/ulys2.jpg)(http://web.njit.edu/~pjo3/normal/ulys1.jpg)

Second, a new Loki.

(http://web.njit.edu/~pjo3/normal/loki2.jpg)(http://web.njit.edu/~pjo3/normal/loki1.jpg)

Get them here (http://web.njit.edu/~pjo3/normal/loki-ulys.zip)

Alas, the method I used to generate the normal maps from the height maps didn't leave them completely congruent, so there's some nasty interference in parts. Any recommendations for other techniques?

(Mods, sticky this please.)
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on October 31, 2007, 01:28:44 pm
Isn't that the stock Loki model in your post?  I know the HTL version isn't in a set of (official) mediavps yet, which makes me wonder if the normal map is even being applied, if it's indeed designed to improve the stock model.  If it is getting applied though I'm curious what your changes would do to the HTL version's appearance, since it already looks pretty kick ass to me, heh.

I'm not sure if it's just the screenshot not doing it proper justice, but I can't really see much of a difference at all between your picture of a tweaked Ulysses and a picture taken using standard rendering.  It certainly lacks a "slimy" feel to it of course.  It might be helpful to include for comparison purposes the previous normal map version and one without normal maps.

Good luck with your project.
Title: Re: The Big Normal Maps Thread
Post by: taylor on October 31, 2007, 02:45:56 pm
The normal map pack that I released does have a normal map for the hi-poly Loki rather than the retail one.  But, like Marcus Vesper commented on, you really need to jack up the normal map scale in order to really see it.  I have complained about that numerous times with DaBrain as well.  The basic problem is that you simply can't see the effects of the normal map unless you are looking closely at it, either in-game or in the lab/techroom.  So although you get some added lighting effects, you pay heavily for it with the memory an extra map requires.  Simply adding an extra 1000 or so polys would be a far cheaper way to get an improved look.  But it's really just something that is on a per-model model basis.  Some models will benefit heavily from normal maps, and others would be better off with simply getting a few hundred extra polys and a better diffuse map.

I can also say that how the normal map is made can have a significant difference in how well it improves the model.  I greatly prefer Vasudan Admiral's hi-poly Loki normal map to DaBrain's for instance (with DaBrain's being in the normal map pack that I released).  But not everyone would agree with that view.  It's really just something that all of the artists and model makers will have to work out as time goes on.  They can then get the right balance of how and where to spend the extra polys, and design the model to make far better use of the normal map.  The best code in the word doesn't really matter if the content isn't there to properly take advantage of it.  That is why I chose to go ahead and get this early version of the shader code into current builds, so that when we really go all-out with it, everyone will be fully prepared to take advantage of the new capabilities.
Title: Re: The Big Normal Maps Thread
Post by: Admiral Nelson on October 31, 2007, 03:30:23 pm
Are Vasudan Admiral's available publicly?  He posted renders ages back in various places of his models bumpmapped, but I've not seen the files available for download.
Title: Re: The Big Normal Maps Thread
Post by: taylor on October 31, 2007, 05:46:43 pm
Are Vasudan Admiral's available publicly?  He posted renders ages back in various places of his models bumpmapped, but I've not seen the files available for download.
He had sent me a test pack that contained maps for the Aeolus, Loki, Lucifer and Triton, but I believe that he was going to still work on them a bit more before releasing anything official.  I don't want to post them myself unless he says so.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 01, 2007, 03:55:57 am
Heh, GE - I don't think you were around for the HTL loki release here. (http://www.hard-light.net/forums/index.php/topic,46783.0.html) :) (In fact, where have you been? It's been ages!)

And yeah - I have been working on propper normal maps for the loki and some of the other ships, but Taylor's right that I'd rather not release it before it's ready - saves the kind of version confusion the fenris/levvy models created. All it needs though is a bit of balancing and saving in the new format and that should be it, so I'll give that a go now.

The other ships bumpmaps will take a bit longer, as with the lucifer especially there are smoothing errors I'd very much like to fix. I was kinda stupid in how I handled some of the geometry/textures as well so I'd like to make some other changes too.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 01, 2007, 05:01:31 am
Right, here we go: http://www.freewebs.com/twisted-infinities-va/HTL-Loki/LokiHTL-normal.zip

And since nothing ever happens without piccies :p :

(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Loki/Loki_Bumped.jpg)

(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Loki/Loki_Normal.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Grizzly on November 01, 2007, 05:33:34 am
I should stop looking here... Not playing freespace + pictures like that = Sorta homesick.
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 01, 2007, 10:12:17 am
Now that is one gorgeous Loki.  It's a shame I'm also not at home, or I'd be testing that out in a heartbeat.
Title: Re: The Big Normal Maps Thread
Post by: Alan Bolte on November 01, 2007, 12:10:07 pm
 :wtf: It looks like it's made out of leather.
Title: Re: The Big Normal Maps Thread
Post by: Flipside on November 01, 2007, 12:19:53 pm
The second one does because the textures are switched off ;)

Title: Re: The Big Normal Maps Thread
Post by: castor on November 01, 2007, 01:31:01 pm
Right, here we go: http://www.freewebs.com/twisted-infinities-va/HTL-Loki/LokiHTL-normal.zip
Could you please double check the file VA? I'm having hard times tryin to unzip this..
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 01, 2007, 05:48:23 pm
Weird - clicking it normally just reloads this page for me. :\ Right-clicking -> save target as works, and the file appears to be fine though. Does it say it's corrupt or something does it?
Title: Re: The Big Normal Maps Thread
Post by: Admiral Nelson on November 01, 2007, 06:09:57 pm
Doesn't work for me either.  Complains "file is not an archive".
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 02, 2007, 03:08:35 am
Ok, it's probably the file compression - I recently reformatted and instead of installing 3 separate file compressors for zips rars and 7zs, I'm trying to use only 7zip to do everything.

Ok, I've fiddled a bit - those who were having problems could you see if this zip works for you? http://www.freewebs.com/twisted-infinities-va/HTL-Loki/LokiHTL-normal2.zip

If not I suppose I'll just go and install winzip again.  :sigh:
Title: Re: The Big Normal Maps Thread
Post by: aRaven on November 02, 2007, 07:37:08 am
So I just downloaded the new 3.6.10 build with normal maps and I'm overjoyed!


Where did you get them from? I searched in the source code project threads, but came out empty...
Title: Re: The Big Normal Maps Thread
Post by: Jeff Vader on November 02, 2007, 08:24:13 am
The newest stable build (http://www.hard-light.net/forums/index.php/topic,50258.0.html) and the normal maps (http://www.hard-light.net/forums/index.php/topic,49939.0.html).
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 02, 2007, 08:53:57 am
Both of those download links fail with I click on them or right click and select "Save File as", when I'm in Firefox.  They worked when I tried Internet Explorer on a hunch though.
Title: Re: The Big Normal Maps Thread
Post by: Turambar on November 02, 2007, 09:13:38 am
that loki is truly made of epic win.
Title: Re: The Big Normal Maps Thread
Post by: Jeff Vader on November 02, 2007, 09:25:02 am
Both of those download links fail with I click on them or right click and select "Save File as", when I'm in Firefox.  They worked when I tried Internet Explorer on a hunch though.
That's odd. I just retested both and they worked. With Firefox.
Title: Re: The Big Normal Maps Thread
Post by: aRaven on November 02, 2007, 09:45:12 am
thanks lobo for the links ;)
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 02, 2007, 11:08:51 am
Both of those download links fail with I click on them or right click and select "Save File as", when I'm in Firefox.  They worked when I tried Internet Explorer on a hunch though.
That's odd. I just retested both and they worked. With Firefox.
To clarify: The links to the updated Loki normal map wouldn't work when I tried them this morning at home using Netscape 8, which is built off of Firefox and generally works with any site that's compatible with normal Firefox (even if it complains that it doesn't support your browser).  Your links though were fine Lobo.  I just tested the second link to the Loki on my work computer running a standard Firefox installation and it worked, so it was probably just me (or Netscape).  Could be a side effect of some anti-3rd party linking scripts I have that route some information into a black hole, or any of the other things I screw around with.

But for those having problems, trying IE might solve them.
Title: Re: The Big Normal Maps Thread
Post by: castor on November 02, 2007, 12:26:02 pm
Ok, the link seems to work in FF if opened to new browser window.
Title: Re: The Big Normal Maps Thread
Post by: Zacam on November 03, 2007, 01:53:31 am
Vasudan Admiral: That Loki.....ye gods, now I feel like a dastard for daring to shoot at the NTF vessels. *weeps with joy*

In other words, excellent job, m8.
Title: Re: The Big Normal Maps Thread
Post by: Ghost on November 03, 2007, 02:54:18 pm
My mind has been blown. Truly this begins to become more and more next-gen in appearance.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 03, 2007, 07:18:08 pm
The linking problems appear to be because Freewebs has changed something and disabled remote linking. :hopping:

Rightclick -> save as still appears to work though.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 11, 2007, 11:55:45 am
Looks like I should join you guys. ;)

Before:
(http://i5.tinypic.com/8etsykn.jpg)

And now with normal maps:
(http://i13.tinypic.com/6jczcj7.jpg)

With all maps enabled:

(http://i1.tinypic.com/7w7rn1u.jpg)

(http://i16.tinypic.com/6ps4ufp.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Snail on November 11, 2007, 12:00:22 pm
The pictures seem to be dead...
Title: Re: The Big Normal Maps Thread
Post by: castor on November 11, 2007, 12:22:45 pm
Excellent! Amazing! Brilliant work :yes: :yes:
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 11, 2007, 02:35:46 pm
That looks absolutely gorgeous.  But there's no download link!

Also, your Mod Starter Pack link in your signature turns up a page not found from 3d-Action Planet.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 11, 2007, 05:02:17 pm
Yeah, the mod starter pack is dead...

Well, the stuff goes directly to the media Vps.

Anyway... I made another one. ;)

Comparison shots:
 
(http://i17.tinypic.com/6xjm6ph.jpg)

(http://i15.tinypic.com/6kiszrd.jpg)
Title: Re: The Big Normal Maps Thread
Post by: WeatherOp on November 11, 2007, 05:59:21 pm
Nice, those maps and lighting really give an organic look to that texture. Now do the Moloch maps.  :D
Title: Re: The Big Normal Maps Thread
Post by: starfox on November 12, 2007, 06:47:53 am
Looks brilliant !  :nod:
Yeah, I was looking for the download link too, kinda first thing you look, when you come across pics like that.  :lol:

Title: Re: The Big Normal Maps Thread
Post by: CP5670 on November 12, 2007, 12:57:01 pm
These normal maps look fantastic in general, but does anyone else think they make the models look far too dark? That Zeus in particular looks almost like a different ship, more like the Zeus DH that Black Wolf made some years ago.
Title: Re: The Big Normal Maps Thread
Post by: castor on November 12, 2007, 02:05:50 pm
A bit dark, but I'd guess its due to DaBrain's ambient lighting setting? (because these are ships lab shots).
Title: Re: The Big Normal Maps Thread
Post by: Ghost on November 12, 2007, 03:31:18 pm
Pleeeeeease give us a download link.
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on November 12, 2007, 05:05:49 pm
eye poppin goodnes!
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 12, 2007, 05:45:12 pm
These normal maps look fantastic in general, but does anyone else think they make the models look far too dark? That Zeus in particular looks almost like a different ship, more like the Zeus DH that Black Wolf made some years ago.
Turning on "no emissive light" and setting the ambient light very low will do that.  You probably play with a much higher ambient then DaBrain was using for those shots.
Title: Re: The Big Normal Maps Thread
Post by: Darklord42 on November 13, 2007, 07:37:53 pm
Wow its like you don't even have to do a hi poly model anymore.
Title: Re: The Big Normal Maps Thread
Post by: ARSPR on November 14, 2007, 04:27:25 am
Wow its like you don't even have to do a hi poly model anymore.

That's the main point of normal and/or parallax mapping... You can simulate a lot of detail over flat surfaces, (ie. few polys), using lighting and pixel displacement tricks.

3D modelers have to find the right balance in each new ship. But with a good texture usage, ultra-hi poly models can become history. I even feel that some of the actual hi-poly models could be downgraded without any appreciable quality loss. (IIRC what Taylor somewhere posted, hi-poly models are quite a penalty for the actual collision detection code).
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 14, 2007, 04:48:59 am
Other way round - putting on more polys is preferable to adding a normal map in cases where either method would deliver the required detail. ;)

But you're right about the balance. Some Vasudan or Shivan ships like the support ship DaB has shown there may not need a HTL upgrade if given a good enough normal map, but for most others it will be a matter of finding a good balance. On a ship like the Lucifer for example, normal mapping works very nicely, but I'm not yet sure if the HTL Arcadia will need normal maps if I can instead model in most of the detail, as opposed to making a set of huge normal maps.

Another factor is that HTLing takes a whole lot longer than making a good normal map, and so in cases where doing that would work, it would be preferable to just make the normal map and work on something that really does need an upgrade.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 15, 2007, 04:37:20 pm
@all
Yes my ambient settings are pretty dark. I like it that way. ;)



Well, I got some new stuff.

(http://img3.imagebanana.com/img/s5qi2yhv/Unbenannt4.jpg)

(http://img3.imagebanana.com/img/zsrzumsx/Unbenannt5.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Darklord42 on November 15, 2007, 05:34:19 pm
Other way round - putting on more polys is preferable to adding a normal map in cases where either method would deliver the required detail. ;)

But you're right about the balance. Some Vasudan or Shivan ships like the support ship DaB has shown there may not need a HTL upgrade if given a good enough normal map, but for most others it will be a matter of finding a good balance. On a ship like the Lucifer for example, normal mapping works very nicely, but I'm not yet sure if the HTL Arcadia will need normal maps if I can instead model in most of the detail, as opposed to making a set of huge normal maps.

Another factor is that HTLing takes a whole lot longer than making a good normal map, and so in cases where doing that would work, it would be preferable to just make the normal map and work on something that really does need an upgrade.

Which is actually better on system resources?

@DaBrain.   those are magnificent!
Title: Re: The Big Normal Maps Thread
Post by: Hades on November 15, 2007, 05:41:56 pm
Question about the normal maps with Media VPs:Are the normal maps going to be in a different VP than the maps?
Because my computer can't handle them and I didn't want unneeded maps taking up my space.
BTW nice pics.
Title: Re: The Big Normal Maps Thread
Post by: Raven2001 on November 15, 2007, 05:43:21 pm
Aparently im a bit late on the latest developments... but I gotta say

FINALLY we have normal mapping... look at that Artemis... it barely needs any HTLization at all
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 15, 2007, 06:00:13 pm
Question about the normal maps with Media VPs:Are the normal maps going to be in a different VP than the maps?
Because my computer can't handle them and I didn't want unneeded maps taking up my space.
BTW nice pics.

They will be in the "mv_assets" VP. Together with alll maps and models.

However they won't get loaded unless you activate normal mapping in the launcher.
Title: Re: The Big Normal Maps Thread
Post by: Hades on November 15, 2007, 06:04:00 pm
They wont work on my computer, it is a laptop.
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 15, 2007, 06:11:21 pm
Like DaBrain just said, it won't try to load the normal maps unless you specifically tell the launcher to enable that feature.  Other then making the VP a bit larger, it won't have any real drawbacks for people who can't run them, and it's probably less confusing this way.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 15, 2007, 07:58:09 pm
Which is actually better on system resources?
That all depends on just how far you want to go in terms of detail. If you intend to have all the hull plates and other details look 3d, go with a normal map in preference to modelling in that detail, because if you modelled it all in you'd be looking at thousands and thousands of extra polys.

However, normal mapping is currently best suited to only that kind of detail. If you need larger or more complex detail, then you'd be much better off modelling it in. An example of this is the Arcadia - even its small detail is too big to accurately portray using normal mapping, so I'll be modelling it in using detail boxes and stuff.

Basically: modelling it in is far less resource intensive than adding a normal map, but only up to a point. Beyond that point you'd be wasting thousands of polys where a normal map could be used instead.
Title: Re: The Big Normal Maps Thread
Post by: jr2 on November 16, 2007, 03:50:48 am
<snip>

Would you be able to use that Artemis model on the Artemis D.H. variant, or is it too different?
Title: Re: The Big Normal Maps Thread
Post by: Darius on November 16, 2007, 05:22:24 am
The Artemis D. H. has a different tail structure. I expect it'll only make a minimal difference to it though.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 16, 2007, 06:11:09 am
It needs a completely different normal map, but that one is done already too.


Here is another one:

(http://img3.imagebanana.com/img/sa233sgs/Unbenannt3.jpg)
Title: Re: The Big Normal Maps Thread
Post by: taylor on November 16, 2007, 08:17:41 am
Which is actually better on system resources?
That all depends on just how far you want to go in terms of detail. If you intend to have all the hull plates and other details look 3d, go with a normal map in preference to modelling in that detail, because if you modelled it all in you'd be looking at thousands and thousands of extra polys.

However, normal mapping is currently best suited to only that kind of detail. If you need larger or more complex detail, then you'd be much better off modelling it in. An example of this is the Arcadia - even its small detail is too big to accurately portray using normal mapping, so I'll be modelling it in using detail boxes and stuff.

Basically: modelling it in is far less resource intensive than adding a normal map, but only up to a point. Beyond that point you'd be wasting thousands of polys where a normal map could be used instead.
Another thing that matters is engine upgrades.  Since memory usage from textures and effects has been one of our biggest problems, that area has received most of the work over the past couple of years.  Memory handling is now far superior to what it used to be.  The problem, is that now it can't get any better.

Geometry rendering has barely been touched though, and is extremely inefficient.  And for 3.7, fixing that is my primary concern.  It will likely take of couple of versions to actually get everything updated, but it will be worth it.  The collision detection code is also pretty crappy in the efficiency department, but there are some changes that could be made there to improve things as well.

What this all means is that normal maps can only slow things down.  More memory used means higher hardware requirements, which translates to it running slower for a lot of people.  Using more geometry on the other hand, will slow things down now, but in the future you could probably triple the geometry used on a ship and have it run at the same speed as it does now, if not faster.

So my advice has simply been to be selective about using normal maps.  Use them where you need them, not where you want them.  Some ships will do far better with a normal map than with more geometry, so go with a normal map there.  Other ships can benefit from a normal map, but to such a small degree that unless you are looking at the ship in the Lab you really aren't going to see any of that detail.  In cases like that you are only wasting memory, and more geometry detail would probably be advisable.  If you add more geometry and it gets slower then don't worry about it, because we've got a lot of room to work on the code to make it better.
Title: Re: The Big Normal Maps Thread
Post by: ARSPR on November 16, 2007, 10:45:21 am
And also in addition to normal maps, take notice that Taylor has also added parallax mapping (-height).  :yes:  :yes:

Nevertheless, I really feel that in a game like this one, a space simulator where you don't move slowly and quite near other models to look at, (opposite to a FPS and room walls as example), parallax mapping IS THE GREAT LUXURY.
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 16, 2007, 11:05:51 am
And also in addition to normal maps, take notice that Taylor has also added parallax mapping (-height).  :yes:  :yes:

Nevertheless, I really feel that in a game like this one, a space simulator where you don't move slowly and quite near other models to look at, (opposite to a FPS and room walls as example), parallax mapping IS THE GREAT LUXURY.
Of course, so long as it's an optional feature that isn't being enabled by default, where's the harm in including it?  Some of us have the speed to burn on graphic niceties like that.  Yay upgrades.
Title: Re: The Big Normal Maps Thread
Post by: WeatherOp on November 16, 2007, 02:05:50 pm
Do the Moloch. :p
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 16, 2007, 02:17:03 pm
Partially, I already did. ;)

(http://img3.imagebanana.com/img/43j5rg4v/Unbenannt2.jpg)

Anyway, maybe you should give it a try too.

Title: Re: The Big Normal Maps Thread
Post by: Turambar on November 16, 2007, 03:55:39 pm
I would if it worked on my card.
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on November 17, 2007, 11:23:08 am
Has anyone done normal maps for the asteroids? That would/could make a huge difference in them.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 17, 2007, 11:49:48 am
I think you should check this out:
http://www.hard-light.net/forums/index.php/topic,25406.msg1020869.html#msg1020869
Title: Re: The Big Normal Maps Thread
Post by: WeatherOp on November 17, 2007, 12:28:28 pm
Partially, I already did. ;)

(http://img3.imagebanana.com/img/43j5rg4v/Unbenannt2.jpg)

Anyway, maybe you should give it a try too.



Nice.

In truth I need to remodel that thing, I might get around to it soon. Because a ton of the work done on the model, could now be done with normal maps(ribs). If you can DaBrain, after your done with the normal maps, post a screen of the Non-HTL model, I wanna see how the ribs look fully normal mapped.
Title: Re: The Big Normal Maps Thread
Post by: teistiz on November 18, 2007, 11:58:25 am
Has anyone been working on removing the existing shading from the MediaVP textures? When using normalmaps the usual colormap textures should _not_ contain any attempt at simulating lighting except ambience or the combination will look pretty horrible. I tried the nm_test.vp and noticed the Deimos corvettes still had the cartoonish shading in their colormaps while at least one of the textures it used had a corresponding normalmap. The result didn't look very good (well, ok, the Deimos textures never did).
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 18, 2007, 03:18:07 pm
We don't have self shadowing re-implemented at this stage, so in some cases painted on shading is still necessary. Certainly the pseudo directional lighting that I've always been painting onto hull plating needs to go (wow that will take some getting used to ;) ), but at this stage places that wouldn't get much light such as some recesses, tunnels, holes and other various typically dark places will still need to be shaded as such on the map.

They should be kept as a separate layer though in case self shadowing makes a return, meaning most of them could be removed.

Oh yeah, and I've recently figured out how to bake ambient occlusion maps in blender, so I'll be overlaying that on all future textures because the fake shading it produces looks great. :D (and can't be done by normal mapping)
Title: Re: The Big Normal Maps Thread
Post by: teistiz on November 18, 2007, 04:32:38 pm
but at this stage places that wouldn't get much light such as some recesses, tunnels, holes and other various typically dark places will still need to be shaded as such on the map.
Yeah, that's pretty much what I meant by mentioning getting rid of the shading except ambience in my post. Maybe it doesn't need to be as exagerrated as it is on some of the stock textures but removing it completely wouldn't look good either imho.

The ambient occlusion map's a kind of fake radiosity for ambient lighting, right? That should look pretty nice, at least on the smaller craft that it can be used with - the capital ships' use of repeating textures would probably make it impossible unless someone added a second set of texture coordinates.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 18, 2007, 07:19:30 pm
Oh right. I assumed by 'ambience' you just meant having the map 100% uniformly lit. My bad. :)

And yeah, here's what the baked AO map looks like on the cockpit model:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Cockpit/Cockpit-AO.jpg)
(Ignore the stick - I messed up a bit there. Easy fix though.)
There's no lighting or shading or AO applied in that scene, just the baked texture displayed at 100% brightness - without it you'd just see a solid white outline. Overlaying this texture on the actual base map shades everything very nicely. :)
Title: Re: The Big Normal Maps Thread
Post by: Darklord42 on November 18, 2007, 08:20:02 pm
There is an Idea,  Normal Maps in cockpits.  I'm sure WCS would look into that once they are able to move instruments around.
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 20, 2007, 03:47:53 am
Yay, and I just got to Bearbaiting again yesterday, what perfect timing!
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on November 21, 2007, 06:51:12 am
If I got this right, normal mapping is best used for fighters/bombers that don't have many polies allready and for metal panel like textures.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 21, 2007, 07:03:04 am
It's more of a per-ship decision really.

The Lucifer for example will benefit greatly once it has a final normal map because all the small-medium detail present on the UV map will be really brought out, whereas on something like the Ravana, Demon or Sathanas it won't be as noticable due to the relatively tiny details combined with the texture tiling. The Arcadia might benefit a bit, but it probably won't be a big enough difference the cost of a huge normal map for it (since I'll be UVing the thing).

Basically there aren't any set-in-stone rules for which types of ships are worth the effort and which aren't. :)
Title: Re: The Big Normal Maps Thread
Post by: BlackDove on November 23, 2007, 02:03:07 pm
So.....where can we get the final normal map pack/updated map pack as they come out?
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 24, 2007, 04:00:04 am
They'll all be in the mv_assets.vp, together with all  models and textures.

I wanted to release a public test version of the VPs a few days ago, but my motherboard got fried and now I can only use my laptop. No access to the files, but I don't think my HDDs were fried too. So I'll just have to wait for my replacement keyboard...


To all contributors: Please post all normal maps together with their uncompressed source files (bump/height map), so I can make adjustments if needed. TGA is fine, but PSDs would be even better. ;)
Title: Re: The Big Normal Maps Thread
Post by: jr2 on November 24, 2007, 07:50:32 am
Ahem... your motherboard got fried, and you're waiting on a replacement keyboard?  :wtf:
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on November 24, 2007, 09:39:07 am
If I got this right, normal mapping is best used for fighters/bombers that don't have many polies allready and for metal panel like textures.

They actually work very well for organic details. The method of generating them seems to make the biggest difference I think. If you generate one from a very highpoly object then it works much better than just generating one from the existing texture.  Depending on the size of the normal map texture you can get some really good detail in organic type ships.  On the Sathanas it could be that you don't have height depth up enough. Has it been HTL'd? Can normal maps be assigned to the different LOD levels other than LOD0?
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 25, 2007, 02:51:22 pm
Ahem... your motherboard got fried, and you're waiting on a replacement keyboard?  :wtf:

Yes! ... No wait... I ment "motherboard". Hopefully, I'll get a replacement in a few days.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 26, 2007, 05:19:50 pm
Just got my PC back working in one piece.


Time to post something new! ;)

I did this a while ago... I hope it wasn't already in the normal map package.  (Also slightly updated diffuse spec and glow maps.)

(http://i15.tinypic.com/6su5xxk.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on November 26, 2007, 05:25:54 pm
Wow, I especially love the cracks and stuff in the topside scales. :D

The canopy looks a bit whacked though?
Title: Re: The Big Normal Maps Thread
Post by: redsniper on November 26, 2007, 05:43:54 pm
:wtf: with canopy.
Title: Re: The Big Normal Maps Thread
Post by: BlackDove on November 26, 2007, 06:50:30 pm
ARGH THE COCKPIT, IT BURNS, IT BURNS.

Also, gather all, shove into one file.
Title: Re: The Big Normal Maps Thread
Post by: Black Wolf on November 26, 2007, 07:18:25 pm
Howdy!Here's some normal maps for the SATHANAS (http://web.njit.edu/~pjo3/sathnormaps.zip).

(http://web.njit.edu/~pjo3/normsath.jpg)

Sadly they don't make as much as a difference as I had hoped. Could have to do with the overwhelming scale of the thing.



Dude! When did you get back? Howis uni treating you - you've gotta be on your way to finishing by now, surely?

DaB: That tauret looks good, but it's the perfect example of why normal maps can't entirely replace high poly models. By god it looks dodgy next to, say, a serapis.
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on November 27, 2007, 01:37:26 pm
The body of the ship looks wonderful, but I agree, that cockpit burns.  Why would you make it magnesium fire white anyways?
Title: Re: The Big Normal Maps Thread
Post by: Kaboodles on November 29, 2007, 11:50:21 pm
I'm not a fan of the cracks on the top.  Seems to hide the scales quite a bit. 

Also, what's with the scales on the front wing-like things there?  They don't fit the texture or model.
Title: Re: The Big Normal Maps Thread
Post by: MetalDestroyer on November 30, 2007, 01:22:29 am
Already post it, but well :D


(http://pix.nofrag.com/4/0/0/42a41844d0063eee828c4d78892aftt.jpg) (http://pix.nofrag.com/4/0/0/42a41844d0063eee828c4d78892af.html)
(http://pix.nofrag.com/0/3/1/72689ca88d157822319ef4724e5d7tt.jpg) (http://pix.nofrag.com/0/3/1/72689ca88d157822319ef4724e5d7.html)

(http://pix.nofrag.com/b/e/d/a2983d83894731c1b6b4dd79dc928tt.jpg) (http://pix.nofrag.com/b/e/d/a2983d83894731c1b6b4dd79dc928.html)
(http://pix.nofrag.com/8/e/c/8a612f5121001bb22dbbd237f77cett.jpg) (http://pix.nofrag.com/8/e/c/8a612f5121001bb22dbbd237f77ce.html)

(http://pix.nofrag.com/f/5/c/2352d16184edb7718a0af17cc849ett.jpg) (http://pix.nofrag.com/f/5/c/2352d16184edb7718a0af17cc849e.html)
(http://pix.nofrag.com/f/a/8/4465efb7ea4b6ad63c456140f0790tt.jpg) (http://pix.nofrag.com/f/a/8/4465efb7ea4b6ad63c456140f0790.html)

(http://pix.nofrag.com/1/e/5/caae7a41ded2565944ced3505410ftt.jpg) (http://pix.nofrag.com/1/e/5/caae7a41ded2565944ced3505410f.html)
(http://pix.nofrag.com/1/a/c/630780cac6dd5f7f2dc9f764e454att.jpg) (http://pix.nofrag.com/1/a/c/630780cac6dd5f7f2dc9f764e454a.html)

(http://pix.nofrag.com/d/c/b/ea345bba08499ebcc72fa6a5fb457tt.jpg) (http://pix.nofrag.com/d/c/b/ea345bba08499ebcc72fa6a5fb457.html)
(http://pix.nofrag.com/7/e/1/5f65b5768f440c28cbce1156920bbtt.jpg) (http://pix.nofrag.com/7/e/1/5f65b5768f440c28cbce1156920bb.html)

(http://pix.nofrag.com/6/e/0/fea69d73d43567a350ee6a9ef4590tt.jpg) (http://pix.nofrag.com/6/e/0/fea69d73d43567a350ee6a9ef4590.html)
(http://pix.nofrag.com/3/a/6/384aee2e607396c4d64e3cda6d361tt.jpg) (http://pix.nofrag.com/3/a/6/384aee2e607396c4d64e3cda6d361.html)

(http://pix.nofrag.com/a/7/9/a2a8beabab95fe3d54614c9e2a4f4tt.jpg) (http://pix.nofrag.com/a/7/9/a2a8beabab95fe3d54614c9e2a4f4.html)
(http://pix.nofrag.com/4/b/5/cb9fbddcbc5bb998d41b8612d9f39tt.jpg) (http://pix.nofrag.com/4/b/5/cb9fbddcbc5bb998d41b8612d9f39.html)
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on November 30, 2007, 06:29:03 am
Knossos

(before and after shaders)

(http://i17.tinypic.com/837vt3k.jpg)

(http://i14.tinypic.com/6oflfnd.jpg)

A closer look at the normal map detail.

(http://i1.tinypic.com/8bnua9y.jpg)

(http://i8.tinypic.com/6ywxelu.jpg)

In a mission.

(http://i16.tinypic.com/6jcn0au.jpg)

(http://i11.tinypic.com/6wy35w1.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Black Wolf on November 30, 2007, 09:48:35 am
Holy jeebus. That is what these maps were meant to do.
Title: Re: The Big Normal Maps Thread
Post by: Polpolion on November 30, 2007, 10:15:48 pm
Sigh...
Title: Re: The Big Normal Maps Thread
Post by: Dark RevenantX on November 30, 2007, 11:29:01 pm
Wow.  Perhaps you should finish normal mapping the Freespace fleet before you do the Star Wars conversion, though...
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on December 01, 2007, 04:49:01 pm
Now make one for the Athena :P
Title: Re: The Big Normal Maps Thread
Post by: Ghost on December 01, 2007, 08:57:05 pm
These get better and better with each ship that gets them, I swear. That Knossos is phenomenal.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on December 01, 2007, 11:41:09 pm
/me can't wait till I can finally do normal maps  :nod:
Title: Re: The Big Normal Maps Thread
Post by: Gregster2k on December 02, 2007, 12:06:00 am
Holy jeebus. That is what these maps were meant to do.

Yeah, now the Knossos truly does look alien. :) This stuff is really good for making materials.
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on December 07, 2007, 06:03:54 pm
 :( Now I really want a new PC. I love you people.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 08, 2007, 09:09:01 am
And more:

(http://i11.tinypic.com/86fn8y0.jpg)

(http://i18.tinypic.com/6t3ixsn.jpg)

(http://i1.tinypic.com/6yzhc94.jpg)

(http://i7.tinypic.com/878sltu.jpg)
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 08, 2007, 04:41:27 pm
Shivan cruisers! (Only the front part and the arms so far...)

(http://i7.tinypic.com/6yn0u48.jpg)

(http://i1.tinypic.com/8fcje36.jpg)

(http://i1.tinypic.com/6tc83zn.jpg)

(http://i19.tinypic.com/85ntjl4.jpg)
Title: Re: The Big Normal Maps Thread
Post by: spartan_0214 on December 08, 2007, 04:46:05 pm
Holy Crap! My 6200 cries. Wait, Crysis has already done that. My 6200 rolls over and dies.
Title: Re: The Big Normal Maps Thread
Post by: IceyJones on December 08, 2007, 04:46:48 pm
VERY nice!
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on December 08, 2007, 05:04:35 pm
Simply beautifull...One of these days I got to learn how to make those :P
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on December 08, 2007, 06:07:28 pm
You do know that Inferno has an HTL Cain/Lilith? Ask them for it for the MVPs.
Title: Re: The Big Normal Maps Thread
Post by: castor on December 08, 2007, 07:22:03 pm
The Toth really needed that!! Though, the HP/NM-Zeus is still my favourite :)
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 09, 2007, 04:30:49 am
Imho this is the best one so far... too bad it's an FS1 ship. :p

(http://i3.tinypic.com/816foqq.jpg)

(http://i16.tinypic.com/73l0px1.jpg)

Somehow it really worked out. Looks more like a ship from Eve Trinity now. ;)
Title: Re: The Big Normal Maps Thread
Post by: Kaboodles on December 09, 2007, 05:02:35 am
 :yes: Very nice.

I don't like the Thoth's map as much though.  I'm not sure how to describe it , but the plates' sloped edges are too big, so the distance between the top of each adjacent plate is too large.  The valleys are too wide, I guess would be a better way to put it. 
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on December 09, 2007, 07:40:17 am
Holy jumping Jupiter! Call me crazy and paint me red! That looks like a totaly different model completely :eek:
Title: Re: The Big Normal Maps Thread
Post by: Snail on December 09, 2007, 10:20:43 am
Scarab... Whoah...
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on December 09, 2007, 03:57:27 pm
Testing testing...

(http://i15.tinypic.com/6o64bit.png)

(http://i5.tinypic.com/6k5eddj.png)

(http://i15.tinypic.com/82iw6qc.png)

(http://i18.tinypic.com/7wpoxo0.png)

Nowhere near as good as the others. Yet. ;)
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 09, 2007, 06:02:21 pm
Good enough to be in the MediaVPs.  Nice! :yes:

Can you send me the normal and bump/height map?
(DaBrain prefers uncompressed maps ;) )
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on December 09, 2007, 08:32:24 pm
Height map... haven't really gotten that to work properly. :shaking: It makes some freaky things appear and I ron't know how to fix it, but I can send what I've got anyway.

I fixed some stuff going on on the cockpit glass, though. It's still not perfect; there's something fishy (pun not intended) going on in the cockpit (honestly, pun still not intended!) area, but whatever.

Bakha maps (http://users.tkk.fi/~lmiettun/Kuvat/GVF_Bakha_maps/Bakha_maps.7z)

Includes:

- 1024^2 main texture
- shinemap
- optional glowmap - use if you wish
- normal map

these are all as ready to use DDS files. AS far as source files go, there's

-elevation file, which I made as a basis for normal map (this is as close to uncompressed source as you can get, because:)

-bakha_normalmap.tga, which was made with nVidia DDS tools - I converted the elevation file into normal map with -n9x9 command, which already put some compression into the image. I took the top layer and saved it as this file (bakha_normalmap.tga) but the compression artefacts are still there. If you can make an uncompressed normal map of the elevation file, be my guest. Incidentally, the reason for 2048 resolution is the fact that the conversion puts artefacts into the image, and I blurred them a bit out on higher resolution before resizing to 1024...

-bakha_normalmap_contrasted_1024.tga is what I needed to do to make the normal mapping have any reasonable effect on the model. Unfortunately, contrasting also brought out the aforementioned compression artefacts, which I tried to blur/paint out from strategic locations, like the cockpit glass for example. This is the file I converted into the final DXT5nm format, which is the fighter2v-03A-normal file.


EDIT: There are a lot of minor mis-alignments in both base map and normal map. If you deem them good enough for the MediaVP's so be it.

Here are some more images of the slightly modified maps (compared to the last batch of shots, that is):

(http://i11.tinypic.com/81r1d1u.png)
(http://i5.tinypic.com/7wgh56g.png)
(http://i12.tinypic.com/71209xs.png)
(http://i19.tinypic.com/6phoebc.png)
(http://i14.tinypic.com/6x6noky.png)
(http://i2.tinypic.com/6xl3e6o.png)
(http://i2.tinypic.com/8earakx.png)
(http://i4.tinypic.com/8a4gqys.png)


On the last picture you can see some of the compression I was talking about... increasing the contrast also brought that with it. It looks bad on some places, but with the diffuse map on it isn't really noticeable anywhere else but the cockpit glass, from which I took the time to pain the compression artefacts away manually, so it works reasonably well. :)


If you also want the uncompressed formats of the main texture and shinemap, I'll see if I can still find them... :nervous:


EDIT2: Downloaded normalmap plugin for GIMP (http://registry.gimp.org/plugin?id=4485). Got rid of nvDXT's compression problem. ;)
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 10, 2007, 03:02:32 pm
One hint to improve the normal map.

You interpreted this part on the diffuse map like this on the height/bump map (for generation):
(http://i14.tinypic.com/7x0j4sz.jpg)

I think those were ment to be ribs. Somewhat like this:
(http://i19.tinypic.com/71meyqb.jpg)


There are quite a few parts like this on the map. Especially the top plates need fixing, cause they're not really plates in the normal map.
Title: Re: The Big Normal Maps Thread
Post by: Kaine on December 11, 2007, 10:14:39 am
I agree with DaBrain, ribs would work much better there. I'm really stoked that the community is jumping on the normal mapping work so fast, it's awesome :D
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on December 11, 2007, 01:52:49 pm
I know! We've already got like 10 ships mapped.

EDIT: Which is amazing, considering that only 40 or so are HTL'd
Title: Re: The Big Normal Maps Thread
Post by: Cobra on December 11, 2007, 04:05:51 pm
Is there any chance we can have some of these normals? I want them now. :D
Title: Re: The Big Normal Maps Thread
Post by: ZylonBane on December 11, 2007, 11:49:16 pm
I guess I'm the only person who's wondering why this great new feature is being used to make all the fighters look like parade balloons.

Seriously people, sometimes military hardware actually has flat surfaces. And when it has visible plate joins, the gaps aren't a foot wide and a foot deep.

For the love of god, please, don't go all lens-flare with this.
Title: Re: The Big Normal Maps Thread
Post by: IceyJones on December 12, 2007, 01:27:27 am
agreed from my side.....it is dangerous to make too much.....unopstrusive use of this effect serves the look much more imhonevertheless great work is done here...
Title: Re: The Big Normal Maps Thread
Post by: castor on December 12, 2007, 11:23:48 am
I think the "padded" look fits for vasudan ships, to certain extent. :) Not so much with terran ones.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on December 12, 2007, 11:48:55 am
You all realize that you don't have to have the normal maps, right?
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on December 12, 2007, 01:05:51 pm
I think the "padded" look fits for vasudan ships, to certain extent. :) Not so much with terran ones.

Yeah... if the texture has a two feet wide seamlines (like in the Bakha, for example...), it's kinda hard to make them any smaller on the normal map, it'd just look even more out of place IMHO than having thick and deep seams between plates. And shivan as well, to some extent. Terran textures usually don't have quite as wide seamlines IIRC.

Otherwise I wholeheartedly agree that it is like any other effect - it can be well-implemented, providing a tasty addition to the model detail, or obscenely overdone... (parade balloon was a good comparision... Although FreeSpace ships would make hella cool parade balloons! ;7)

In my honest opinion, for example the Perseus normal map could be toned down a notch or two. It was one of the first models to receive normal map, so it was likely at least partially made to showcase what the system can do, but it does appear quite a bit too bumpy now to my eyes. It's not too bad for the most part, but some places appear flatter on the model/texture than the normal map makes them look like.


Also, it might be worth experimenting not making the wide seam lines in Vasudan ships so deep but rather just kinda gap revealing a lower surface just slightly below the level of the armour plates. Also, the profile of the seamline would be worth experimenting with - is it square sharp-edged, triangular with pointy bottom, spherical, sine curve, gaussian bell curve or what (viewed along the seam, obviously).
Title: Re: The Big Normal Maps Thread
Post by: redsniper on December 13, 2007, 12:19:05 am
it's just like when -spec was new and everything was WAY too shiny. Then we eventually got toned down spec maps and all was well. :nod:
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on December 13, 2007, 05:16:05 am
I have to aprtially agree here - while tehy do look good, the normal maps sometimes feel overdone and give the ship a too plastic look. just my 2 cents.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 13, 2007, 10:07:56 am
@Herra

Yeah, the Perseus will be redone.

@Everbody else

Well, pick up some work. Even with the just the most basic image editing skills, you create a decent normal map.
It will take a lot more to create a really good one though.
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on December 13, 2007, 01:45:58 pm
it's just like when -spec was new and everything was WAY too shiny. Then we eventually got toned down spec maps and all was well. :nod:

That is still the problem here. Normal maps don't have to look all shiny, if you have the spec done properly in the alpha channel then it should look like metal not plastic. The other "problem" is that most of these normal maps are being created from the texture art. You can get good results that way, but the best way seems to be doing a new low poly mesh, then building a very high poly one and bake the normal map onto the low poly one. Its a lot of work but looks more "real" instead of added on. If anyone has seen the wing commander pioneer models with textures, they are good examples of normal maps that aren't too strong (spec and normal map). http://www.crius.net/zone/attachment.php?attachmentid=2055&d=1163496538
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 13, 2007, 02:45:37 pm
You'll have to trust me on this one anyway.  :P

FS2 is too fast to really see normal maps very well, as you usually don't see the fighters very close.
And you may have noticed that the capital ship maps aren't that extreme.

It may not be the best way for screenshots, but it's most likely the best way for graphics during the gameplay.
Also, FS2 is a rather colorful, effect-extreme game. Big glows, big beams, huge vibrant nebulas, ect.

I simply think it wouldn't be right to go for a too realistic look now.

(And yes, I do like Howard Day's models anyway.)


the best way seems to be doing a new low poly mesh, then building a very high poly one and bake the normal map onto the low poly one. Its a lot of work but looks more "real" instead of added on.

Yes, a lot of work. Especially with already triangulated models (source files, anyone?). I'd eve say it's too much work to justify the work.

And baking sounds so easy, but it's actually quite painful to fight with the cage. You often end up with stretched details, which really don't look 'real' in any way. So you need to take your time for the baking too.

I will do it for one model later, but that's it.
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on December 13, 2007, 04:34:24 pm
Dabrain, don't mistake me, I'm not criticizing your work, in fact I'm thrilled that someone is doing it, and that model from FS1 turned out beautifully. I have done several years off mod work (I'm not very good) on a HL2 mod with normal map generation from textures to know how hard it is to work with a existing model and try to make something look better that wasn't designed to. As stated earlier, most of the things that people are complaining about are things that can't easily be changed d/t the UV maps the texture sizes etc. I would love to help, but it would probably take someone too much time to get me up to speed on the conversions and compiling stuff to make it worth anyones while.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 13, 2007, 05:01:52 pm
Well, FS2 is pretty uncomplicated when it comes to modding. Adding a normal map and testing it is really just a simple as it should be.

All you need is VPView32 to open the pack files, that contain the content. Pick one, work out a normal map and simply save it in the /data/maps/ folder "name-normal.dds". And it should work.



I didn't understand this at critism. I just wanted to make clear I'm doing it this way on purpose. I wouldn't create those kind of rounded normal maps for a FPS or an RPG.

I think I should take a few screenshots that show the mid-distance impressions.

Edit:
New Perseus normal map. It's still quite strong but see for yourself:

(http://i18.tinypic.com/727sheg.jpg)

(http://i8.tinypic.com/6l27e6s.jpg)

Now on mid-distance it's hardly visible at all.

(http://i7.tinypic.com/87jhrhi.jpg)


Btw, the problem of the old map was an error. Never edit normal maps by hand. ;)
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on December 14, 2007, 02:15:12 am
I've looked back at all the normal mapped ships done so far, and I see no evidence of any 'parade balloons' at all. The Vasudan ships so far (with the exception of the Taurets cockpit) look excellent.

The normal mapping really brings the crab-like armour plate detail to life where the flat maps could never do it justice, while keeping the surfaces that are supposed to be flat nice and smooth. The Thoth and Ra look especially awesome. Of the Terran ships, only the Zeus has slightly over-rounded plates to my eye - all the others (especially the Herc2) look perfect.

DaB: One thing you could try is overlaying a no-paint version of the diffuse map onto the heightmap just very faintly. I did this on the lucifer and it had a far better result than I was expecting:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Cutscenes/LuciferSurvivedWIP9.jpg)
Of course, this is a still unbalanced normal map, and is moreover only in blender - I'm yet to try it in-game. ;)
Title: Re: The Big Normal Maps Thread
Post by: Turambar on December 14, 2007, 10:54:17 am
the best so far is that loki on page one.

when i show off what fs2 can do now, i show people that loki (and the zeus with the asteroids)
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on December 14, 2007, 08:28:57 pm
Only question I have is are you using a separate spec map or is it in the alpha channel of the normal map (for specular).
Title: Re: The Big Normal Maps Thread
Post by: Kaine on December 14, 2007, 11:19:31 pm
the best so far is that loki on page one.

when i show off what fs2 can do now, i show people that loki (and the zeus with the asteroids)

Agreed. The Loki is phenomenal. That's the benchmark for normal map quality imo.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 15, 2007, 07:14:01 am
Only question I have is are you using a separate spec map or is it in the alpha channel of the normal map (for specular).

It's a separate map that contains also the informations for the environment mapping.


The maps work like this

Diffuse
RGB - Colors
Alpha - Opacity

Specular "-shine"
RGB - Color (additive blended over diffuse I think)
Alpha - Environment Mapping strenght


Glow "-glow"
RGB - Color (always full-bright)
Alpha - Nothing

Normal (DXTnm) -normal
R - Not used
G - Green channel from uncompressed map
B - Not used
Alpha - Red channel from uncompressed map


Height "-height"
RGB - Strenght


-ogl_spec  (in the launcher) = global glossiness value

@Kaine
I don't think the Loki map is bad, but I think the Loki mostly looks that good because it's the (second?) best "HTL" model so far. It doesn't really look like it has a metal surface anymore, but a bit more like stone.
Title: Re: The Big Normal Maps Thread
Post by: MetalDestroyer on December 15, 2007, 07:19:13 am
What is height and the diffuse ? I mean what do they do ? I thought Normal map is just enought (have height and diffuse also).
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 15, 2007, 07:28:11 am
Diffuse map, base map, color map whatever you might call it, it's just the basic texture of the ship.

While normal maps don't really have any height informations, height maps do. They're used for parallax mapping.
I don't know how exactly it works, but it seems to move texture parts of ships faster or slower (depending on the map) while you fly around a parallax mapped object.

The 'higher' parts on the texture move faster and the 'lower' parts move slower, so in movement, it looks like it really has some kind of depth.
And the main problem I found out with this is that you need a rather smooth gradient for 3d effects on this, beause otherwise you really the see the moving 'layers', but you don't always want to have rounded stuff with smooth gradients. You can either keep the effect rather weak, or use it for rounded stuff only. It will come in handy (I got some ideas already ;) ), but atm, I won't use it and continue working on normal maps only.


Edit: Damn... this one is though. The model and the textures suck. And the HTL Model even has some fun UV problems.. :(

(http://i4.tinypic.com/6jyd3s5.jpg)


Edit2: There is something seriously wrong with the mapping of the HTL model. There are so many problems in there, even the original model looks almost better with normal maps...

(http://i10.tinypic.com/6pq51e9.jpg)
Title: Re: The Big Normal Maps Thread
Post by: CKid on December 15, 2007, 04:40:29 pm
Yeah, in my opinion the HTL Erinyes is the worst of the HTL models and should seriously be redone. No offends to the person who made it but it looks like it was quickly slapped together and rushed into service.
Title: Re: The Big Normal Maps Thread
Post by: Hades on December 16, 2007, 03:29:14 pm
I've looked back at all the normal mapped ships done so far, and I see no evidence of any 'parade balloons' at all. The Vasudan ships so far (with the exception of the Taurets cockpit) look excellent.

The normal mapping really brings the crab-like armour plate detail to life where the flat maps could never do it justice, while keeping the surfaces that are supposed to be flat nice and smooth. The Thoth and Ra look especially awesome. Of the Terran ships, only the Zeus has slightly over-rounded plates to my eye - all the others (especially the Herc2) look perfect.

DaB: One thing you could try is overlaying a no-paint version of the diffuse map onto the heightmap just very faintly. I did this on the lucifer and it had a far better result than I was expecting:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Cutscenes/LuciferSurvivedWIP9.jpg)
Of course, this is a still unbalanced normal map, and is moreover only in blender - I'm yet to try it in-game. ;)

Looks cool and slimy at the same time...
Title: Re: The Big Normal Maps Thread
Post by: ZylonBane on December 17, 2007, 07:43:56 pm
Looks like it's rotting.

Which could be cool, but really isn't appropriate for Shivan craft.
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on December 17, 2007, 08:08:54 pm
Looks like it's rotting.

Which could be cool, but really isn't appropriate for Shivan craft.
:wtf: It does look too slimy, though.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on December 17, 2007, 10:08:09 pm
Uh, yeah as I said, that's in Blender. The way Blender handles normal maps and how it applies specular to them in its rendering engine is going to be quite different to how FS2 handles them. Hence the 'need to test in game' thing. ;)
Title: Re: The Big Normal Maps Thread
Post by: Shade on December 17, 2007, 10:21:04 pm
The slimyness probably also has something to do with the, for lack of a better word, dented look of the thing. Seriously, every surface looks like it has been the victim of some mad dwarf with a heavy mallet and far too much time on his hands. This, I think, is one trap to be wary of when making normal maps - Flat surfaces are still allowed.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on December 18, 2007, 12:09:19 am
Uh, again - this isn't in game. The strength of the normal map as well as the specular there are because of Blenders rendering system. For the in-game version I'd definitely re balance it. Seriously people, stop jumping at shadows of something that hasn't happened yet. :p

Edit: To clarify, I'm making it as you see there so that it looks good in the endgame failure cutscene from the Port forum. The normal map dents react very nicely with the shimmering tentacles of lightning:

(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Cutscenes/LuciferSurvivedWIP11.jpg)

I'm going to try it in-game eventually, and if it doesn't look right, I'll just keep trying till I get something that does.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on December 18, 2007, 01:09:05 am
Hurry the hell up with that cutscene! :D
Title: Re: The Big Normal Maps Thread
Post by: Kaine on December 19, 2007, 07:35:53 am
Diffuse map, base map, color map whatever you might call it, it's just the basic texture of the ship.

While normal maps don't really have any height informations, height maps do. They're used for parallax mapping.
I don't know how exactly it works, but it seems to move texture parts of ships faster or slower (depending on the map) while you fly around a parallax mapped object.

The 'higher' parts on the texture move faster and the 'lower' parts move slower, so in movement, it looks like it really has some kind of depth.
And the main problem I found out with this is that you need a rather smooth gradient for 3d effects on this, beause otherwise you really the see the moving 'layers', but you don't always want to have rounded stuff with smooth gradients. You can either keep the effect rather weak, or use it for rounded stuff only. It will come in handy (I got some ideas already ;) ), but atm, I won't use it and continue working on normal maps only.


Edit: Damn... this one is though. The model and the textures suck. And the HTL Model even has some fun UV problems.. :(

Edit2: There is something seriously wrong with the mapping of the HTL model. There are so many problems in there, even the original model looks almost better with normal maps...

Parallax mapping is great for curved surfaces, dents, rivets, half exposed pipes etc can be made much more convincing. Like any of these methods it isn't a good idea to splash it around everywhere. FEAR had a fair implementation, using it for emulating chunks out of walls, the effect was only really lost when it drew one too close to a wall edge or when the "holes" overlapped.

Good on you for taking on the Erinyes, I have to agree that the low-poly model looks much better. Obviously one of those models that needs to be made with height maps in mind. Again I wish I had the know-how to get a model in-game (particularly texture mapping). I've always been very fastidious about smoothing and using geometry sparingly (using less triangles smarter rather than just using more)
Title: Re: The Big Normal Maps Thread
Post by: karajorma on December 19, 2007, 12:42:37 pm
It's not that hard to get models into the game. Ask on the moding forum and I'm sure someone can help you through it.
Title: Re: The Big Normal Maps Thread
Post by: Spidey- on December 22, 2007, 08:21:46 pm
actually I think the slimy works fairly well with shivan--gives it a better organic feel
Title: Re: The Big Normal Maps Thread
Post by: WeatherOp on December 22, 2007, 08:45:09 pm
Still no moloch.  :(
Title: Re: The Big Normal Maps Thread
Post by: MiniSiets on December 29, 2007, 02:40:21 pm
Holy crap! These are insane. :eek2: Are we to expect all these normal maps being included in SCP 3.7?
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 29, 2007, 05:03:35 pm
The current experimental builds suppot normal mapping and pixel/vertex shaders and I'm packing together a public beta test version of the Media VP 3.6.10 right now. I'm just not sure how to upload it.

My internet connection isn't perfectly stable and uploading 1GB won't be easy. (And will take hours with my current upstream of 15 kb/s).

I'd also like to spend one or two hours of testing the completed package before I even start uploading.
Title: Re: The Big Normal Maps Thread
Post by: MetalDestroyer on December 29, 2007, 05:13:19 pm
The current experimental builds suppot normal mapping and pixel/vertex shaders and I'm packing together a public beta test version of the Media VP 3.6.10 right now. I'm just not sure how to upload it.

My internet connection isn't perfectly stable and uploading 1GB won't be easy. (And will take hours with my current upstream of 15 kb/s).

I'd also like to spend one or two hours of testing the completed package before I even start uploading.

FileFront ?
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on December 29, 2007, 05:20:00 pm
No, I'll upload it somewhere else and post the link in the SCP internal.

I'll also give the link to a friend at eXp (Extreme-Players), who offered hosting too.
Title: Re: The Big Normal Maps Thread
Post by: Darklord42 on December 30, 2007, 08:23:15 pm
 :wtf:  If this is going to be released internally, whats the point of it being a "public" beta release? Unless I'm missing something which is highly likely.
Title: Re: The Big Normal Maps Thread
Post by: Mehrpack on December 31, 2007, 02:20:36 am
hi,
1 GB isnt so easy to deliever, so its necesarry to keep the link intern to give time to set up another mirrors.
and a lot of people doesnt have a high upload speed, that need a lot of time to upload this paket to a webspace.
the other thing is, most of the privat webspace doesnt have enough free bandwith for make it public.
my space, for example, has per month 200 GB free. so any MB about is really expensive.
you see, in my example only 190 people can download it, before i ran out of the free traffic and 190 isnt really much.

so pleace be patience :), dabrain said that the next version is public and if it didnt, he hadnt post here and ask for places to upload it, i think :D.

Mehrpack
Title: Re: The Big Normal Maps Thread
Post by: MetalDestroyer on December 31, 2007, 03:08:18 am
In my case, I can easily have enough space (10 GB for each email account for free) but it's specific to my ISP. However, to upload file, you have to upload within the ISP's modem.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 07, 2008, 09:37:05 pm
Hows this:
(http://img.photobucket.com/albums/v356/Shodan_AI/dauntless1-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/dauntless1a.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/dauntless2-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/dauntless2a.jpg)
Title: Re: The Big Normal Maps Thread
Post by: spartan_0214 on January 07, 2008, 09:47:12 pm
I still grumble about the cockpit and it's placement, but the rest of the ship looks really, really cool (and shiny!).  :yes:

Über-point for Scoob (+1).
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on January 08, 2008, 01:45:30 pm
 :eek2: Flat surfaces! Finally - someone realized!
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 09, 2008, 03:04:18 am
Err, the whole point of normal maps is to get rid of previously boring flat surfaces. :p

And I still don't buy that ANY current FS ships have their normal maps too strong. In fact, pretty much all the ones I've seen (and I've seen them all - went right through the whole FS fleet in the ship lab) are absolutely perfect. :p
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 09, 2008, 04:12:32 am
Ok what exactly is height maps? Bump maps for normal mapping? And how are they created?
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 09, 2008, 05:46:53 am
A height map is a bump map, which is essentially a greyscale version of a texture where the higher a pixel is in relation to its surroundings, the brighter it is. So bricks would look like this:
(http://www.pixelburg.com/am_glossary/decal_mau067_small.jpg)
The recessed parts are dark compared to the raised bricks. Typically, mid-grey is considered to be the middle, with anything darker being recessed, and anything lighter extruded.

Now with the heightmap, you can make use of Blackhole's parallax mapping. Parallax mapping, as the name implies creates visual parllax error in a surface. It does this by shifting the map around according to how high each pixel is (heightmap) and the viewing angle. So using the classic example of an analog clockface, if the heightmap indicated that a clock hand was raised above the surface of the clock and the clock was being viewed from the side, parallax mapping would shift the pixels of the clock hand away from the camera, so that it would appear to be in the same position it would if it were _actually_ raised above the surface. This would change depending on where you were viewing it from, so viewing it from the other side would shift it over in the opposite direction.

Anyway, heightmaps are typically created by hand. Though you can generate a height map from a normal map, normally you would develop the heightmap from your base texture in the same way you'd make the shinemap, and then generate the normal map from the height map. If you have BIG deep or tall features on your normal map, then you should use the heightmap as well to make use of the parallax mapping. In all other cases, you should just use a normal map, or none at all if you can get away with it. (One less texture to store)
Title: Re: The Big Normal Maps Thread
Post by: Ransom on January 09, 2008, 06:01:04 am
And I still don't buy that ANY current FS ships have their normal maps too strong. In fact, pretty much all the ones I've seen (and I've seen them all - went right through the whole FS fleet in the ship lab) are absolutely perfect. :p
I'd argue that the Ulysses is the worst of them. It just looks silly.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 09, 2008, 06:50:00 am
With:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NormalMapping/screen0016.jpg)

Without:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/NormalMapping/screen0017.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Ransom on January 09, 2008, 07:36:30 am
Yes, I have seen them. I'm not going to say it looks bad, or even that it looks worse than it does without for that matter, but I don't think it's as good as it could be and certainly not as good as many of the other ones. The curved-edges style seems ... well, goofy. It's more pronounced here than it is on the others.

I also think the Fenris is a bit overdone. I like the idea, but it makes it look more like stone than metal. The texture only needs a little toning down I think.

Also one of the tiled Vasudan textures that's used on some of the capital ships seem to have been messed up. The edges of the tile are bumpmapped as well, so you can clearly see the borders.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 09, 2008, 07:57:48 am
Fair enough then. Though I do think it makes it a bit more vasudanish - which is good considering it was meant to be a joint project. Moreover - I think any HTL job that done on it before normalmapping would probably have resulted in something that's quite similar. ;)

And you're right about the fenris - I must have missed that one somehow (the same map is not applied to the levvy). It's not so much overdone as it is a bit fake. It looks like it's been made using crazybump with a bit of editing. Everything sticks out rather than recesses. I'll probably make a propper heightmap for it at some point.

As for the VCtile1, it's an easy enough fix with on the heightmap. Apart from that tiling I think it looks quite nice. :)
Title: Re: The Big Normal Maps Thread
Post by: jr2 on January 09, 2008, 08:13:47 am
I think what you're running into here is not a problem of them being too pronounced... now hear me out:

I think that the problem is the transition of the edges between the height and base are rounded.. instead of sharp.  Some of these need to be sharp.  Of course, some should be rounded, but not all of them.  I'd imagine the Vassy vessels would tend to have more rounded than not, but the Terrans would have more flat than rounded.

Do you get what I'm trying to say?  For example the Ulysses.  The height is fine.  It just needs to have the edges sharper, right now they look like it was crafted (somewhat carefully) from Silly Putty.  (No offense; and it still looks better that way than without the normal maps, IMHO.)
Title: Re: The Big Normal Maps Thread
Post by: Marcus Vesper on January 09, 2008, 11:26:14 am
I think what you're running into here is not a problem of them being too pronounced... now hear me out:

I think that the problem is the transition of the edges between the height and base are rounded.. instead of sharp.  Some of these need to be sharp.  Of course, some should be rounded, but not all of them.  I'd imagine the Vassy vessels would tend to have more rounded than not, but the Terrans would have more flat than rounded.

Do you get what I'm trying to say?  For example the Ulysses.  The height is fine.  It just needs to have the edges sharper, right now they look like it was crafted (somewhat carefully) from Silly Putty.  (No offense; and it still looks better that way than without the normal maps, IMHO.)
That's exactly what it looks like, nicely described.  It's like you took a malleable surface and smushed it down until it was about the right shape.  While all the indentations look correct, it's like it's a blurrier copy an original painting, and it doesn't quite have that manufactured feel.  Doing what jr2 suggested should fix that.
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on January 09, 2008, 01:13:19 pm
That's sort of what I meant when I was talking about Scooby's ship.
Title: Re: The Big Normal Maps Thread
Post by: taylor on January 09, 2008, 01:46:10 pm
The Uly is supposed to have an exaggerated normal map, it's the entire point. It may not look all that spectacular in the lab or techroom, but it's how it looks in a mission that really matters.  At one point there was a version of the Uly map which looked much better in the lab, but it didn't work very well in-mission.  The current one goes the other way, where you actually get some tangible benefit from it, other than as some basic desktop art.

Scooby's texture looks fine, but it's almost entirely wasted.  The details are simply too subtle to really work that well.  It doesn't really matter if it looks better close up since you aren't even going to be able to see any of that detail at a normal game-play distance.  A better test would be to show it in the lab, zoomed out at least by half.  Then and only then do you get a good sense of how it really looks.  If it only looks good at a closer zoom level then the normal map is just wasting everyone's time (and system memory, and CPU resources, and GPU resources).
Title: Re: The Big Normal Maps Thread
Post by: ION3 on January 09, 2008, 04:11:41 pm
I think the problem is how mipmapping combines with normal mapping. But unless we change the normal mapping shader (at cost of performance) we can`t change it.

The problem is:
if you have two normals \ and / and you make a mipmap the resulting normal is |. And not \/ as it would be in reality. That means ,that from a distance the seams between the armor plates on the ulysses are basically faded out at the distance, so they have to be exaggerated to look right.

Maybe the problem could be solved with a shader with "anisotropic lighting" (i`m not sure whether that word is right).
Or a shader which takes two independant normals as input which represent the two most common average normals of the lower mip levels.
Title: Re: The Big Normal Maps Thread
Post by: Ransom on January 09, 2008, 05:14:00 pm
The Uly is supposed to have an exaggerated normal map, it's the entire point. It may not look all that spectacular in the lab or techroom, but it's how it looks in a mission that really matters.  At one point there was a version of the Uly map which looked much better in the lab, but it didn't work very well in-mission.  The current one goes the other way, where you actually get some tangible benefit from it, other than as some basic desktop art.
I don't have a problem with how exaggerated it is. It's the rounded edges I'm taking issue with. I think it's fair enough to do that to make it look a little more Vasudan, but I agree with jr2 - it's a bit too much and it creates the same sort of effect everyone complained about with Doom 3's plastic-like metal.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 09, 2008, 05:31:23 pm
The Uly is supposed to have an exaggerated normal map, it's the entire point. It may not look all that spectacular in the lab or techroom, but it's how it looks in a mission that really matters.  At one point there was a version of the Uly map which looked much better in the lab, but it didn't work very well in-mission.  The current one goes the other way, where you actually get some tangible benefit from it, other than as some basic desktop art.

Scooby's texture looks fine, but it's almost entirely wasted.  The details are simply too subtle to really work that well.  It doesn't really matter if it looks better close up since you aren't even going to be able to see any of that detail at a normal game-play distance.  A better test would be to show it in the lab, zoomed out at least by half.  Then and only then do you get a good sense of how it really looks.  If it only looks good at a closer zoom level then the normal map is just wasting everyone's time (and system memory, and CPU resources, and GPU resources).

I dunno how to make them stronger.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on January 09, 2008, 05:39:01 pm
I dunno how to make them stronger.

Just import the (uncompressed!) normal map in CrazyBump and increase the intensity.


The Uly is supposed to have an exaggerated normal map, it's the entire point. It may not look all that spectacular in the lab or techroom, but it's how it looks in a mission that really matters.  At one point there was a version of the Uly map which looked much better in the lab, but it didn't work very well in-mission.  The current one goes the other way, where you actually get some tangible benefit from it, other than as some basic desktop art.

Scooby's texture looks fine, but it's almost entirely wasted.  The details are simply too subtle to really work that well.  It doesn't really matter if it looks better close up since you aren't even going to be able to see any of that detail at a normal game-play distance.  A better test would be to show it in the lab, zoomed out at least by half.  Then and only then do you get a good sense of how it really looks.  If it only looks good at a closer zoom level then the normal map is just wasting everyone's time (and system memory, and CPU resources, and GPU resources).

Well, I think it's because we only got only per-pixel light. All the other lights simply blend over it. I don't know how much of a performance difference it would make to turn all lights into per pixel lights. I guess it might look pretty impressive for the laser effects.

But in general, I think it's better to make the normal maps a bit too strong. At least in a game like FS2 where you never really see other fighters very close to you.
Title: Re: The Big Normal Maps Thread
Post by: wolf on January 09, 2008, 05:50:48 pm
Well, I think it's because we only got only per-pixel light. All the other lights simply blend over it. I don't know how much of a performance difference it would make to turn all lights into per pixel lights. I guess it might look pretty impressive for the laser effects.
With SM 3.0 capable card requirement I guess it would be bearable at least. While at it -- environment mappind should also be done per pixel.
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on January 09, 2008, 05:53:59 pm
The other thing not being mentioned when people complain (I think they shouldn't use the normal maps if they have a problem with them or do their own) is the size of the normal map 512 etc. Smaller normal maps are not going to have good detail especially fine detail (and will make seams look quite large). When I looked at some of the textures on the HTL models where was some really bad UV usage, and smaller textures. One of the problems converting the textures (existing) to normal maps is they have all the painted on weathering or highlights from before when normal mapping wasn't an option (or spec maps) so basically some normal maps would need to be repaints. Thats why a lot of the bigger ships have lots of grainy effects on the metal. I really like whats being done and hope to contribute at some point my schedule permitting.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 09, 2008, 06:35:31 pm
I dunno how to make them stronger.

Just import the (uncompressed!) normal map in CrazyBump and increase the intensity.


Or asI just discovered, increase the Max value in the nvidia's photoshop normal filter (default: 2.2)
at 4.4:
(http://img.photobucket.com/albums/v356/Shodan_AI/dagger1-nrm.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/dagger2-nrm.jpg)

edit: honestly for my stuff, with small rivets and panelling, between 4.4 and 8.8 is the best. 8.8 looks too "bloated"
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 02:32:27 am
What format does height map need to be in? Can't seem to see them...

Also the Uyl. is way over normalized.  Theres a huge gap between the panels.  Honestly I don't think we'll ever see normal mapping in it's true glory because of games nature.  You're not going to see walls, details  and bad guys up close constantly.
Title: Re: The Big Normal Maps Thread
Post by: Bobboau on January 10, 2008, 05:01:22 am
it'll be most visible on capships.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 05:12:26 am
it'll be most visible on capships.

Yes, thats the only thing i was thinking of, but even then....

LOL for some funny reason i don't think background/space needs normal mapping  :P
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 10, 2008, 05:26:14 am
Quote
Honestly I don't think we'll ever see normal mapping in it's true glory because of games nature.  You're not going to see walls, details  and bad guys up close constantly.
Yeah, you're right. So we compensate by doing exactly what you suggest:
Quote
Also the Uyl. is way over normalized.  Theres a huge gap between the panels.
;)
Title: Re: The Big Normal Maps Thread
Post by: ION3 on January 10, 2008, 01:19:46 pm
Quote
I think the problem is how mipmapping combines with normal mapping. But unless we change the normal mapping shader (at cost of performance) we can`t change it.

The problem is:
if you have two normals \ and / and you make a mipmap the resulting normal is |. And not \/ as it would be in reality. That means ,that from a distance the seams between the armor plates on the ulysses are basically faded out at the distance, so they have to be exaggerated to look right.

Maybe the problem could be solved with a shader with "anisotropic lighting" (i`m not sure whether that word is right).
Or a shader which takes two independant normals as input which represent the two most common average normals of the lower mip levels.

Did anyone notice my post? If i`m wrong please correct me.
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 01:47:27 pm
The width and depth of the seams on Uly isn't really the problem. The problem is that the displacement (or height) map from which the normal was generated has been blurred at some phase, which makes the seamline "cross-section" profile rounded, which makes the edges and corners of the plates rounded rather than sharp.

Which contributes to the silly putty appearance, of course. The plates don't look like they're cut from metal but instead like they're molded out of polyurethane foam or some such stuff, and then painted with metallic colour.

Rounded armour plate edges don't just fit well in Terran engineering style.

This is what I got when I sharpened the height map a bit (and did some other stuff to it to get rid of some of the blurring), then converted it to normal map and increased the contrast of that map so that I ended up with this:

(http://i19.tinypic.com/89v1sa1.png)


Unfortunately, it seems that when I increased the contrast of the normal map to "angularize" the edges and corners, it also causes the normal and height maps to misalign to some extent, but this is what the Uly looks with this normal map without the height map enabled:

(http://i13.tinypic.com/8e1pc3a.png)
(http://i11.tinypic.com/6u5ltvk.png)

And here's how it looks zoomed out (again, without height map enabled):

(http://i6.tinypic.com/6sje5n8.png)


Just my thoughts on the matter. :nervous:
Title: Re: The Big Normal Maps Thread
Post by: Topgun on January 10, 2008, 01:52:47 pm
that looks perfect. how did you do it? with sharpened hight map or without a hightmap?
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 02:01:55 pm
Like I said... :drevil:

Took the height map from the VP, enlarged it to 2048x4096 to avoid excessive artefacting when changing contrast/brightness; then made the seam edges and corners sharper - essentially, made the transitions from sloped areas to level areas more abrupt intead of slow gradient transition (which ends up in rounded edges). Then applied some selective gaussian blur to get rid of some artefacts that slithered their way to the image. Converted to normal map, increased contrast even more to get the seam lines "V"-shaped instead of some sine wave/gaussian bell curve profile. Resized to 512x1024, which thankfully decreased the artefacting quite a bit at this point, then converted to dxt5nm format.

But like I said, changing the contrast of the normal map excessively does misalign the normal map from the height (bump) map it was made from. Thus it would be preferable to make the height maps more accurate regarding the seam lines and stuff.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on January 10, 2008, 05:20:21 pm
I don't care, give us that Ulysses. :D
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 05:42:03 pm
That normal map I posted couldn't be used as anything but a placeholder or proof of concept IMHO... First of all, it's generated from a compressed file, regardless how much I've tried to cover the artefacting and stuff. You can see the seam lines have some "dots" on them on numerous occasions, which make for ugly bumps that seem out of place on the model.

Secondly, any image editing magickery can't make the height map as sharp as it could and should be, and thirdly, as I said, the height map can't be really used with this normal map because on the seams, the height map has roughly rectangular indentation to the surface, but the normal map has more of a v-shaped seam profile, and those two end up conflicting each other and changing the apparent geometry of the surface when the angle of view changes (it's hard to describe, but you would understand pretty soon what I mean if you saw it). And, in this case, the height map really is worth having, so... meh.

If you really want, get that normal map PNG file I posted earlier, convert it to dxt5nm and slap it onto your mediavps/maps directory; that should change the normal map at least. I'll leave it to you to deal with the mis-aligned sucky height map then.

Someone* should just make the height map from scratch as far and avoid any blurred tools like the black plague. And when that's done, create the normal map from that height map.


*I could probably give it a shot if I find time, but don't count on it. :rolleyes:
Title: Re: The Big Normal Maps Thread
Post by: Ransom on January 10, 2008, 05:54:47 pm
That looks much, much better.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on January 10, 2008, 06:11:58 pm
Well, it looks somewhat better in the launcher, but imho it does not really look better in a mission. The effect is too faint to notice.

You can do incredible looking stuff on really low-poly models with normal mapping. So we should at least try to make use of it.

I've developed some techniques for normal map generation myself now. It takes about as much time as creating a good specular map now, but that's still way less than to create a high-poly model for it.

I will tweak the Uly normal maps for the final MV release and I hope you will like it.


On a sidenote I'd like to mention that the heightmap is crap. I found a better way of creating them now. It will still be hard to use on terran ships, but it might work very well on vasudan ships.
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 06:21:00 pm
Well, it looks somewhat better in the launcher, but imho it does not really look better in a mission. The effect is too faint to notice.

Yeah, most likely. I was just trying to point out the actual problem rather than making a replacement normal map - that it's the shape of the seams instead of their dimensions being the "problem" with the current Ulysses normal map - if you wanna call it a problem in the first place. :p

Quote
I've developed some techniques for normal map generation myself now. It takes about as much time as creating a good specular map now, but that's still way less than to create a high-poly model for it.

I will tweak the Uly normal maps for the final MV release and I hope you will like it.


On a sidenote I'd like to mention that the heightmap is crap. I found a better way of creating them now. It will still be hard to use on terran ships, but it might work very well on vasudan ships.


That's good to hear, I trust much more in thy abilities of making the normal maps something extraordinaire than myself... ;7
Title: Re: The Big Normal Maps Thread
Post by: Ransom on January 10, 2008, 06:23:42 pm
DaBrain, I think you're too focused on this idea that the bump maps should be blatantly obvious. That isn't really what it should be about. Not for the fighters. Using sensible normal maps instead of overdone ones will improve the game's overall composition regardless of whether the player can tell that they are having fancy graphical features shoved in their face at all times.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 06:35:09 pm
btw what format does heighmaps need to be? DXT1?
Title: Re: The Big Normal Maps Thread
Post by: taylor on January 10, 2008, 06:49:05 pm
btw what format does heighmaps need to be? DXT1?
Yep, DXT1 is best, simply for the reduction in memory consumption.  Technically heightmaps just need to be simple 8-bit images, but I figured that it would be easier for everyone to just use something a little more familiar, plus DXT1 can use a little less memory than a single channel image.
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on January 10, 2008, 06:54:36 pm
DaBrain, I think you're too focused on this idea that the bump maps should be blatantly obvious. That isn't really what it should be about. Not for the fighters. Using sensible normal maps instead of overdone ones will improve the game's overall composition regardless of whether the player can tell that they are having fancy graphical features shoved in their face at all times.

That's not the point. We need to justify the memory use here.
If you cannot see it anyway, you don't have to use memory for it.

I just think we should try to increase the general quality of the normal maps to get there.
My version wasn't that great, I admit that. Lowering the normal scaling isn't a solution either.

We cannot create high-poly models for all ships, so there is no way to get "awesome" normal maps. But it should be possible to get "good" normal maps with some effort.

btw what format does heighmaps need to be? DXT1?

DXT1 or 8:8:8, or simply TGA.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 06:59:16 pm
btw what format does heighmaps need to be? DXT1?
Yep, DXT1 is best, simply for the reduction in memory consumption.  Technically heightmaps just need to be simple 8-bit images, but I figured that it would be easier for everyone to just use something a little more familiar, plus DXT1 can use a little less memory than a single channel image.

Hmmm I must be doing something wrong then, because when i go into the f3 viewer, disable diffuse,shine,glow and normal and just leave height no details get displayed.  :confused:
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 07:03:22 pm
AFAIK, normal map needs to be enabled for the height map to be rendered.

Check the normal map, then test if checking and unchecking the height map has any effect whatsoever.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 07:08:36 pm
Nope, i'm not seeing any changes what-so-ever..  :blah:

heres the vp: http://scoobydoo.freespacemods.net/Problems/Dagger-01-10-08.rar (http://scoobydoo.freespacemods.net/Problems/Dagger-01-10-08.rar)

Title: Re: The Big Normal Maps Thread
Post by: taylor on January 10, 2008, 07:09:22 pm
AFAIK, normal map needs to be enabled for the height map to be rendered.

Check the normal map, then test if checking and unchecking the height map has any effect whatsoever.
Correct.

It's parallax mapping, not actual height mapping, so the normal map is required.  The height map just provides an extra offset for the normal map, which is what parallax mapping is, basically.  
Title: Re: The Big Normal Maps Thread
Post by: Cobra on January 10, 2008, 07:15:05 pm
I decided to muck around with normal maps, and I gave the Hermes a shot. After about 3 attempts, I get this.

(http://img293.imageshack.us/img293/6618/screen0577fq2.jpg)
(http://img145.imageshack.us/img145/91/screen0578qg3.jpg)
(http://img519.imageshack.us/img519/5040/screen0576kk7.jpg)

I'm getting the dreaded exaggerated metal issue here, and nothing I do seems to change it. Does it need a height map? Because I don't know how to make those.

On a side note it was more or less a success, it looks like it has more detail and the window and hull doesn't look all one texture anymore.

[EDIT] I also tried normal maps on the Hercules, but I can't seem to get any kind of reaction.
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 07:22:10 pm
Nope, i'm not seeing any changes what-so-ever..  :blah:


I see a change. The height map works.

The cockpit glass, however, is screwed up (you probably knew that already, but whatever).
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 07:28:01 pm
Still nope, which build should I be using or is there a problem with the 8800 drivers?  Also what you mean the glass is screwed up?
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 07:37:06 pm
Two shots from same angle, same zoom, only disabling height map in the former and enabling it for the latter.

Without heightmap:

(http://i13.tinypic.com/8ea4tok.png)

With heightmap:

(http://i9.tinypic.com/6okk0v7.png)


Cockpit glass rendering order screw-up:

(http://i19.tinypic.com/6shdcp3.png)
Title: Re: The Big Normal Maps Thread
Post by: Cobra on January 10, 2008, 07:41:03 pm
Eureka! I think I got it!

(http://img267.imageshack.us/img267/2083/screen0581jg2.jpg)
(http://img89.imageshack.us/img89/8743/screen0589cc6.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 07:42:58 pm
Whoooo somethings really messed up with the cockpit  :wtf:

Oh wait.... the cockpit and frame textures weren't included, they're part of the additional.vp package i put commonly used textures in. Ignore the cockpit.

And this is what i see:
with:
(http://img.photobucket.com/albums/v356/Shodan_AI/with.jpg)

without:
(http://img.photobucket.com/albums/v356/Shodan_AI/without.jpg)

be back latter.. gotta run.
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 07:51:02 pm
Okay, that would explain the cockpit.

About the height maps... check that you have -height stuffed somewhere in your cmdline string. :nervous:
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 10, 2008, 09:48:05 pm
Okay, that would explain the cockpit.

About the height maps... check that you have -height stuffed somewhere in your cmdline string. :nervous:

That did the trick! I thought height was automatically included with -normal  (There is no checkbox for height mapping)
Title: Re: The Big Normal Maps Thread
Post by: spartan_0214 on January 10, 2008, 10:22:49 pm
Is this a command line for FSO or for whatever 3D modeling program you are running? If it's FSO, enabling now...
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 10, 2008, 10:30:26 pm
Is this a command line for FSO or for whatever 3D modeling program you are running? If it's FSO, enabling now...

It's the ship lab. FS2_Open Main screen turn on; F3-key press. Select the ships from list. :)
Title: Re: The Big Normal Maps Thread
Post by: Alan Bolte on January 11, 2008, 06:12:16 am
Two shots from same angle, same zoom, only disabling height map in the former and enabling it for the latter.
Without heightmap:
http://i13.tinypic.com/8ea4tok.png (http://i13.tinypic.com/8ea4tok.png)
With heightmap:
http://i9.tinypic.com/6okk0v7.png (http://i9.tinypic.com/6okk0v7.png)
If you look in the lower-left corner of the image you can see a distinct difference between the with and without pics. The without pic looks great, but there's something odd about the with pic. What I can't figure out is exactly what I'm seeing - it looks like the line between hull plates in the normal map has shifted to the left (which would be fine on its own), but has failed to take the black line in the texture map along with it, making it look like there's two seperate lines.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 11, 2008, 06:24:20 am
Ok, there is no way that ship needs a heightmap - in fact it barely needs a normal map because the surface is simply flat already.

On surfaces that are flat and meant to be flat, just use a shine map.
On surfaces with medium-large detail that would be very poly-expensive to make in 3d, use a normal map.
On surfaces with large-huge details that actually protrude or recess into the surface significantly, augment the normal map with a height map.
Anything bigger than that and it should be modelled in. ;)

Remember that you want a strong normal map or it's just a total waste of resources. They are designed to be easy ways to make a lot of 3d detail that isn't actually there. Not to tweak the appearance of a ship by a few pixels close up.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 11, 2008, 06:26:07 am
Two shots from same angle, same zoom, only disabling height map in the former and enabling it for the latter.
Without heightmap:
http://i13.tinypic.com/8ea4tok.png (http://i13.tinypic.com/8ea4tok.png)
With heightmap:
http://i9.tinypic.com/6okk0v7.png (http://i9.tinypic.com/6okk0v7.png)
If you look in the lower-left corner of the image you can see a distinct difference between the with and without pics. The without pic looks great, but there's something odd about the with pic. What I can't figure out is exactly what I'm seeing - it looks like the line between hull plates in the normal map has shifted to the left (which would be fine on its own), but has failed to take the black line in the texture map along with it, making it look like there's two seperate lines.

Yes I've notice that too on another ship.  Honestly I don't really like the height mapping, makes things look a bit 'fat' and rounded.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 11, 2008, 07:41:16 am
Parallax mapping does not round anything in any way - it shifts the texture around to create a parallax effect. It's the normal map that is doing the rounding.
Title: Re: The Big Normal Maps Thread
Post by: Bobboau on January 11, 2008, 07:48:51 am
besides all that you realy shouldn't use bump maps on fighters anyway, it's not very noticeable except on capships where you can see the details across a great range of distances.
Title: Re: The Big Normal Maps Thread
Post by: Kaine on January 11, 2008, 11:58:52 am
Two shots from same angle, same zoom, only disabling height map in the former and enabling it for the latter.
Without heightmap:
http://i13.tinypic.com/8ea4tok.png (http://i13.tinypic.com/8ea4tok.png)
With heightmap:
http://i9.tinypic.com/6okk0v7.png (http://i9.tinypic.com/6okk0v7.png)
If you look in the lower-left corner of the image you can see a distinct difference between the with and without pics. The without pic looks great, but there's something odd about the with pic. What I can't figure out is exactly what I'm seeing - it looks like the line between hull plates in the normal map has shifted to the left (which would be fine on its own), but has failed to take the black line in the texture map along with it, making it look like there's two seperate lines.

It looks to me like the Normal map is misaligned in some areas.

Ok, there is no way that ship needs a heightmap - in fact it barely needs a normal map because the surface is simply flat already.

On surfaces that are flat and meant to be flat, just use a shine map.
On surfaces with medium-large detail that would be very poly-expensive to make in 3d, use a normal map.
On surfaces with large-huge details that actually protrude or recess into the surface significantly, augment the normal map with a height map.
Anything bigger than that and it should be modelled in. ;)

Remember that you want a strong normal map or it's just a total waste of resources. They are designed to be easy ways to make a lot of 3d detail that isn't actually there. Not to tweak the appearance of a ship by a few pixels close up.

Sounds like good advice. Maybe some guidelines should be set out on what size ships should have height maps.

Parallax mapping does not round anything in any way - it shifts the texture around to create a parallax effect. It's the normal map that is doing the rounding.

Not sure if this was in response to me but all the same. This is correct, Parallax mapping shifts sections of a texture relative to the players viewpoint to create the illusion of height, as opposed to a normal map which doesn't shift the texture at all, instead it dictates the way light sources should affect the texture. I'm having trouble finding the words to explain what I mean. If you look at page 7 of this Relief mapping white paper (http://fabio.policarpo.nom.br/docs/ReliefMapping_I3D2005.pdf) there is a comparison of Bump mapping, Parallax mapping and Relief Mapping. Notice on the Parallax mapping example how it shifts the texture in such a way that the areas of light and dark actually change size and shape, as opposed to Bump mapping where these areas change shade but not shape or size. This means that the illusion is not lost so easily when viewing the texture from an angle (from directly in front they would look pretty much the same). To me the effect is more obvious on curved details because the change in the crescents of light and dark is more pronounced than polygonal shapes. Big problem with Parallax mapping is that unless you're careful, you can have some nasty effects at the edges of a texture of the height of the intersecting texture does not match. Also having large height map changes in a small space can lead to jaggies when viewed from an acute angle. Therefore IMO Bump Mapping should be used for things like armour plates where the intersecting edges *need* to match up, and Parallax mapping should be used for details that do not cross the edges of a texture mapped area.

Wow I hope that makes sense.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 11, 2008, 10:40:06 pm
Ok we have the following:
diffuse map (duh by default)
illumination map (glow map)  *-glow
spec map  *-shine
normal map *-normal
height map *-height

What else should I be aware of?  What about just bump mapping (not the height mapping) or does using bump with normals automatically become parallex?
Also what about environ mapping?

Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 11, 2008, 10:46:36 pm
IIRC the shinemap's alpha channel can be used as environment reflection intensity map (if the -alpha_env cmdline option is enabled in addition to the -env, which enables env mapping in the first place); if there's no alpha in the shinemap then the shinemap RGB intensity defines the environmental reflections as well as specular reflections.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 11, 2008, 11:30:32 pm
More...
(http://img.photobucket.com/albums/v356/Shodan_AI/pirhana.jpg)
Title: Re: The Big Normal Maps Thread
Post by: BlackDove on January 12, 2008, 07:08:53 am
Too many words, not enough screenshots of the new Freespace ships that'll be going into the MediaVP's.
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on January 12, 2008, 11:43:07 am
Ok we have the following:
diffuse map (duh by default)
illumination map (glow map)  *-glow
spec map  *-shine
normal map *-normal
height map *-height


Now I'm a bit confused....

diffuse map = texture itself..pretty colors and stuffz
glowmap = windows/reactors glowing...completely black texture save for the glowing bits
spec map = map that determines light refraction (grayscale map)
normal map = something like a bump map but way better...gives illusion of more detail
height map = ?

IIRC; the bump map works by moving the pixels up/down/left/right during rasterization phase depending on the angle you're looking from.
Or am I confusing something here?
Title: Re: The Big Normal Maps Thread
Post by: Bobboau on January 12, 2008, 11:49:48 am
normal map effects lighting, height map effects position.
Title: Re: The Big Normal Maps Thread
Post by: fsphiladelphia on January 12, 2008, 11:59:06 am
Too many words, not enough screenshots of the new Freespace ships that'll be going into the MediaVP's.

agree.
Title: Re: The Big Normal Maps Thread
Post by: taylor on January 12, 2008, 01:25:07 pm
normal map effects lighting, height map effects position.
Well, it's the perception of changing position anyway.  In our sense it just affects the offset of the normal map for the purposes of lighting, thereby giving the illusion of height, though no additional detail exists.

@TrashMan:  A spec map doesn't have to be greyscale, it's just used to modulate specular light, so it can make full of all four color channels to change the affect that specular highlights have on a surface.  The height map is only used (for us anyway) for the purposes of parallax mapping, meaning that it works together with a normal map, but has no other affect.  The height map here is a traditional bump map, and normal mapping is just a form or bump mapping (dot3 bump mapping), but it makes use of 3 channels for position rather than the 1 that a height map uses.

A height map can also be used for terrain generation (something that we don't do) or for displacement mapping (which we also don't do).  In these cases it actually does change the geometry.  This is the kind of thing that normal/parallax mapping simulates through the use of lighting effects.  In other words, normal/parallax mapping just creates the illusion of greater detail, whereas displacement mapping actually creates that same detail.  Height/Normal mapping simply affect how shading/lighting is done.
Title: Re: The Big Normal Maps Thread
Post by: Topgun on January 12, 2008, 02:27:17 pm
 :yes:
one thing I noticed with the other maps (IE hathesput or whatever :doubt:) is that they seem to be misaligned making it look like it has jaggies even w\ 16x AA.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on January 12, 2008, 02:31:11 pm
It's Hatshepsut, damn it. :P

DaB, how did you do two different versions from one normal map?
Title: Re: The Big Normal Maps Thread
Post by: Topgun on January 12, 2008, 02:33:39 pm
I guess he changed the intensity?
Title: Re: The Big Normal Maps Thread
Post by: jr2 on January 12, 2008, 04:28:19 pm
So, I redid the normal map from the scratch.
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on January 12, 2008, 07:07:05 pm
So height map is basically a bump map, and a normal map is basically a next-generation, improved bump map?

Damn, you did everything. I though I'd be making bump maps for that project of mine but it looks like everything is in already :p
Title: Re: The Big Normal Maps Thread
Post by: Bobboau on January 12, 2008, 11:16:23 pm

Well, it's the perception of changing position anyway.  In our sense it just affects the offset of the normal map for the purposes of lighting, thereby giving the illusion of height, though no additional detail exists.


I was trying to simplify it to point out the difference between the two, cause he seems to be confused.

he still seems confused,
no, our height map is not used in anything even remotely related to bump mapping, normal mapping is very very similar to bump mapping, in fact so similar one could say it's the exact same thing using different source data, but normal maps tend to give better/more versatile results.
but the height map is used to distort texture lookup so that the bumps actualy look 3d, the lighting effects of the normal map to an extreemly good job of doing this on there own, but things in the distance move slower than things in the foreground, this is called parallax, and this is what the height map is for.
for example, if you have a trench on your texture and you fly along it normally the bottom of the trench will move at the same speed as the surface, this is incorrect, but parallax mapping (what the height map is for) will cause the bottom of the trench to move slower than the surface so it seems more 3d, gives a since of distance.
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on January 13, 2008, 09:12:00 am
Great. This means that still leaven, normal, old-fashioned bump mapping for me to try and implement.

the code ATM looks like a jungle, I'm gonna need a month to find my bearings :P .. shi**, I'm going to have to ask for extra time for this project.
Why the hell did I pick this in the first place?  :ick:

Title: Re: The Big Normal Maps Thread
Post by: taylor on January 13, 2008, 10:13:38 am
Great. This means that still leaven, normal, old-fashioned bump mapping for me to try and implement.

the code ATM looks like a jungle, I'm gonna need a month to find my bearings :P .. shi**, I'm going to have to ask for extra time for this project.
Why the hell did I pick this in the first place?  :ick:
I've wondered the same thing. ;)

The FS code base is a mishmash of things and it doesn't do all that much that would be considered proper when it comes to rendering.  Remember that the FS code base was designed when software renderers were important, and a Voodoo1 was the coolest thing around.  The FS2 code improved on that base, but it wasn't fundamentally changed.  A lot of the basic setup is just plain wrong when it comes to modern rendering, which is why it takes us so long to fix certain things: we have to completely redesign the code to make it work.
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on January 13, 2008, 11:28:23 am
Mayhaps I should change the 3D engine... the paper name is titled: "3D engines, with modifications of a existing one"

the name of the engine is nowhere stated :P
So far I got around 40 pages worth of details about 3D engines, how they work, how they render, how does lightining, mapping and the pipleline work..now I got to write ~ 20 pages about some specific engine, and detail what I have changed (complete with before/after images) :P
Title: Re: The Big Normal Maps Thread
Post by: fsphiladelphia on January 13, 2008, 11:55:06 am
the FS code base was designed when software renderers were important, and a Voodoo1 was the coolest thing around.

ahh, nostalgia.
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on January 13, 2008, 01:13:07 pm
Since I only started looking at the FSO, I still have time to change thh 3D engine..you think I should?
If so, is there any engine you'd recommend?
Title: Re: The Big Normal Maps Thread
Post by: Cobra on January 13, 2008, 01:58:33 pm
Why would you want to change the 3D engine? Right now it's on par with modern games. :P
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 13, 2008, 02:12:31 pm
AFAIK TrashMan has a schoolwork assignment to do and he's doing it about 3D engine related stuff, and had chosen FS2_Open as the main subject, but is now having second thoughts or something... :nervous:
Title: Re: The Big Normal Maps Thread
Post by: TrashMan on January 13, 2008, 06:09:23 pm
Quite. I have to modifiy a existing engine and add some graphics-related functionality :P


Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 13, 2008, 10:30:26 pm
My quote: subtle works best  :)

(http://img.photobucket.com/albums/v356/Shodan_AI/phantom1.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 13, 2008, 11:06:48 pm
Actually to be honest I think ships like that one would be better off without a normal map and just have a good shinemap instead. A subtle normal map just isn't worth the performance cost it has attached. It's like using a thousand polys to do what could be done with a hundred.

You can tell by going into a fight with it and taking screenies at close combat range mid battle. More than likely the normal mapping will be completely invisible. :(
Title: Re: The Big Normal Maps Thread
Post by: BlackDove on January 14, 2008, 03:48:00 am
Yeah, subtlety blows.

I want to SEE the GEOMOD errr, I mean, bump mapping.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 14, 2008, 04:17:10 am
Anything you'll see on a fighter will probably look cartoonish at best.
Title: Re: The Big Normal Maps Thread
Post by: BlackDove on January 14, 2008, 04:27:33 am
The 3.6.10 media vp's disagree with you.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 14, 2008, 05:22:03 am
most look good, with a few exceptions...
Ulyesses - looks like turtle armour
loki - looks good, minus the dented up surfaces
myrimdin - hard to tell, normal mapping is buried in black  :blah:
hygeia - semi round, not enough to complain

the rest look great, just those that have huge black gaps between their armour plating.  Nothing can be done about that really, because there's no real easy way to clean them up.

 
Title: Re: The Big Normal Maps Thread
Post by: Ransom on January 14, 2008, 05:30:47 am
Man, are you serious? The Loki's perfect.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 14, 2008, 05:36:10 am
Oh it looks good, minus the fact it's made out of rock..

The Zeus looks the best so far. 

edit: ok the Hasp. looks the best, but thats a capship  :P

btw is there a problem with the Ravana?  When I switch to no diffuse mapping, I get odd lighting issues, like the light is coming from the wrong place.
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on January 14, 2008, 06:02:44 am
Using normal maps as you are now you won't achieve good results - let alone efficient ones. You've said yourself that some of the MVP fighters look good with their strong normal maps, which tends to go against the 'will probably look cartoonish at best' comment. :p

The point is that normal mapping on fighter sized stuff needs to be strong and make a big difference, or not be there at all. Outside of renders, there's no point to a subtle normal map, because no-one will notice its effects aside from the performance drain with normal mapping turned on. Remember that storing a normal map is a much bigger performance drain than a much larger polycount!
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 14, 2008, 04:35:16 pm
One question, does normal mapping only show when in lod 0?  If so performance hits should be rather low.
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 14, 2008, 04:48:06 pm
I guess that depends on whether the lower LODs use the same texture as the highest one...? :nervous:
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 14, 2008, 04:58:11 pm
I though I read somewhere where shine maps aren't used in lower lods.
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 14, 2008, 05:17:52 pm
Right. Well, empirically it seems that the two highest LOD's (LOD0, LOD1) use shine and normal and height maps (if present) and the lower LOD's don't.
Title: Re: The Big Normal Maps Thread
Post by: Scooby_Doo on January 14, 2008, 05:27:36 pm
Even with lod 1, that should still be close up, hence only during flybys or close quarter combat should they kick in.  Also don't use smart bumpmaps (ones with 128,128,128 background), instead use pure white background, you'll get a strong normal map right off the bat.

(http://img.photobucket.com/albums/v356/Shodan_AI/ratoth1.jpg)
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on January 14, 2008, 05:42:44 pm
Even with lod 1, that should still be close up, hence only during flybys or close quarter combat should they kick in.  Also don't use smart bumpmaps (ones with 128,128,128 background), instead use pure white background, you'll get a strong normal map right off the bat.

Well... That works only if you don't want to have any extrusions on the normal/height map. #808080 colour is good in the regard that it allows both indentations and extrusions - brighter is higher, darker is lower ground. What comes to actual strength of the normal map - the actual height information is not present any more in the normal map. It only tells what the slope of the surface is at the UV map's point, so the range of the elevation differences doesn't truly matter. What matters is the sharpness/blurryness of the details on the height map from which the normal is generated. The perceived elevation difference will be the result of the apparent slope angle of the surface and the slope's "length", so to speak.

For example, if the normal map tells the engine that on some location you have ten pixels of 45-degree rising slope from the nominal level, then it appears to the viewer that the elevated part will appear to be about ten pixels higher than the nominal level. Similarly, if the angle of the surface in the normal map is, say, 80 degrees from normal, then the perceived elevation difference will be about 57 pixels worth... And if the height map isn't similarly aligned in terms of elevation difference, then things will look rather stupid when the angled edge of the panel seems to point to the elevated portion being higher or lower than the height map -generated parallax shift makes apparent. Having the increasing elevation on the actual sloped area of the height and normal maps to match is another can of worms... :blah:

The height map itself does, of course, have some limits on how much it can mimic the elevation differences, but it seems to me that it's balanced so that having pure white "upper" ground and pure black "lower" ground would result in a not-very-good looking end result.
Title: Re: The Big Normal Maps Thread
Post by: fsphiladelphia on January 14, 2008, 11:45:09 pm
The maps that have been posted in this thread since about Halloween all made their way into the 3.6.10 mediavp beta release, right?
Title: Re: The Big Normal Maps Thread
Post by: castor on January 15, 2008, 03:07:20 pm
Yea? Well, methinks that FS wiki needs a new section -- a D/L link page for the various normal maps that are available for each kind of ship :)
Title: Re: The Big Normal Maps Thread
Post by: bkd86 on January 15, 2008, 05:29:12 pm
I'm starting to worry about that rocky texture effect when I start normalling my cap ships. 

That's because your generating your normal map from a texture and when you start changing the contrast and sharpness you get that grainy texture. If you just want to paint on a normal map just do a black and white image with black being down, white up and paint in your panel lines and whatever greebling you want. When you convert it using crazybump or whatever program you won't have the base grain. OR you could take your low poly model and build up a very high poly one off of it and use xNormal to bake the normal map (or whatever program you want 3ds max etc). 
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on February 20, 2008, 04:15:57 pm
*cough* *cough*


Well now... come on!

I'd like to see some more maps I can put into the MediaVPs. ;)
Title: Re: The Big Normal Maps Thread
Post by: Kaine on February 21, 2008, 04:00:11 am
indeed, this thread should be jumping!
Title: Re: The Big Normal Maps Thread
Post by: Herra Tohtori on February 21, 2008, 04:33:23 am
Which ones are still free for taking? :nervous:
Title: Re: The Big Normal Maps Thread
Post by: DaBrain on February 22, 2008, 05:43:42 am
Well, that is in constant flow...

Everything that isn't in the 3.6.10 Beta has a good chance of still beeing free, but you could just ask for one and it will be reserved for you.


I'll work on Cargo07 now.
Title: Re: The Big Normal Maps Thread
Post by: Galemp on April 11, 2008, 09:09:12 pm
we need moar normal maps!

(http://pjfoliver.googlepages.com/typhon-normal.jpg)

Download capital03-01a (http://pjfoliver.googlepages.com/capital03-01a.zip) (now working!)
Title: Re: The Big Normal Maps Thread
Post by: Vasudan Admiral on April 11, 2008, 09:46:28 pm
Oh wow that looks superb. Well done indeed. :D

Oh - your link is a bit broken with an extra [/url on the end of it.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 11, 2008, 11:32:40 pm
*gape*
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 11, 2008, 11:33:53 pm
Also, Working Link (http://pjfoliver.googlepages.com/capital03-01a.zip)

:)
Title: Re: The Big Normal Maps Thread
Post by: FreeSpaceFreak on April 12, 2008, 12:26:34 am
What's the little grey thing in the black above the Ursa?
Title: Re: The Big Normal Maps Thread
Post by: Galemp on April 12, 2008, 12:40:43 am
See if you can guess.

Hint:
Spoiler:
The mission name is Black Omega.
Title: Re: The Big Normal Maps Thread
Post by: FreeSpaceFreak on April 12, 2008, 12:44:26 am
It's from a mod?  I've never played any mods, can't get them to work. I'll try again when I have a new pc.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 12, 2008, 01:10:22 am
You haven't played FS1, have you?
Title: Re: The Big Normal Maps Thread
Post by: Snail on April 12, 2008, 03:00:18 am
You haven't played FS1, have you?
I did, but for the missions after Doomsday I just used Shivan Super Lasers to rape all the enemy ships (including the Lucifer) and I forgot what happened in all the later missions.
Title: Re: The Big Normal Maps Thread
Post by: Polpolion on April 12, 2008, 08:09:33 pm
Hey, so if I'm making my own normal maps for some ships, let's say in gimp, do I just save them as a .tga and put them in the maps folder with the original map? How exactly do I go about putting them into Freespace?
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 12, 2008, 08:24:10 pm
You can save them as .dds too; what you do is that you use the original filename, but you add -normal at the end.
Title: Re: The Big Normal Maps Thread
Post by: Woolie Wool on April 12, 2008, 08:24:46 pm
You need to convert them to some sort of special DDS compression format. It's not the regular DXT1 or DXT5.

Quote
we need moar normal maps!
Every time someone says that word the internet dies a little bit.

Amazing work, though. You always made the best shine maps, as well.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 12, 2008, 08:37:27 pm
DXT5

DXT5_NM. You need a normalmap filter and a .dds exporter for that stuff. Forgot to mention those.
Title: Re: The Big Normal Maps Thread
Post by: WeatherOp on April 13, 2008, 12:17:51 am
we need moar normal maps!

(http://pjfoliver.googlepages.com/typhon-normal.jpg)

Download capital03-01a (http://pjfoliver.googlepages.com/capital03-01a.zip) (now working!)

Now the only problem is now the normal maps show how eye hurting that model is. :p
Title: Re: The Big Normal Maps Thread
Post by: Droid803 on April 13, 2008, 01:14:03 am
I don't recall the Typhon ever looking THAT bad in terms of shape. However, the plating now looks awesome.
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on April 13, 2008, 08:02:02 am
What about Trashy's HTL Typhon?
Title: Re: The Big Normal Maps Thread
Post by: FreeSpaceFreak on April 13, 2008, 08:57:12 am
You haven't played FS1, have you?
No. I admit. :(
Judging from the Wiki, it's a Vasudan transport. The colour makes it look like a Bast? (Never heard of that ship before. Hey, it's unarmed! So there ARE unarmed ships in FS!)

I don't recall the Typhon ever looking THAT bad in terms of shape. However, the plating now looks awesome.
QFT. The Typhon is, and will always be, an ugly ship IMHO. It doesn't look Vasudan to me.
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on April 13, 2008, 09:15:47 am
No. I admit. :(
Judging from the Wiki, it's a Vasudan transport. The colour makes it look like a Bast? (Never heard of that ship before. Hey, it's unarmed! So there ARE unarmed ships in FS!)
And FS2. Hygeia, Centaur, Hermes...
Title: Re: The Big Normal Maps Thread
Post by: Snail on April 13, 2008, 09:23:39 am
Nepthys, Ra, Amazon Adv., cargo containers...
Title: Re: The Big Normal Maps Thread
Post by: Woolie Wool on April 13, 2008, 09:41:16 am
cargo containers...

Not if you've seen what those dastardly cargo containers did to the Bosch Beer shipments...
Title: Re: The Big Normal Maps Thread
Post by: Mars on April 13, 2008, 10:06:33 am
You haven't played FS1, have you?
No. I admit. :(
Judging from the Wiki, it's a Vasudan transport. The colour makes it look like a Bast? (Never heard of that ship before. Hey, it's unarmed! So there ARE unarmed ships in FS!)

I don't recall the Typhon ever looking THAT bad in terms of shape. However, the plating now looks awesome.
QFT. The Typhon is, and will always be, an ugly ship IMHO. It doesn't look Vasudan to me.

The Typhon looks Vasudan to me the Hatshepsut does not.

Vasudan, for me, will always be brown and blue, none of this tan and gold stuff.

But times obviously change, just look at the Orion and the Hecate.

Only the Shivans remain pretty much the same between the two games, and they have a purple freighter
Title: Re: The Big Normal Maps Thread
Post by: Ransom on April 13, 2008, 10:12:56 am
QFT. The Typhon is, and will always be, an ugly ship IMHO. It doesn't look Vasudan to me.
'Vasudan' meaning what, here? Phalluses with tan-coloured plating?

To be honest I think it looks far more Vasudan than most of their other capitals. It's not pretty (well, wasn't pretty - those are some great normal maps), but it's identifiably alien in ways the Hatshepsut and Sobek are not.
Title: Re: The Big Normal Maps Thread
Post by: Woolie Wool on April 13, 2008, 10:24:25 am
You haven't played FS1, have you?
No. I admit. :(
Judging from the Wiki, it's a Vasudan transport. The colour makes it look like a Bast? (Never heard of that ship before. Hey, it's unarmed! So there ARE unarmed ships in FS!)

I don't recall the Typhon ever looking THAT bad in terms of shape. However, the plating now looks awesome.
QFT. The Typhon is, and will always be, an ugly ship IMHO. It doesn't look Vasudan to me.

The Typhon looks Vasudan to me the Hatshepsut does not.

Vasudan, for me, will always be brown and blue, none of this tan and gold stuff.

But times obviously change, just look at the Orion and the Hecate.

Only the Shivans remain pretty much the same between the two games, and they have a purple freighter

The Shivans went from freakish mechanical horrors like the Scorpion to...flying space bugs.
Title: Re: The Big Normal Maps Thread
Post by: FreeSpaceFreak on April 13, 2008, 10:47:33 am
You haven't played FS1, have you?
No. I admit. :(
Judging from the Wiki, it's a Vasudan transport. The colour makes it look like a Bast? (Never heard of that ship before. Hey, it's unarmed! So there ARE unarmed ships in FS!)

I don't recall the Typhon ever looking THAT bad in terms of shape. However, the plating now looks awesome.
QFT. The Typhon is, and will always be, an ugly ship IMHO. It doesn't look Vasudan to me.

The Typhon looks Vasudan to me the Hatshepsut does not.

Vasudan, for me, will always be brown and blue, none of this tan and gold stuff.

But times obviously change, just look at the Orion and the Hecate.

Only the Shivans remain pretty much the same between the two games, and they have a purple freighter
Guess you're right. To me, Vasudan means Hattie-style. Probably because it's the first Vasudan ship I ever saw (except for the Satis).
Title: Re: The Big Normal Maps Thread
Post by: Ransom on April 13, 2008, 10:57:41 am
The Shivans went from freakish mechanical horrors like the Scorpion to...flying space bugs.
To be fair, the Scorpion is the only one that actually looked like a freakish mechanical horror. All the others are more or less symmetrical.

But I don't mind the space bugs, myself. I think both design styles have their merits. Had FS1 pushed more in the direction of the mismatched style of the Scorpion, maybe I'd think different, but it didn't.
Title: Re: The Big Normal Maps Thread
Post by: Snail on April 13, 2008, 05:46:07 pm
To be fair, the Scorpion is the only one that actually looked like a freakish mechanical horror. All the others are more or less symmetrical.

Well there was the Shaitan, too. But that looked more like a computer chip.

But I don't mind the space bugs, myself. I think both design styles have their merits. Had FS1 pushed more in the direction of the mismatched style of the Scorpion, maybe I'd think different, but it didn't.

IMO, the Space bugs just weren't scary. I mean, stuff warping in a blowing up your ships (and doing it twice) wasn't really that scary. But in FS1, having these random things flying around half-invisible and unkillable blowing up Terrans and Vasudans alike, that was terrifying.
Title: Re: The Big Normal Maps Thread
Post by: Woolie Wool on April 13, 2008, 06:28:08 pm
The Shivans went from freakish mechanical horrors like the Scorpion to...flying space bugs.
To be fair, the Scorpion is the only one that actually looked like a freakish mechanical horror. All the others are more or less symmetrical.

But I don't mind the space bugs, myself. I think both design styles have their merits. Had FS1 pushed more in the direction of the mismatched style of the Scorpion, maybe I'd think different, but it didn't.

I think the Basilisk, Manticore, and Dragon are far more threatening in appearance than the Aeshma, Astaroth, and Mara.
Title: Re: The Big Normal Maps Thread
Post by: Droid803 on April 13, 2008, 07:16:24 pm
The Aeshma looks retarded.
The Mara and the Astaroth look alright...albiet bug-like.

Oh wow off topic
Title: Re: The Big Normal Maps Thread
Post by: Ransom on April 14, 2008, 03:52:59 am
I actually really like the Mara. But yes, the Aeshma's a mess.

I've never found the Shivan fighters particularly 'threatening' to begin with, though. I think the problem with FS2's Shivans has far more to do with their behaviour than their appearance.
Title: Re: The Big Normal Maps Thread
Post by: Snail on April 14, 2008, 05:14:38 am
The Aeshma looks retarded.
The Mara and the Astaroth look alright...albiet bug-like.
Another reason why I hate the FS2 Shivans is because of their textures. In FS1, practically all ships had high-resolution textures. In FS2, the some of the textures were like, half the size of their FS1 counterparts.
Title: Re: The Big Normal Maps Thread
Post by: Droid803 on April 14, 2008, 06:03:31 pm
Aeshmas look retarded, and behave in a similar fashion  :lol:
--

Another reason why I hate the FS2 Shivans is because of their textures. In FS1, practically all ships had high-resolution textures. In FS2, the some of the textures were like, half the size of their FS1 counterparts.

O_o Really?
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on April 14, 2008, 06:07:48 pm
Aeshmas look retarded, and behave in a similar fashion  :lol:
QFT. However, they are good at destroying GTD Duke. Which mainly involves flying in a straight line and firing fire-and-forget missiles.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 14, 2008, 06:17:32 pm
There was no GTD Duke.

You're talking about the GTC Duke, and it was Basilisks, not Aeshmas.
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on April 14, 2008, 06:18:44 pm
No, the mission where all the ships escape (or not, I haven't completed it) through the Knossos.
Title: Re: The Big Normal Maps Thread
Post by: Cobra on April 14, 2008, 06:36:23 pm
No, the mission where all the ships escape (or not, I haven't completed it) through the Knossos.

It was still GTC Duke. And if you couldn't keep Aeshmas from firing at the Duke... you really gotta work on your skills. :P
Title: Re: The Big Normal Maps Thread
Post by: colecampbell666 on April 14, 2008, 06:49:08 pm
I was by the Rakshasa's, and I hit my burners and max out engines towards the Aeshmas. I can get there and destroy two or three before they fire. Besides, that isn't where I am stuck. I'm not really stuck. I hit the wrong beams on the Abel, and bye-bye Temeraire. I just took a break after that.
Title: Re: The Big Normal Maps Thread
Post by: Galemp on May 23, 2008, 11:12:34 am
I've put a lot of work into a new Status thread. Go and check it out.

Meanwhile let's see if I can break down this thread into multiple discussions...