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Hosted Projects - FS2 Required => Blue Planet => Topic started by: The E on November 22, 2010, 11:07:35 am

Title: The power of optimization
Post by: The E on November 22, 2010, 11:07:35 am
Let us compare pics and stats here.

This is the original Uriel, aka Wraith:
(http://blueplanet.fsmods.net/E/screen0146.png)

It uses ~32 MBs of texture memory, distributed in 42 separate textures (counting all the various glow, shine and normal maps). It uses 15 separate textures, and requires 14 separate passes to render.

This is the new one:
(http://blueplanet.fsmods.net/E/screen0147.png)

It uses ~22MB of texture memory, in 5 separate maps (counting debris textures). It is rendered in a single pass.
Title: Re: The power of optimization
Post by: General Battuta on November 22, 2010, 11:08:55 am
Still needs the little cockpit men!
Title: Re: The power of optimization
Post by: Arcalane on November 22, 2010, 01:17:27 pm
Still needs to stop dogpilehumping in Pawns! :p

Nice work though. The colour scheme change works nicely too.
Title: Re: The power of optimization
Post by: Rodo on November 22, 2010, 01:27:51 pm
I like the older grimmer colors better, plus the normal map seems a little bit stronger, might want to change that.
Title: Re: The power of optimization
Post by: Shivan Hunter on November 22, 2010, 01:36:51 pm
The older normal map was actually less pronounced in most places, but the noise on it added a lot to the texture.

All that aside, excellent work! Nice to see one of the insanely unoptimized models being made usable.
Title: Re: The power of optimization
Post by: The E on November 22, 2010, 02:40:20 pm
Well, I have been working on the normal map. This is how it looks now:

(http://blueplanet.fsmods.net/E/screen0150.png)

And with all the textures turned on:

(http://blueplanet.fsmods.net/E/screen0151.png)
Title: Re: The power of optimization
Post by: Colonol Dekker on November 22, 2010, 02:47:47 pm
Too strong.
Title: Re: The power of optimization
Post by: The E on November 22, 2010, 03:16:04 pm
Well, I like them that way. If someone wants to redo them, I'll gladly hand over any material required.
Title: Re: The power of optimization
Post by: Spoon on November 22, 2010, 03:33:27 pm
Gotta agree with Dekker here, too strong.
Title: Re: The power of optimization
Post by: Dragon on November 22, 2010, 03:40:12 pm
It also lacks a bit of that "noise" my normals had.
Title: Re: The power of optimization
Post by: General Battuta on November 22, 2010, 03:40:37 pm
The original normal was great. I'll just register an opinion that it should be tweaked that way.
Title: Re: The power of optimization
Post by: -Norbert- on November 22, 2010, 03:42:38 pm
I like the red parts, but I'd prefer the greyish main color over the new bluish coloring of the main body.
Title: Re: The power of optimization
Post by: The E on November 22, 2010, 03:57:52 pm
Personally, I feel that the noise of the originals was far too strong, and tended to wash out the details implied in the texture. I might have gone a bit too far in the other direction, but i am not in the mood to redo it again right now. As I said, if someone wants to redo it, just drop me a line and I'll package it up.
Title: Re: The power of optimization
Post by: -Sara- on November 22, 2010, 04:34:33 pm
I like it, personally I think a way in between looks best. Slightly darker but with the bright accents staying bright. Also, a hue between the blue and dark grey. Something like:

(http://img834.imageshack.us/img834/441/uriela.jpg)

(If editing the pic is offensive or unwelcome, feel free to remove it).
Title: Re: The power of optimization
Post by: General Battuta on November 22, 2010, 04:41:05 pm
Lineup of all three, with Sara's at the bottom:


(http://blueplanet.fsmods.net/E/screen0146.png)

(http://blueplanet.fsmods.net/E/screen0147.png)

(http://img834.imageshack.us/img834/441/uriela.jpg)
Title: Re: The power of optimization
Post by: Droid803 on November 22, 2010, 04:43:41 pm
I liked the noise on the original normal maps, but I do like the fact that you kept steve-o's original blue color scheme :D
I hope we get both the blue version and the black UEF version :D
Title: Re: The power of optimization
Post by: -Norbert- on November 22, 2010, 04:55:28 pm
I like -Sara-s color scheme best :yes:
For the normals... I'm fine with both, though if it were to be redone a middleway between old and new, as The E suggested, would be nice.
Title: Re: The power of optimization
Post by: Scotty on November 22, 2010, 05:07:23 pm
I <3 black color scheme for looks.
Title: Re: The power of optimization
Post by: General Battuta on November 22, 2010, 05:08:46 pm
Black was best. The Steve-O originals are a little cartoony, I think.
Title: Re: The power of optimization
Post by: Nighteyes on November 22, 2010, 05:52:39 pm
The original looks best IMO, the noise on the normal map adds a lot, but it can also be faked by adding it to the shine map...
as for the depth of the normal map, it needs to be relatively strong on fighters, so you will actually notice them when flying around.
Title: Re: The power of optimization
Post by: Klaustrophobia on November 22, 2010, 05:53:25 pm
Black was best. The Steve-O originals are a little cartoony, I think.

exactly.  i must say i think the original is definitely the best.  shame it's so inefficient.
Title: Re: The power of optimization
Post by: Droid803 on November 22, 2010, 07:34:48 pm
Please please please release a version with steve-o's original colorscheme, seeing as its done already...
I don't care if you make it black for the version in BP, I just want the other one out there as well.
Title: Re: The power of optimization
Post by: Kolgena on November 22, 2010, 07:35:19 pm
The normal maps look dirty for some reason on the optimized one, like the mapped grooves have ragged edges instead of smooth ones (especially on the pods with the silvery things with 3 slots in them). Maybe it's a side effect of being so strong. Might also be that the normal map resolution isn't high enough. <-Ignore this. I looked at the OP instead of the normal map screenshots further down.

Also, for sure bring back the noise, but only if it doesn't look like trash if it's too low res. The slight sparkle is making the original look like metal, and the lack of sparkle is making the optimized one look like plastic.

Diffuse texture reduction is really noticeable, but probably only in the ship lab, since you won't have any of these filling up your whole screen in normal situations. 16% boost in performance is huge though, so kudos. As for color scheme, I don't have a personal preference as long as it fits in with the rest of the UEF fleet.

Title: Re: The power of optimization
Post by: Commander Zane on November 22, 2010, 09:09:03 pm
I also like the appearance of the original Uriel the most.

Does the reduced number of maps mean the entire cockpit is going to be seen, rather than have most of the panels hidden by 'invisible' labeled textures?
Title: Re: The power of optimization
Post by: FreeSpaceFreak on November 23, 2010, 03:00:25 am
I also like the appearance of the original Uriel the most.
'Original' as in Steve-O's original scheme (blue-red) or BP original scheme (grey)? :P

I too like the dark grey colour scheme, it looks more 'armour plating' and less 'pretty colours'. Sara's version could be a good compromise though.
I also like the noise on the normal map, gives it a bit of space wear instead of a polished look.

Also, optimization ftw!
Title: Re: The power of optimization
Post by: The E on November 23, 2010, 03:22:40 am
For all of you wanting to try it, here's the data you need:

http://blueplanet.fsmods.net/E/Uriel.7z
Title: Re: The power of optimization
Post by: Angelus on November 23, 2010, 05:05:28 am
i like both textures, the old one and the new one.
I think adding a tad bit noise to the new normal map and it'd be perfect.

Having both colorschemes would be cool, different squadrons, different colors.
Title: Re: The power of optimization
Post by: Black Wolf on November 23, 2010, 05:22:20 am
Another vote for the original, for what it's worth.
Title: Re: The power of optimization
Post by: General Battuta on November 23, 2010, 08:29:36 am
Another vote for the original, for what it's worth.

I hope you mean the original color scheme, not the original mapping!
Title: Re: The power of optimization
Post by: Hellzed on November 23, 2010, 08:51:12 am
I liked the original too dark color, but the new wing edges are great. I'd like to see it a bit more red-ish, with a golden UEF eagle.
Title: Re: The power of optimization
Post by: Commander Zane on November 23, 2010, 10:09:44 am
I also like the appearance of the original Uriel the most.
'Original' as in Steve-O's original scheme (blue-red) or BP original scheme (grey)? :P
Well I did say Uriel, so I was referring to the BP original. :P
Title: Re: The power of optimization
Post by: Deadly in a Shadow on November 23, 2010, 02:40:26 pm

I liked the old style more: sooo...gritty, steelish (and stylish), and I'm far more familiar with, I've played the WiH campaign so often (like other people here and many of them have the same opinion). Grey or Black, that are colour for ships flied by real men or...ehm....Valkyries.

The best solution is to release a original-style submod or something. But I haven't the knowledge for this.
Title: Re: The power of optimization
Post by: General Battuta on November 23, 2010, 02:43:30 pm
The best solution is to release a original-style submod or something. But I haven't the knowledge for this.

Or we could just edit the newer texture to be darker. There's no reason that can't be done; the point of the remapping was to improve texture efficiency. Changes in the looks are secondary.
Title: Re: The power of optimization
Post by: Deadly in a Shadow on November 23, 2010, 02:48:59 pm

Hmm, that sounds better. I think that would be a great idea. :yes:
Title: Re: The power of optimization
Post by: The E on November 23, 2010, 02:55:35 pm
Which is why there's this post of mine:
For all of you wanting to try it, here's the data you need:

http://blueplanet.fsmods.net/E/Uriel.7z

You can do some remapping yourself and post your results here.
Title: Re: The power of optimization
Post by: -Sara- on November 24, 2010, 03:12:31 pm
Half of that can probably be mirrored in the UV mapping. I'd try it but I've got no tools to get a .pof all the way back into say Maya or 3DS. I know Metasequoia can turn a .cob back into a .3ds and .obj. Might go look for that program.

edit: Managed to get it back into Maya, UV mapped and all. Will try to see if I can try and map it somewhat.
Title: Re: The power of optimization
Post by: Black Wolf on November 24, 2010, 10:14:38 pm
Another vote for the original, for what it's worth.

I hope you mean the original color scheme, not the original mapping!

Yeah, darker, less blue
Title: Re: The power of optimization
Post by: Talon 1024 on November 24, 2010, 11:48:56 pm
I tried optimizing the Jackal AKA UEF Kentauroi.  It only uses four textures in total now: the cockpit glass, cockpit texture, the outside texture, and the debris texture.  I made LOD1 use the same base model as LOD0 because the original LOD1 was higher in polygon count than LOD0 and I wouldn't have to make another texture or use up more texture space on my optimized textures.

Download (http://www.ciinet.org/kevin/Kentauroi.7z)

Included is the new POF, the new textures, and the Blender source files, plus a little bonus (Thunderstorm.dds).
Title: Re: The power of optimization
Post by: Droid803 on November 25, 2010, 12:05:23 am
There's...already an optimized Jackal/Kentauroi...
It even has a little guy inside...

...and you didn't even leave the gun flaps on. :(
Title: Re: The power of optimization
Post by: The E on November 25, 2010, 02:21:33 am
Yeah, we've already got an optimized Jackal done by Esarai in the BP2 vps.
Title: Re: The power of optimization
Post by: Commander Zane on November 25, 2010, 01:09:51 pm
While I like its appearance now, the way Talon's edit makes the subobjects have the same lighting effect as the ship's hull gives it a smooth, seamless look. As it is in BP, the missile pods and engine covers are a huge eyesore with their separate lighting effects, making them stick out too much when they're not being used.

Title: Re: The power of optimization
Post by: The E on November 25, 2010, 01:34:24 pm
Uhhh, what? Sorry, but can you post a screenie of that? Because I'm quite sure all lighting is uniform on esarai's ship.
Title: Re: The power of optimization
Post by: Commander Zane on November 25, 2010, 01:56:14 pm
(http://img207.imageshack.us/img207/763/78413173.png)
With the panels covering the engines it's more subtle, it takes certain angles to really notice it, but the missile pods, always mess with the way light reflecting off the hull looks.
Title: Re: The power of optimization
Post by: The E on November 25, 2010, 03:58:02 pm
The Uriel, Dariusified:

(http://blueplanet.fsmods.net/E/screen0154.png)(http://blueplanet.fsmods.net/E/screen0155.png)
Title: Re: The power of optimization
Post by: Rodo on November 25, 2010, 04:02:56 pm
ahh good, good :yes:
Title: Re: The power of optimization
Post by: Dragon on November 25, 2010, 04:34:41 pm
I do miss some of the gritty, metallic look my normals gave the original, but this is also quite good.
I won't be able to recreate the effect without introdcing some nasty problems with the normal, so we'll have to stick with this anyway.
BTW, that Kent looks almost like from a TV show, what are your lighting settings, Commander Zane?
Title: Re: The power of optimization
Post by: -Sara- on November 25, 2010, 04:41:15 pm
Works for me!
Title: Re: The power of optimization
Post by: FreeSpaceFreak on November 25, 2010, 04:48:07 pm
*snip*
With the panels covering the engines it's more subtle, it takes certain angles to really notice it, but the missile pods, always mess with the way light reflecting off the hull looks.
Looks like simple smoothing errors; the Kentauroi (in released WiH) has no smoothing at all. Switch off the textures in the Ship Lab or PCS2 and you'll see what that means.
Title: Re: The power of optimization
Post by: Commander Zane on November 25, 2010, 09:02:35 pm
I do miss some of the gritty, metallic look my normals gave the original, but this is also quite good.
I won't be able to recreate the effect without introdcing some nasty problems with the normal, so we'll have to stick with this anyway.
BTW, that Kent looks almost like from a TV show, what are your lighting settings, Commander Zane?
-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5
Title: Re: The power of optimization
Post by: Buckshee Rounds on November 26, 2010, 08:51:15 am
Got similar lighting settings, except ogl_spec 80 and spec_static 12.8...I love a glaring sun!

For what it's worth I think the Dariusified Uriel looks best, it would be even better with some metallic noise but with 43 fps I wouldn't want to mess with it.
Title: Re: The power of optimization
Post by: Commander Zane on November 26, 2010, 10:07:33 am
Got similar lighting settings, except ogl_spec 80 and spec_static 12.8...I love a glaring sun!

For what it's worth I think the Dariusified Uriel looks best, it would be even better with some metallic noise but with 43 fps I wouldn't want to mess with it.
This I agree with wholeheartedly. One Uriel alone isn't a hit of any kind for me but they eventually contribute on Delenda Est when they're seen in numbers.
Title: Re: The power of optimization
Post by: The E on November 26, 2010, 10:25:27 am
Note that those FPS numbers aren't actually indicative of anything :P

Those shots were made on my system, running at a medium load already. I can say that, with the new Uriel in place, I got a bit of a performance increase in DE. Not much, because there's still the Karunas and Sanctii in the mission, which drag the whole thing down, but at least a bit.
Title: Re: The power of optimization
Post by: Commander Zane on November 26, 2010, 10:27:30 am
I get 20 frames at the lowest on that mission. ;)
Title: Re: The power of optimization
Post by: Androgeos Exeunt on November 26, 2010, 12:04:24 pm
The Uriel, Dariusified:

(http://blueplanet.fsmods.net/E/screen0154.png)

[size=9]MANY BLESSINGS[/size] :D
Title: Re: The power of optimization
Post by: The E on November 30, 2010, 06:31:04 pm
Next up, the Izra'il:

(http://blueplanet.fsmods.net/E/screen0157.png)

(http://blueplanet.fsmods.net/E/screen0158.png)
Title: Re: The power of optimization
Post by: Venicius on November 30, 2010, 06:45:34 pm
Cool! A beefed up Uhlan!
Title: Re: The power of optimization
Post by: General Battuta on November 30, 2010, 06:54:21 pm
Heh, no, more like the Uriel's really psychopathic older brother.
Title: Re: The power of optimization
Post by: Venicius on November 30, 2010, 07:12:23 pm
either way   :yes:
Title: Re: The power of optimization
Post by: pecenipicek on November 30, 2010, 07:37:00 pm
glad to see that Cinema4D helped out there :D
Title: Re: The power of optimization
Post by: Kolgena on November 30, 2010, 07:52:07 pm
Looks good.

(The normals only model looks so very much like a plastic polystyrene model)
Title: Re: The power of optimization
Post by: Droid803 on November 30, 2010, 08:00:26 pm
I am saddened by the loss of gunpods and sliding cannons :(
Someone get Translation animations coded already!
Title: Re: The power of optimization
Post by: General Battuta on November 30, 2010, 08:11:56 pm
I am saddened by the loss of gunpods and sliding cannons :(
Someone get Translation animations coded already!

Yeah.  :(
Title: Re: The power of optimization
Post by: Commander Zane on November 30, 2010, 08:17:01 pm
Awww yeah!
Title: Re: The power of optimization
Post by: Ypoknons on November 30, 2010, 09:04:24 pm
I am saddened by the loss of gunpods and sliding cannons :(
Someone get Translation animations coded already!
Wow those are so cool. *presses , and , over and over again in Kent race*
Title: Re: The power of optimization
Post by: Rodo on November 30, 2010, 09:07:46 pm
ahh that's a beauty right there :yes:
Title: Re: The power of optimization
Post by: The E on November 30, 2010, 09:09:47 pm
I am saddened by the loss of gunpods and sliding cannons :(
Someone get Translation animations coded already!
Wow those are so cool. *presses , and , over and over again in Kent race*
I am saddened by the loss of gunpods and sliding cannons :(
Someone get Translation animations coded already!

Yeah.  :(

I am not going to add those. Stop whining about them now.
Title: Re: The power of optimization
Post by: Commander Zane on November 30, 2010, 09:24:40 pm
Poop. That would be cool to mess with. :D
Title: Re: The power of optimization
Post by: General Battuta on November 30, 2010, 09:30:57 pm
Poop. That would be cool to mess with. :D

Well they're on the version of the Izra'il you have right now. Check it out in Kentauroi Race, I think it's available.
Title: Re: The power of optimization
Post by: Ypoknons on November 30, 2010, 09:38:01 pm
Well they're on the version of the Izra'il you have right now. Check it out in Kentauroi Race, I think it's available.
It is. External view ftw
Title: Re: The power of optimization
Post by: Droid803 on November 30, 2010, 10:38:07 pm
I am not going to add those. Stop whining about them now.

Forget the animations, could you at least put the deployed ones back? :(
I'll take care of the setup for the animations if you do that, all I need are the bits involved getting texture space, pretty please? :P
Title: Re: The power of optimization
Post by: The E on November 30, 2010, 10:42:07 pm
No. I'm not going to add those pieces back in, as it would basically mean redoing the UV, and of course the textures, all over again. Not going to happen.
Title: Re: The power of optimization
Post by: Klaustrophobia on December 01, 2010, 01:20:55 am
if this means the horrid fire delay when switching weapons will be gone, SUPPORT. 

there's really not any point to deploying cannons in space beyond 'COOL IT MOVEZZZZ!!1".
Title: Re: The power of optimization
Post by: -Norbert- on December 01, 2010, 04:02:46 am
With the exception of the gun being behind an armor plate untill it's actually selected and thus not as easy to damage.
Not that it's that way in the game though....
Title: Re: The power of optimization
Post by: Ypoknons on December 01, 2010, 07:06:38 am
Ah well, if guess if it'll free some an hour or two to let them work on R2 and FSO and whatever, I can... accept that.
Title: Re: The power of optimization
Post by: The E on December 01, 2010, 07:44:19 am
Finished:

(http://blueplanet.fsmods.net/E/screen0159.png)
(http://blueplanet.fsmods.net/E/screen0160.png)
(http://blueplanet.fsmods.net/E/screen0162.png)
(http://blueplanet.fsmods.net/E/screen0163.png)
Title: Re: The power of optimization
Post by: Deadly in a Shadow on December 01, 2010, 08:03:55 am

Whoa, the power of optimization.
Title: Re: The power of optimization
Post by: Kobrar44 on December 01, 2010, 09:24:20 am
Yeah. FPS: 24.
Title: Re: The power of optimization
Post by: General Battuta on December 01, 2010, 09:25:10 am
Yeah. FPS: 24.

Which The_E has already said is meaningless, as his rig sucks and he's running about a zillion things in the background.
Title: Re: The power of optimization
Post by: Kobrar44 on December 01, 2010, 09:29:29 am
Oh, I know, but it was to ironic to not mention it. Looks good, I can't wait for whole optimized fleet to play without lag  :D
Title: Re: The power of optimization
Post by: General Battuta on December 01, 2010, 09:47:34 am
Oh, I know, but it was to ironic to not mention it. Looks good, I can't wait for whole optimized fleet to play without lag  :D

Hopefully. It'd be wonderful to have smooth framerates.
Title: Re: The power of optimization
Post by: Commander Zane on December 01, 2010, 11:01:21 am
Poop. That would be cool to mess with. :D
Well they're on the version of the Izra'il you have right now. Check it out in Kentauroi Race, I think it's available.
I know they're there now, I meant having animated subobjects on Ship Lab would be cool.
Though I just figured out the conversation was way different from what I was seeing.
Title: Re: The power of optimization
Post by: Pred the Penguin on December 02, 2010, 04:27:00 am
Notice the lack of complaints for the optimized Izra'il because people haven't really seen it in WiH...
That or everyone just gets how important optimization is.

BTW it looks awesome :yes:

I had fun with the Izra'il blowing up **** in Kent race. :D
Title: Re: The power of optimization
Post by: -Sara- on December 02, 2010, 01:08:12 pm
Izra'il + Sidhes = cruiser nightmare. I like this new look.
Title: Re: The power of optimization
Post by: The E on December 02, 2010, 01:12:54 pm
Yes, that 2/4/4 primary layout will kill stuff veeeeryyyy fast. And you can pack a whole lot of Slammers on that frame.
Title: Re: The power of optimization
Post by: General Battuta on December 02, 2010, 01:13:34 pm
I think we're going to need to restrict the Sidhe to the Ainsarii.
Title: Re: The power of optimization
Post by: The E on December 02, 2010, 01:14:29 pm
Yes.
Title: Re: The power of optimization
Post by: The E on December 30, 2010, 10:13:11 am
Double post! (Totally justified though)

Next up: The Vajradahara. Also known as "the giant, massively overpowered bomber that makes corvettes run away in fear"

(http://blueplanet.fsmods.net/E/screen0177.png)
(http://blueplanet.fsmods.net/E/screen0176.png)
(http://blueplanet.fsmods.net/E/screen0175.png)
(http://blueplanet.fsmods.net/E/screen0174.png)
Title: Re: The power of optimization
Post by: Androgeos Exeunt on December 30, 2010, 10:50:20 am
It's also the only ship that appears to warp on the ideal fov settings.
Title: Re: The power of optimization
Post by: Luis Dias on December 30, 2010, 12:38:56 pm
I never got the wing thing in these ships.... I guess aerodynamics in the next centuries are also important factors... in space...
Title: Re: The power of optimization
Post by: General Battuta on December 30, 2010, 12:42:13 pm
rule of cool, same as the wings on the FS2 ships

also atmospheric capability

also the same reason there is apparently space friction and subluminal lasers
Title: Re: The power of optimization
Post by: Snail on December 30, 2010, 12:52:49 pm
subluminal lasers
yay someone is using my awesome phrase
Title: Re: The power of optimization
Post by: Rodo on December 30, 2010, 12:52:55 pm
Also because floating blocks do not look cool.
Title: Re: The power of optimization
Post by: Snail on December 30, 2010, 12:56:52 pm
Also because floating blocks do not look cool.
The HTL Aeolus begs to differ. :P
Title: Re: The power of optimization
Post by: Rodo on December 30, 2010, 01:20:09 pm
I don't see it that blocky, might be because of the amount of turrets on it.
Title: Re: The power of optimization
Post by: Droid803 on December 30, 2010, 05:34:40 pm
Is its chin cannon still animated with ze sliding?
Title: Re: The power of optimization
Post by: General Battuta on December 30, 2010, 05:46:43 pm
doubtful
Title: Re: The power of optimization
Post by: Droid803 on December 30, 2010, 08:28:15 pm
frowny
Title: Re: The power of optimization
Post by: General Battuta on December 30, 2010, 08:29:57 pm
yes  :(

but! i think at some point your version (which had it) was in...
Title: Re: The power of optimization
Post by: The E on December 31, 2010, 03:42:04 am
doubtful

You know, the ship is in svn, you could have tested it. Which would have shown you that all the slidy business is fully intact  ;)
Title: Re: The power of optimization
Post by: Pred the Penguin on December 31, 2010, 04:24:48 am
Awesome! :D
Can't wait for bomber missions.
Title: Re: The power of optimization
Post by: -Norbert- on December 31, 2010, 04:37:02 am
I never got the wing thing in these ships.... I guess aerodynamics in the next centuries are also important factors... in space...
At least some UEF ships have missiles slung under their wings, so they do serve a purpose even in space.
Even in reality wings could serve a real function. The further from the center of mass the manouvering thrusters are, the better. But in reality it would probably be four wings with 90° angles from each other, and the cockpit in the center, much like the Starfury from Babylon 5.
Either that or a ball....
Title: Re: The power of optimization
Post by: Dragon on December 31, 2010, 12:09:42 pm
Also, UEF fighters are atmospheric capable, you should see that in WiH R2.
Title: Re: The power of optimization
Post by: Androgeos Exeunt on December 31, 2010, 12:18:25 pm
Also, UEF fighters are atmospheric capable, you should see that in WiH R2.

Will there be in-atmosphere battles? If so, what will the GTVA use?

(I should have posted this in the What Do You Want in WiH thread...)
Title: Re: The power of optimization
Post by: Rodo on December 31, 2010, 12:26:31 pm
Well... there is that mars installation pic around, so I would be pretty much sure there's gonna be a mission in mars atmosphere.
Title: Re: The power of optimization
Post by: Snail on December 31, 2010, 12:56:39 pm
Will there be in-atmosphere battles? If so, what will the GTVA use?
Well, canonically, Vasudan cargo containers are atmosphere capable. So they might use those.
Title: Re: The power of optimization
Post by: General Battuta on December 31, 2010, 01:09:12 pm
Nothing Dragon has said here should be taken as an indicator of content guaranteed to make it into R2.

The mission outline has been in place since long before R1 was even in beta. Additional content may be added if it adds to the story.
Title: Re: The power of optimization
Post by: Mars on December 31, 2010, 01:09:35 pm
I believe the GTVA user antigravity canonically.
Title: Re: The power of optimization
Post by: Droid803 on December 31, 2010, 01:16:25 pm
Yeah, but its probably cheaper to just stick wings on fighters.
Title: Re: The power of optimization
Post by: Herra Tohtori on December 31, 2010, 01:43:58 pm
Yeah, but its probably cheaper to just stick wings on fighters.

Except if the wings weigh the ship down, making their microgravity performance suffer, causing casulty rates amongst the pilots (which are the most expensive component of a single pilot fighter)...
Title: Re: The power of optimization
Post by: Dragon on December 31, 2010, 03:15:27 pm
They won't make microgravity suffer, because even if they weight the ship down, they generate lift which more than compensates for extra weight.
That way, they would improve the survivablity of the pilots, by providing pylons for armament, extra lift and booms for manouvering thrusters.

As for atmo missions and R2, I'm just a texturer, so I don't know what the team is planning, hence why I said that an atmo mission "should" be in R2.
Also, I did not said that it'll be in campaign, it could be a single mission just as well (and propably will be, the mars city assets are just too awesome not to use).
Title: Re: The power of optimization
Post by: ssmit132 on December 31, 2010, 08:51:15 pm
Well, canonically, Vasudan cargo containers are atmosphere capable. So they might use those.

And we do know that they have proven very effective. :p

Quote
According to scouting reports from the 13th Triskaidekaphobes, the GTVA is using cargo containers to ambush key positions throughout this sector.  The hit-and-run attacks have unfortunately proven quite successful.  We've already lost three cruisers, a corvette, and an entire shipment of Bosch Beer.
Title: Re: The power of optimization
Post by: Snail on January 01, 2011, 07:29:19 am
Well, canonically, Vasudan cargo containers are atmosphere capable. So they might use those.

And we do know that they have proven very effective. :p

Quote
According to scouting reports from the 13th Triskaidekaphobes, the GTVA is using cargo containers to ambush key positions throughout this sector.  The hit-and-run attacks have unfortunately proven quite successful.  We've already lost three cruisers, a corvette, and an entire shipment of Bosch Beer.
Exactly what I was thinking of. :D
Title: Re: The power of optimization
Post by: The E on January 08, 2011, 02:46:37 am
From the department of "Was this really necessary?", I bring you these news:

(http://i1228.photobucket.com/albums/ee460/HLPTheE/screen0199.png)
(http://i1228.photobucket.com/albums/ee460/HLPTheE/screen0198.png)
(http://i1228.photobucket.com/albums/ee460/HLPTheE/screen0195.png)
(http://i1228.photobucket.com/albums/ee460/HLPTheE/screen0194.png)
Title: Re: The power of optimization
Post by: ION3 on January 08, 2011, 05:33:15 am
There still seems to be weird lighting on the bomber. In the first image on the wings, in the second image on the wings and the upper engines. But it's propably too late to fix.
Title: Re: The power of optimization
Post by: Droid803 on January 08, 2011, 02:02:29 pm
Probably just odd smoothing.
Title: Re: The power of optimization
Post by: Ravenholme on January 08, 2011, 03:28:04 pm
Dear god man, was this REALLY necessary?!  :p

Looks good The_E, though it does look like there might be some odd smoothing on the Durga
Title: Re: The power of optimization
Post by: ION3 on January 08, 2011, 04:23:58 pm
Quote
Dear god man, was this REALLY necessary?

Hey, Sorry. I just wanted to point out, that i'm surprised that stuff like this still is a problem even with normal maps. Just wrote out my thoughts you know? I didn't mean, that it's bad.
Title: Re: The power of optimization
Post by: General Battuta on January 08, 2011, 05:36:20 pm
Quote
Dear god man, was this REALLY necessary?

Hey, Sorry. I just wanted to point out, that i'm surprised that stuff like this still is a problem even with normal maps. Just wrote out my thoughts you know? I didn't mean, that it's bad.

Nah he was talking to The_E not you.
Title: Re: The power of optimization
Post by: The E on January 09, 2011, 02:47:08 am
Quote
Dear god man, was this REALLY necessary?

Hey, Sorry. I just wanted to point out, that i'm surprised that stuff like this still is a problem even with normal maps. Just wrote out my thoughts you know? I didn't mean, that it's bad.

Smoothing and normal mapping aren't actually related, and you cannot correct errors in one area with fixes in another. Usually, I use a smoothing angle of 22.5 (as seen on the Kent), which works very well for highly angular models. The Durga, however, has a very rounded look, meaning it requires a lot more hand-tweaking than I was able to give it at the time; the final version that will be released in the next WiH update will have those issues fixed.
Title: Re: The power of optimization
Post by: ION3 on January 09, 2011, 06:41:09 am
Quote
Smoothing and normal mapping aren't actually related, and you cannot correct errors in one area with fixes in another.

Really? AFAIK they both are meant to change the normal used for lighting calculations. It depends a bit on the way normal mapping is implemented, but it should be posssible to use the normal map for making flat surfaces smooth or the other way round or even correct smoothing errors.
Title: Re: The power of optimization
Post by: The E on January 09, 2011, 07:23:38 am
Really? AFAIK they both are meant to change the normal used for lighting calculations. It depends a bit on the way normal mapping is implemented, but it should be posssible to use the normal map for making flat surfaces smooth or the other way round or even correct smoothing errors.

True. But it's usually easier to fix smoothing errors by fixing the smoothing. Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.
Title: Re: The power of optimization
Post by: The E on January 11, 2011, 09:59:03 am
Double post! Due to popular demands, the slidy business is back!

(http://blueplanet.fsmods.net/E/screen0200.png)
(http://blueplanet.fsmods.net/E/screen0201.png)
(http://blueplanet.fsmods.net/E/screen0202.png)
(http://blueplanet.fsmods.net/E/screen0203.png)
Title: Re: The power of optimization
Post by: Ravenholme on January 11, 2011, 10:42:24 am
Exceellllent
Title: Re: The power of optimization
Post by: Commander Zane on January 11, 2011, 02:01:46 pm
HELLS YEAH!
Title: Re: The power of optimization
Post by: Buckshee Rounds on January 11, 2011, 02:31:58 pm
The normal mapping looks great, I wanna run my face all over it...
Title: Re: The power of optimization
Post by: Droid803 on January 11, 2011, 03:45:11 pm
YES! SLIIIIIIIIIIIIIIIIDIIIIIING!
Title: Re: The power of optimization
Post by: Archaic on January 11, 2011, 08:22:21 pm
not to seem demanding, but when can we expect an update to the VP's, im getting some serious fx lag and mouse glitches when there's a lot going on.
Title: Re: The power of optimization
Post by: General Battuta on January 11, 2011, 08:27:57 pm
When the Karuna is done.
Title: Re: The power of optimization
Post by: Droid803 on January 11, 2011, 09:25:07 pm
The Karuna's getting completely retextured right?
Title: Re: The power of optimization
Post by: General Battuta on January 11, 2011, 09:50:51 pm
Yeah.
Title: Re: The power of optimization
Post by: Solatar on January 11, 2011, 11:16:37 pm
An optimized Karuna would be the bee's knees.
Title: Re: The power of optimization
Post by: ION3 on January 12, 2011, 05:25:12 am
Quote
Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.

Should be pretty easy with normal map baking? But I haven't tried yet.
Title: Re: The power of optimization
Post by: The E on January 12, 2011, 07:37:31 am
Quote
Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.

Should be pretty easy with normal map baking? But I haven't tried yet.


Neither have I, and I am not particularly eager to. As I said before, fixing the smoothing directly is easier and less headache-inducing than trying to fix borked smoothing with normal mapping.
Title: Re: The power of optimization
Post by: pecenipicek on January 12, 2011, 11:22:04 am
Quote
Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.

Should be pretty easy with normal map baking? But I haven't tried yet.
dont assume that something is easy if you havent tried.

basically, baking out anything on a model that thas even a single overlapping polygon tends to mess up things badly.
Title: Re: The power of optimization
Post by: ION3 on January 12, 2011, 01:35:34 pm
Quote
dont assume that something is easy if you havent tried.

If i had tried i wouldn't have to make assumtions. ^^
Title: Re: The power of optimization
Post by: Col. Fishguts on February 02, 2011, 04:48:47 pm
*bump*

I just noticed that the glowmaps for the Uhlan, Kent and Uriel (maybe more?) have an RGB value of 0/2/0 where they are supposed to be black, which gives them a slight green tint ingame (really noticeable in the F3 lab).
I take it this will also be fixed in this optimized new modpack?
Title: Re: The power of optimization
Post by: ssmit132 on February 02, 2011, 06:03:57 pm
*bump*

I just noticed that the glowmaps for the Uhlan, Kent and Uriel (maybe more?) have an RGB value of 0/2/0 where they are supposed to be black, which gives them a slight green tint ingame (really noticeable in the F3 lab).
I take it this will also be fixed in this optimized new modpack?
The Durga has this problem as well.
Title: Re: The power of optimization
Post by: Dragon on February 03, 2011, 12:46:13 pm
Yes, they're pretty much made from scrath, so there's no such problem.
I wonder how such bug got throught my texture improvement spree early in WiH developement, I'll make sure it won't happen again.