Hard Light Productions Forums

FreeSpace Releases => Asset Releases => Topic started by: The E on April 22, 2011, 05:07:29 am

Title: The Steve-O model pack
Post by: The E on April 22, 2011, 05:07:29 am
Well, as you know, several of Steve-O's models were used in WiH. While they are pretty, they are also resource hogs, nomming FPS on even moderately powerful systems. Now, we tried to get them optimized, but unfortunately, that process was going on too slow for my taste. So I decided to try it myself, and here are the results.

The following notes apply:
1. I am not a modeller, I only press buttons to make stuff happen. As a result, a few of these models suffer from rendering glitches (Only noticeable in the Tech room or on loadout screens), which I can't correct. Also, the Auto-UVing I did sometimes ****ed up a bit, see the Hellraiser for an example.
2. No tbl entries are included. You have to provide those yourself
3. The Thor's normal map isn't finished yet.
4. Thor's maps are still in tga
5. A few of the texture names refer to the BP names for these ships.


But anyway, here's the download. Enjoy.

http://blueplanet.fsmods.net/E/steveo.7z
Title: Re: The Steve-O model pack
Post by: MatthTheGeek on April 22, 2011, 05:11:32 am
*** MatthTheGeek aggressively jumps on the link ***
Title: Re: OPTIMIZED BLUE PLANET SHIPS
Post by: SypheDMar on April 25, 2011, 11:56:11 pm
This is one overlooked commodity that shouldn't have been overlooked.
Title: Re: The Steve-O model pack
Post by: Hellstryker on April 26, 2011, 08:18:56 pm
Would be awsmz if somebody could do a WiH patch using these.
Title: Re: The Steve-O model pack
Post by: General Battuta on April 26, 2011, 08:20:17 pm
It's in the cards, but these aren't quite where we want them to be yet.
Title: Re: The Steve-O model pack
Post by: Talon 1024 on April 26, 2011, 09:28:39 pm
I'm working on a new UVMap and normalmap for the Lancer/Uhlan.  The existing one doesn't have a UV layout that is easy for texture artists to work with, and it also doesn't have a good quality normalmap.
Title: Re: The Steve-O model pack
Post by: Dragon on April 27, 2011, 04:33:06 pm
If possible, could you make sure your normal map is similar to The_E's ones?
It'd be good for consistency, right now, the Lancer stands out among these fighters due to a vastly different normal map.
Title: Re: The Steve-O model pack
Post by: Talon 1024 on April 27, 2011, 05:11:48 pm
Yeah, I tried my best to keep my normalmap consistent with the ones E made.  Anyway, here it is (http://www.ciinet.org/kevin/Talon1024_Lancer.7z).  Note that it doesn't come with table entries because I'm assuming people are going to overwrite any existing models with this one.
Title: Re: The Steve-O model pack
Post by: Droid803 on April 27, 2011, 05:15:26 pm
what happened to the pilot dude?
D:
Title: Re: The Steve-O model pack
Post by: The E on April 27, 2011, 05:17:23 pm
Uhhh

The normal map is broken. You're using the wrong colour channels, I would refer you to Herra's GIMP tutorial (http://www.hard-light.net/forums/index.php?topic=64769.0) for reference regarding which channels are supposed to be used.

EDIT:

Here's a version of the same fighter, but with a fixed normal map and a fixed shine map (Yours was a bit too much like a mirror for my tastes, so I fixed it).

http://blueplanet.fsmods.net/E/Uhlan.7z
Title: Re: The Steve-O model pack
Post by: Talon 1024 on April 27, 2011, 06:01:24 pm
what happened to the pilot dude?
D:
Uhhh

The normal map is broken. You're using the wrong colour channels, I would refer you to Herra's GIMP tutorial (http://www.hard-light.net/forums/index.php?topic=64769.0) for reference regarding which channels are supposed to be used.
Fixed and fixed.  Sorry about that.  I just updated the 7z that I posted previously.  The newest version of my Lancer includes E's fixed shine map as well.

EDIT: Updated again (http://www.ciinet.org/kevin/Talon1024_Lancer.7z).  For some reason, the mipmaps on E's fixed shinemap were not working properly.

EDIT2: Updated yet again.  Apparently, the build of PCS2 I was using (the one with Spicious' new BSP code) wasn't loading the glowpoint sizes from the BP Uhlan model.
Title: Re: The Steve-O model pack
Post by: Dragon on April 27, 2011, 06:24:04 pm
One more thing, glowpoints on your version have 0 radius (perhaps conversion messed them up a bit).
It's an easy fix though.
Title: Re: The Steve-O model pack
Post by: Luis Dias on April 27, 2011, 06:46:10 pm
So what are the FPS gains, in say, Delenda Est?
Title: Re: The Steve-O model pack
Post by: The E on April 28, 2011, 02:24:52 am
They're noticeable. However, since the big models like the Karuna and Sanctus are still horrible performance suckers, you still get a slowdown near them.