Author Topic: environment mapping  (Read 36733 times)

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Quote
Originally posted by Bobboau
I was thinking about useing a similar effect to this to generate a cloak


like copying the image of the other sode, but slightly distorting it?

cool, would you be able to set the distortion rate?
just another newbie without any modding, FREDding or real programming experience

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Offline Raptor

  • 210
First: Ouch!:eek2: *regarding earlier post*

Second: Finially tried this out.  I don't have anything as great as before though...


Note the brighted patch on the dark texture?  At first I thought it was lighting from the engine glow.:D


Under the tail, you can see a reflection of the planet (just off screen  to the left).

SCP'ers, I guess you already know about the couple of bugs with  the new thruster glows, right?
-The glow seen from the front dosn't change when afterburners fired
-sometimes ships (so far only fighters) don't display ANY glows or plumes, just the orginal modelled plume.
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Offline Lightspeed

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Quote
Originally posted by Raptor
-The glow seen from the front dosn't change when afterburners fired


Yes, that's a bug i noticed too. Has been there since ages. Its the new effect.
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Offline aldo_14

  • Gunnery Control
  • 213
Well, you shouldn't really be able to motice much of an effect on FS ships.... the only bits I can think of that would be relfective are the cockpits on fighters, etc, the awacs panes (Charybdis, etc), and arguably the big glass bits on the Arcadia

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
I agree with aldo wholeheartly. Could probably find a few other places, but on a whole, the reflection should be there, but so mildly you can just "feel" some shades of colourings on the hull, and that's it.
SCREW CANON!

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Mmmm. I think it does need to be tamed. But time will draw it out - just like when we figured out how to remove ambient lighting. "Wheee, look, everything's black!" We'll get over it soon. ;)
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
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but I liked everything black with ambient lightning :p
SCREW CANON!

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Quote
Originally posted by Nico
but I liked everything black with ambient lightning :p
:nod: :nod: :nod:
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Offline nakki

  • 22
hmm..

Those screens look exelent, but there is way to get it look better than anything out at the moment.
proper image based ambient lighting. both diffuse/specular.

specular is actualy just blurred enviroment map. (there is no difference in any calculations)

but addition of diffuse part would be awesome and sould be pretty easy.
it is MUCH blurried version of the enviroment map with texture cordinates taken directly from normals. (not view dependant.)

if you want it to look like movies (and im not kidding.)
add ambient occlusion. per vertex should be enough and very fast.
.
becouse all maps are pretty blurry there is no need for high res maps. (something like 256x256x6 is already quite overkill for specular and 32x32x6  for diffuse is plenty.)
and becouse we talk about ambient theres no need for HDR 8bits should be enough.

some links to explain what is possible.

about ibl and ambient occlusion.
http://www.andrew-whitehurst.net/amb_occlude.html
http://www.debevec.org/IBL2003/
http://www.cs.wisc.edu/~ltokheim/ambenv/

exelent tool for creating maps and for blurriness reference if you want to do maps runtime.
http://www.debevec.org/HDRShop/

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Hey, nakki! Welcome to HLP. :) Most of what you said just sailed over my head, but it sounds like the SCP coders would want to hear what you're talking about. I suggest you post your suggestions in this thread in the Source Code Project forum, where they'll be discussing coding possibilities more, rather than just ogling at the results. ;)

:welcome:
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Setekh

  • Jar of Clay
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    • Hard Light Productions
Or, I could just move the thread over for y'all. ;)
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
again, why?
have you gone mad with power... again?
:)
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Offline Setekh

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No, seriously, it's not my fault! :nervous:

If you actually want them moved back to FS Modding, no prob, but this was by request. :nod:
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
oh, ok
hell might as well delete them for all the truble they've gotten me into
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Lightspeed

  • Light Years Ahead
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Not with me Bob :)

Have a go at the thruster bug, if you manage to fix it they'll all be grateful :p
Modern man is the missing link between ape and human being.

 

Offline Bobboau

  • Just a MODern kinda guy
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you mean the one were user selected ship's thruster glows don't show up?

try this build
« Last Edit: March 07, 2004, 11:31:03 am by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Omniscaper's Accident / Envmap / Cloak
Let's say for cloaking one fades the properties of the ship gradually to 100 percent of the surrounding environment.

Would it be possible to have a ship's environment map be "reversed" so that well...lets say a ship is cloaked and parallel between two backgrounds: a purple nebula and a planet.
                                                               
planet blah blah & left observer --- Cloaked Ship ----- purple nebula & right observer                                

well my idea is, say some ship from the left side, the observer, looks at the cloaked ship.

Normally, the left observer will see the reflection of the planet on the 100% reflective "cloaked ship". BUT...what if the cloaked ship's LEFT side reflected the environment to its RIGHT, and the RIGHT reflected the LEFT environment? and TOP OF the ship reflecting whats UNDER the ship, and the SHIP's FRONT reflecting whats BEHIND the ship...

Such a thing would probably be a near-perfect Klingon Bird of Prey Effect! Ideally, looking at the ship from the nebula you would see the planet and a slight distortion... ;) unfortunately i have no idea how to do something like this.

 

Offline Lightspeed

  • Light Years Ahead
  • 212
Quote
Originally posted by Bobboau
you mean the one were user selected ship's thruster glows don't show up?

try this build


I didnt mean that one but it also needs fixing :)

I meant the bug with the intersections with the ship's hull.
Modern man is the missing link between ape and human being.

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
that isn't so much a bug as it's an unfortunate side effect of the way things work

and is the 'thrusters not showing up' bug fixed in that build?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Tolwyn

  • The Admiral
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    • Wing Commander Saga
I agree, ambient lightning as it was in the original FS sucks. But would it be possible to implement a much darker version of it? I agree that it may be realistic space-shadows, but I really don't understand why we are making so much work on ships and textures, if you want to display them nearly black in the game. There isn't much left on the model to see, except for the lights.

If we want it realistic, we could turn off the sound too, cause sound cannot travel in space.

A suggestion here: would it be possible to implement a much darker version of the ambient lightning... something in very dark grey.
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