Author Topic: environment mapping  (Read 36699 times)

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Offline DaBrain

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Quote
Originally posted by Bobboau
[B
"And it looks like the whole tunnel is envmapped on the ships."
as it should be... [/B]


Uhmm that's not what I meen. You can see the tunnel on the ship. (the whole model)

As you can see in my 2. shot.

As if the tunnel is far away, and not around the ship.
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Offline Bobboau

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oh... crap, wait I think I know why it's doing that...

I updated , I think that problem should be fixed now, and I tried fixing some decal problems but I may have caused more problems than fixed.

never mind just tested it, now it's more broke than it was... :doubt:
« Last Edit: May 09, 2004, 01:24:47 pm by 57 »
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Offline Bobboau

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ok it IS fixed now, subspace should be running better than ever
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DEUTERONOMY 22:11
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Offline Taristin

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For some reason, all of the graphics are uber crappy. Especially subspace, which was moving the subspace map too quickly.

Edit: I mean in the older build. Haven't DLed this one yet.
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Offline Bobboau

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yeah, that's just been fixed
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DEUTERONOMY 22:11
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Offline Taristin

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And the poor resolution of the graphics also?
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Offline Bobboau

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uh, if you'r usieng low resolution data, I can't do aything about it
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Taristin

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No, I'm not. I was using the FS1 higher res stuff, as well as standard FS2 stuff resized to 1024x1024, and it looked pretty bad on some meshes.
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Offline DaBrain

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Yeah something is wrong.

I'm not sure, but I think the maps look worse when there is no background.
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Offline Bobboau

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post comparason shots
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DEUTERONOMY 22:11
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Offline Lightspeed

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I havent noticed anything like that yet.
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Offline JarC

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did notice this one thing, I was playing in the mission simulator and when I quit a mission ending back in the tech library, the environment from the last mission is still projected on the models.
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Offline Bobboau

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yeah, that was a sort of bug like thing that I've decided I like and therefore havn't fixed, clearing the cube map would only take a trivial amount of work, but I don't want to as you get to see the prety looking effect in the tech room if I leave it as is
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DEUTERONOMY 22:11
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Offline Bobboau

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ok, here is a version that uses the alpha chanel for reflectivity
http://freespace.volitionwatch.com/blackwater/fs2_open_r_alpha_env.zip
this is only good for people who are going to be upgradeing the specmaps, as without modified data it realy doesn't look very good
I'm going to PM LS so he doesn't miss it
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Wes

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I tried the updated version of future demo you posted and that also crashes for me right after the intro movie. I've tried removing the 3.6 mvps and starting it with no arguements but neither makes any difference.

Specs:
Athlon 3200xp
Radeon 9700 pro
1024 megs ram
NF7-S motherboard
Windows XP

 

Offline JarC

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well, I've now tried several days using the env-mapping builds. finally also added the glowpointed models...

hmmmm...how to put this...I know lotta work went into it...but frankly...me no like...much to much reflection, the chrome on my vette would be proud of it, ships looking like they're made of mirrors. The glowpoints or whatever it is supposed to be (those flashing bulbs and always on bulbs)...kinda weird looking...anyone missing a porch light from ~6ft diameter? I dunno, they seem way too large...this is not a subtle effect anymore...

Tried playing down ambient_factor to 5 and it still looked like mirrors...could not find a setting to control the size of the glowpoints...

(note: I do know that this last build needs updated artwork for the env-mapping to look good in it, so I am not referring to this one if that is what you think...)
« Last Edit: May 10, 2004, 09:06:55 am by 106 »
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Offline Fineus

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You know what you need to reference to get this right? The Aquamark tech demo... the shareware version will do - part of it displays environment mapping on a submarine... they implemented it so that while it does reflect it doesn't look like a mirror.

Go check it out. I'll try and get some screens when I get home.

 
Quote
Originally posted by JarC
well, I've now tried several days using the env-mapping builds. finally also added the glowpointed models...

hmmmm...how to put this...I know lotta work went into it...but frankly...me no like...much to much reflection, the chrome on my vette would be proud of it, ships looking like they're made of mirrors. The glowpoints or whatever it is supposed to be (those flashing bulbs and always on bulbs)...kinda weird looking...anyone missing a porch light from ~6ft diameter? I dunno, they seem way too large...this is not a subtle effect anymore...

Tried playing down ambient_factor to 5 and it still looked like mirrors...could not find a setting to control the size of the glowpoints...
'

As said before, there will be a possibility for mappers to controll of much each bit reflects. That way, you can make mirrors, and you can make completely not reflecting bits. This would be pretty much independent of the specmap, so you could have something that shines, but does not reflact like a mirror.
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Offline Lightspeed

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Hehe. All it needs is properly bug fixed env mapping (I'm sure bob will manage to get this done), and some env supporting shinemaps (which I will do).
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Offline Turambar

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It's been like... a day.  Bob must really be working
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
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