Author Topic: KARMA's fenris  (Read 25337 times)

0 Members and 1 Guest are viewing this topic.

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
It really needs custom maps, the originals are too blurry :(
SCREW CANON!

 

Offline jdjtcagle

  • 211
  • Already told you people too much!
I can hadle it on my card perfectly, but I just hope this doesn't stop us from making more of them :)

Quote
Jdj, alas, the cure for low frame rates is the same as it always has been. Faster video card, which, obviously not everyone can afford. You could always turn off some of the more time-consuming effects?
"Brings a tear of nostalgia to my eye" -Flipside
------------------------------------------
I'm an Apostolic Christian (Acts: 2:38)
------------------------------------------
Official Interplay Freespace Stories
Predator
Hammer Of Light - Omen of Darkness
Freefall in Darkness
A Thousand Years

 

Offline IceFire

  • GTVI Section 3
  • 212
    • http://www.3dap.com/hlp/hosted/ce
Yay for high poly ships!  That looks fantastic!
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Tin Can, you're only running at 60Hz refresh? Up that thing to 100 or something, it'll be much better for your eyes. :)
- 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 Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
tin can: turn off VSync
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Ashrak

  • Not Banned
  • 210
    • Imagination Designs
a bit TOO high poly
I hate My signature!

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
It looks good, but...

Bounding box?

EDIT: That's a subsystem, nevermind.  But why is the engine subsystem on the front of the conning tower?
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Some of us don't have monitors that support refresh rates that high. :doubt:
Freelance Modeler | Amateur Artist

 

Offline Rictor

  • Murdered by Brazilian Psychopath
  • 29
Oh dear, I just know I'll get lynched for this, but I...barely notice the difference. Not to insult your work KARMA, I think its the textures. I remember you posted an flat textured WIP once and the little details were much more noticeable.

Well, bravo. I hope to see many more great high-poly ships in the future.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Methinks some self-casting shadows would really help make the new changes noticable :)

but not until after 3.6 :D

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
Quote
Originally posted by Vasudan Admiral


brings a tear to your eye, don't it? :)

God created specular highlights with the fenris in mind.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Truly. There has never been a more beautiful sight. :rolleyes:
Freelance Modeler | Amateur Artist

 

Offline Ace

  • Truth of Babel
  • 212
    • http://www.lordofrigel.com
I hope that the default ship won't have the nameplate, it'd be odd to have everything with "GTC Orff" on it ;)
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 
Its rather fantastic Karma

 

Offline Fineus

  • ...But you *have* heard of me.
  • Administrator
  • 212
    • Hard Light Productions
Before:


After:


Who'd have thought it....

:eek2:

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
nice shot!:)
and again...nice work VA!

btw.. I admit I hoped in a lower performance hit: IIRC those who tested the model when it was untextured reported good framerates (are you sure the textures are 8bit?), I can only suppose that high res textures + the various map processes can kill framerates with an high poly model. This force me to reconsider some of my precedent beliefs.

Also, it would be many times better with custom, better maps than those :v: ones, you could highlight some details like the extrusions between the head and the vertical body and some other stuff, but I don't have time to do em, sorry, and knowing this I tryed to build the mesh (using more modelling time) so that it could be possible to almost use the original maps.

I think that part of the problems comes from the spec effects btw. Oh, it's nice, but from that pic in the neb, it seem that the dark parts are totally non specular (except the sides of some extrusions). The specmaps for this model should be modifyed: the dark parts should be less specular than the normal plating, but it is important, with high detailed ships, to see a lot of light transitions, to make more evident the different details. Also, specmaps can be used (from what I've seen in other shots) to simulate some sort of bump-map like effect, which would be extremely cool in some areas.
I'd like to work on this personally, but unfourtunately spec doesn't work on my system, so I can't be of help in this.

There's another thing btw: haveing used many submodels, the model has less shading problems, but nonetheless it'd be benefit of few smoothgroups, where there are indents and hard edges, because there are some (minimal) shading distorsions in some points

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
*sees fenris*
*jaw drops
*picks up jaw
*jaw drops again
*just.........stares :shock:
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
Quote
Originally posted by Carl


God created specular highlights with the fenris in mind.


Soooooooo true. LONG LIVE THE FENRIS!!
*quites down and goes to his corner, still staring at the fenris.
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Looks nice :D

Too bad it utterly kills my FPS ingame. :(
-C

 

Offline Vasudan Admiral

  • Member
  • 211
    • Twisted Infinities
wowsers, lotsa replys

Tin Can: i was running on a GF FX 5200, which isn't great, but was as cheap as i could find, and has worked perfectly well so far. a 9600 XT will most definitly run it :)

jdjtcagle: there will certainly be more high poly ships. i'm working on a lucifer and triton atm, (the lucifer won't be done until after TI's Operation Raganorak is done) and i have plans to do a fair few others over time :)
the only thing is, they won't be quite this detailed in future. still much better than the originals, but not 6000+ polys combined with four high res textures, as i don't think even the HTL engine will handle too many of these sorts of ships.

Nico: i used the FS1 textures as bases here, and they're pretty large.

Ashrak: quite possibly a bit too high, but the main slowdown here is that there are multiple textures, since i don't know of a way to combine them into one texture other than baking, and that would kill the look anyway, since it shrinks the parts a lot :(

StratComm: the bounding box works fine, but i have no idea why [v] put the engine in the conning tower. :confused:

Rictor: look at Kalfireth's comparrison. still no difference? :p

Unknown Target: propper shadows like that would most certainly look fantastic, but combine them with bump mapping, vertex lighting, glow points, glowmaps, spec maps, evironment mapping, high res textures, HTL models and all the other things that go on during gameplay and......well, you can probably guess what would happen. :( we need quantum computers. :D

Ace: either replace the nameplate in modview with a puregreen texture or "invisable", or make a custom nameplate for any fenris' in your campaign. that was the whole idea of it :D

KARMA: well, i've gotta work on TI, so i don't really want to work on this anymore. i can upload the final scene if you or anyone else wants to fix those bits with the smoothing, but it's not really noticeable ingame. the performance hit is because of the 4 high res textures as far as i can tell. and i've only tested it with PCX, not JPG, so i can't say what speeds will be like with them.

WMCoolmon: what card do you have? for all those having severe performance hits, it may be an idea to set the second LOD to kick in much earlier than it used to in the table, so that you only see the really high detail areas when really close.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities