Author Topic: comeing atractions  (Read 22236 times)

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Offline Gloriano

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Quote
Originally posted by Turnsky
that + setekh + spire = eyecandy


So true:D
You must have chaos within you to give birth to a dancing star.- Nietzsche

When in despair I remember that all through history the way of truth and love has always won; there have been tyrants and murderers, and for a time they can seem invincible, but in the end they always fall.- Mahatma Gandhi

 

Offline Taristin

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Quote
Originally posted by Bobboau

the problem is one testure will be extreemly un detailed and blury, there is a safe middle ground that I have yet to see implemented useing alpha blending to have a single UV map drawen over the tiled textures


But how do you UV map that... and have the tiled texture? :confused:
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Offline Bobboau

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Quote
Originally posted by Raa
Quote
Originally posted by Bobboau

...useing alpha blending...
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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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That means nothing to me.  Because the alpha blending would be applied to what? The tiles? So then you'd have the same UV being tiled?

I'm meaning UV coordinates. How would the game know where to put them? Unless there was a blank plane in front of what you were trying to teture that would have it's own UV data for it.
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Offline Bobboau

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you that the hull geometry and make two copies, one you UV map with tilemaps, the other you map with a single texture, the single texture has an alpha chanel that shows were the tiled texture shows through. you render the tile texture frist and then the single texture with an alpha chanel wich blends over the tiled textures. giveing you large structues without sacrificeing small details and it only costs you one rendering pass.
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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 aldo_14

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I thought there were still some occlusion problems with alpha / transparency, though?

 

Offline Taristin

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That's what I was thinking for it, too. Ok, Bob.
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Offline StratComm

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The occlusion problems with alpha transparency only occur when the main hull is supposed to show through a submodel (or vice-versa, can't really remember) so it can be gotten around.  Wouldn't work for turrets, but then they are small enough to get good texture resolution on anyway.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Unknown Target

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Oh...my...God...wow :jaw:

 

Offline Bobboau

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to render things with alpha blending render order is very important, FSO doesn't currently do anything to ensure that render order is maintained corectly, therefore the modder must make there model with this in mind, it is up to you to make sure that alpha blended stuff is rendered after the non-alpha blended stuff. textures are rendered in order listed in the pof texture system, submodels are rendered in the order they apear in the pof, before the main hull geometry (wich is last to be drawen even if it's the first in the pof)
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 Taristin

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And how does one control the order of textures? Besides naming?
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Offline Bobboau

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that's a bit tricky, you basicly have to be carefull in the order that you apply them, my prefered method would be to have the non-alpha one in a seprate subobject.
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

 
OH MY GOD THAT IS SO DAMN BEAUTIFUL! I MUST HAVE IT!

 

Offline TopAce

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I tested this masterpiece
Not bad at all. However, I have some comments on it: I think making the corridor curvy eats up too many polies and it is not visible it was 'curved' too much only when you get quite close to it. When you do so, the FPS rate suddenly drops down. I think making that thing curvy was redundant. I am also unsatisfied with the details of the back engine. They should consist of fewer polies.
To sum up, the model itself is excellent despite some of its parts are  redundant.
« Last Edit: July 20, 2004, 12:13:15 pm by 1079 »
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Offline TopAce

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I forgot to attach a screenshot I made.
Moderators: If you decide to delete my post above, please insert its content into this post. Ta.
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I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Nico

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What are you calling corridor?
SCREW CANON!

 

Offline TopAce

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The part that connects the engine part with the nose.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline TopAce

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My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 
Ok, I have been like totally out of POF design for about 2 years. What program do you use for POF design. Its it still truespace?

 
Yep, still TS.
just another newbie without any modding, FREDding or real programming experience

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