Author Topic: Model and Normal Maps Status  (Read 161593 times)

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Offline jr2

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On the Iceni the fact that the lightning isnt hitting right is bearable, but when it gets hit by a beam, the frigate spins like if it is on Disco Inferno :P

I gotta try that...

Keep the messed up model for use in JAD4 or something. :lol:

 

Offline akenbosch

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half the cockpits are off scale, and HUD panels are blocking my view.

Burn the sucker out of the sky!
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snail gives a debriefing: http://www.hard-light.net/forums/index.php/topic,48825.msg991954.html#msg991954

 

Offline Snail

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Cockpit view is 'unfreespacey' to me.

 

Offline TrashMan

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That's why my cockpits don't have HUD pannels. What for??
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Offline akenbosch

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not to be a pessimist, but theres alot wrong with the HTL models. maybe if the raw files would be released along with the finished ones, so people could fix any problems/things that they dont like?

Burn the sucker out of the sky!
EAT PHOTONS INFIDEL! MAY THE HEAT OF A THOUSAND SUNS CONSUME YOU! :mad2:


snail gives a debriefing: http://www.hard-light.net/forums/index.php/topic,48825.msg991954.html#msg991954

 

Offline CKid

Hey, I was just wondering if anyone had a fix for the HTL version of the Medusa to get rid of the shinny mirrors. Thanks.
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Offline akenbosch

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you use this shinemap:

Burn the sucker out of the sky!
EAT PHOTONS INFIDEL! MAY THE HEAT OF A THOUSAND SUNS CONSUME YOU! :mad2:


snail gives a debriefing: http://www.hard-light.net/forums/index.php/topic,48825.msg991954.html#msg991954

 

Offline CKid

Thanks. I was getting sick of those shine mirriors.
If I agreed with you, we would both be wrong

 

Offline Hades

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Offline nubbles526

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I am not the author...so I don't get how to add the status and stuff. But there has been a HTL Colossus in progress

http://www.hard-light.net/forums/index.php/topic,48690.0.html

I suggest that we move this into FreeSpace Upgrade Project instead of Freespace modding, where it currently is...


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Offline Galemp

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So I just downloaded the new 3.6.10 build with normal maps and I'm overjoyed! This technology will allow us to make better looking ships than ever before without going crazy with polycounts. Now the demo maps are fine but I figured we'd all want to pull together and churn out better ones.

Personally I don't like overdoing the effects... I know some people have complained about the textures looking 'slimy' and I don't want the normal maps to overwhelm the original textures, either. So, I'm redoing the shine maps as well.

First, a tweaked Ulysses.



Second, a new Loki.



Get them here

Alas, the method I used to generate the normal maps from the height maps didn't leave them completely congruent, so there's some nasty interference in parts. Any recommendations for other techniques?

(Mods, sticky this please.)
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Re: The Big Normal Maps Thread
Isn't that the stock Loki model in your post?  I know the HTL version isn't in a set of (official) mediavps yet, which makes me wonder if the normal map is even being applied, if it's indeed designed to improve the stock model.  If it is getting applied though I'm curious what your changes would do to the HTL version's appearance, since it already looks pretty kick ass to me, heh.

I'm not sure if it's just the screenshot not doing it proper justice, but I can't really see much of a difference at all between your picture of a tweaked Ulysses and a picture taken using standard rendering.  It certainly lacks a "slimy" feel to it of course.  It might be helpful to include for comparison purposes the previous normal map version and one without normal maps.

Good luck with your project.
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Offline taylor

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Re: The Big Normal Maps Thread
The normal map pack that I released does have a normal map for the hi-poly Loki rather than the retail one.  But, like Marcus Vesper commented on, you really need to jack up the normal map scale in order to really see it.  I have complained about that numerous times with DaBrain as well.  The basic problem is that you simply can't see the effects of the normal map unless you are looking closely at it, either in-game or in the lab/techroom.  So although you get some added lighting effects, you pay heavily for it with the memory an extra map requires.  Simply adding an extra 1000 or so polys would be a far cheaper way to get an improved look.  But it's really just something that is on a per-model model basis.  Some models will benefit heavily from normal maps, and others would be better off with simply getting a few hundred extra polys and a better diffuse map.

I can also say that how the normal map is made can have a significant difference in how well it improves the model.  I greatly prefer Vasudan Admiral's hi-poly Loki normal map to DaBrain's for instance (with DaBrain's being in the normal map pack that I released).  But not everyone would agree with that view.  It's really just something that all of the artists and model makers will have to work out as time goes on.  They can then get the right balance of how and where to spend the extra polys, and design the model to make far better use of the normal map.  The best code in the word doesn't really matter if the content isn't there to properly take advantage of it.  That is why I chose to go ahead and get this early version of the shader code into current builds, so that when we really go all-out with it, everyone will be fully prepared to take advantage of the new capabilities.

 

Offline Admiral Nelson

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Re: The Big Normal Maps Thread
Are Vasudan Admiral's available publicly?  He posted renders ages back in various places of his models bumpmapped, but I've not seen the files available for download.
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Offline taylor

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Re: The Big Normal Maps Thread
Are Vasudan Admiral's available publicly?  He posted renders ages back in various places of his models bumpmapped, but I've not seen the files available for download.
He had sent me a test pack that contained maps for the Aeolus, Loki, Lucifer and Triton, but I believe that he was going to still work on them a bit more before releasing anything official.  I don't want to post them myself unless he says so.

 

Offline Vasudan Admiral

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Re: The Big Normal Maps Thread
Heh, GE - I don't think you were around for the HTL loki release here. :) (In fact, where have you been? It's been ages!)

And yeah - I have been working on propper normal maps for the loki and some of the other ships, but Taylor's right that I'd rather not release it before it's ready - saves the kind of version confusion the fenris/levvy models created. All it needs though is a bit of balancing and saving in the new format and that should be it, so I'll give that a go now.

The other ships bumpmaps will take a bit longer, as with the lucifer especially there are smoothing errors I'd very much like to fix. I was kinda stupid in how I handled some of the geometry/textures as well so I'd like to make some other changes too.
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Offline Vasudan Admiral

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Re: The Big Normal Maps Thread
Right, here we go: http://www.freewebs.com/twisted-infinities-va/HTL-Loki/LokiHTL-normal.zip

And since nothing ever happens without piccies :p :



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Re: The Big Normal Maps Thread
I should stop looking here... Not playing freespace + pictures like that = Sorta homesick.

 
Re: The Big Normal Maps Thread
Now that is one gorgeous Loki.  It's a shame I'm also not at home, or I'd be testing that out in a heartbeat.
Everything is better with monkeys.  Even pie.

That is the best first post I have ever seen.

 

Offline Alan Bolte

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Re: The Big Normal Maps Thread
 :wtf: It looks like it's made out of leather.
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