Author Topic: GTSc Galileo- final cut  (Read 9907 times)

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It´s not an exact science, is it? :p
I set the 3º number to minus -500, and the ship is about 700 meters long. I guess it depends largelly on the axis of the ship.

No Freespace 3 ?!? Oh, bugger...

 

Offline ShadowWolf_IH

  • A Real POF Guy
  • 211
    • CoW
damn that looks good
You can't take the sky from me.  Can't take that from me.

Casualties of War

 
 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Neato. But the solar panels should be flat, not smoothed. :)

 

Offline Janos

  • A *really* weird sheep
  • 28
All those pretty colors :(
lol wtf

 

Offline Krackers87

  • 158 crew
  • 29
Not in FS2 was there a ship named galileio, maybe in FS1.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
i don't think they're solar panels. no need on a ship with a fusion drive, since solar panels would give it .0001% more energy.

...and the extra mass added by the panels would mean it would actually loose energy.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Falcon

  • 29
*squints eyes to read tech description*

 

Offline ShadowWolf_IH

  • A Real POF Guy
  • 211
    • CoW
No i was thinking of Trashman's science ship.  Which is damned sweet in it's own right.
You can't take the sky from me.  Can't take that from me.

Casualties of War

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Quote
Originally posted by Carl
i don't think they're solar panels. no need on a ship with a fusion drive, since solar panels would give it .0001% more energy.

...and the extra mass added by the panels would mean it would actually loose energy.


They're sensor arrays :D

Or perhaps provide power for the ion engines. ;)
-C

 

Offline Woolie Wool

  • 211
  • Fire main batteries
Awesome, but not very FS-like.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline Lynx

  • 211
FS capships don't really have a common style. But this ship would fit to the Fenris for example.
What's cool there is that all the texture areas are clearly defined. There are no cut off windows like on most FS ship using a tile for windows, and it doesn't look stitched together like Frankenstein since the textures are homogenous because the plating isn't so bleeding obvious. Another nice detail is the painting, blue and red parts. Most FS capships look "nude" and boring to me because of the bare plating, without any logos, colored stripes or anything. The textures are great. Only complaint is the oversmoothing. To me it looks like it consist largely of flat faces, thus it should be facetted. With smoothing, sunk in areas like the window parts will look wierd, especially with spec mapping which enhances those graphical behavior.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Krackers87

  • 158 crew
  • 29
I WILL have its babys.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 
Quote
Originally posted by Krackers87
I WILL have its babys.


Galileo is a guy. Are you sure you still want to have his babies?

:D :D




Ok, now i need to add the glow and shine maps to this thing. What do we call the shine textures again? I think i´ve red somewhere that you just need to add a line to the texture name or something. Can i get a clarification on this?
Or is there a way to use a side view screenshot of the ship with only the lights visible, and use that as glow map?
And the shine map is a chrome like texture, right?
:confused:
No Freespace 3 ?!? Oh, bugger...

 

Offline aldo_14

  • Gunnery Control
  • 213
Spec maps are simply texturename-shine.pcx (or TGA, etc); they indicate how the surface looks when lit, i.e. the shinier a surface area is, the lighter its shinemap will be (can also use colour).

 
Quote
Originally posted by aldo_14
Spec maps are simply texturename-shine.pcx (or TGA, etc); they indicate how the surface looks when lit, i.e. the shinier a surface area is, the lighter its shinemap will be (can also use colour).


But what´s in it? Is it just a monochromatic texture, with a simple colour? Or is it a chrome like texture, that alters the way light reacts when the ship is lit?
Better yet, can you show me an example of a shine texture?
I know a glow texture is just the brightened area of the original texture , like the green lights in the Galileo, in a black or transparent background. Right?

Is there a tutorial somewhere, that covers this stuff?
No Freespace 3 ?!? Oh, bugger...

 

Offline mitac

  • 28
I'm not exactly an expert on that, but you may try and have a look at Lightspeeds shinemapping thingy, which, in theory, should contain plenty of examples of shinemapped textures. :)
marcet sine adversario virtus.

 
What thing? Where? Links please.
No Freespace 3 ?!? Oh, bugger...

  

Offline mitac

  • 28
Ehrm...that thing.
marcet sine adversario virtus.

 

Offline Flaser

  • 210
  • man/fish warsie
A shine map determines the intensity and color of the reflected light from a lighsource (suns, ect.) if it were a pure white lightsource.

A nice thing that noone has really played with so far (AFAIK) is setting said color different than the base texture - so for example with an amber-red hull you could have a copper glint by assigning a yellowish-amber color to the shine texture.

BTW shine maps are just a texture with the base texture's name + shine tag.
They can be pcx, tga, dds and jpeg just like the rest of the textures, but either tga or dds is recommended since those have an alpha channel - which will probably be the standard for environment mapping.

Before you ask - yes env maps are 8-bit greyscale maps.
So:
Basemaps - 32 bit textures, 24 bit texture data for base hull + 8 bit opacity in supported formats (AFAIK).
Glowmaps - 24 bit textures rendered over the base texture as if in 100% white light.
Shimaps - 24 bit textures that tell the color and intensity of the reflected light if the light source is 100% white. (a different color source will reflect differently...ask Bobb for details) + 8 bit alpha channel as environment map.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan