Author Topic: WIP Zephyrus  (Read 26168 times)

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Offline Enioch

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There.

And yes, I know the texture doesn't show any docking stuff. Trust me, it'll be there. 

[attachment deleted by admin]
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Offline Enioch

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New antenna 'boom', as yet un-mapped and -textured.



[attachment deleted by admin]
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So don't take a hammer to your computer. ;-)

 

Offline Retsof

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What are these "teeth" evryone is talking about?  Oh, and sweet model by the way  :D .
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Offline Droid803

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Look at the other HTL Zephyrus's prow.
Its got 'teeth'
(´・ω・`)
=============================================================

 

Offline Enioch

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Look at the other HTL Zephyrus's prow.
Its got 'teeth'

And so will this one, albeit textured ones... :blah:

Sorry for the long wait, but I had some issues with my new 9800GT. Got it running fine now. (BTW, that thing is a monster! I never was one for the 'big' GPUs and this one is easily the most powerful brute I have ever seen... :D)

I am toying around with the texture. Is this better than the 'cartoonish' stuff I have been showing off? Quite honestly, I don't think I can do better...

BTW, the 'wiring' is unaffected. I'm just talking about the panels.

[attachment deleted by admin]
« Last Edit: March 02, 2009, 01:14:18 pm by Enioch »
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Raven2001

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Getting much better on the texture side :)

You know, 80% of what defines if a texture renders realistically or not is actually the shine map not the difuse... in fact the specular map can make or break a texture. So keep that in mind
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Enioch

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Getting much better on the texture side :)

Right. It's good to hear that. :D

You know, 80% of what defines if a texture renders realistically or not is actually the shine map not the difuse... in fact the specular map can make or break a texture. So keep that in mind

About that...Where can I find a decent tutorial on how to do shine maps? I mean, I have found some tuts for shinemaps in other games, but I dunno how to make them for FSO.  :confused: I'm particularly confused about that alpha-channel-being-environment-map thingamajig.
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Raven2001

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Its basically the same as in other games.

I never did enviro maps for FS, but iirc, in photoshop, if you create an extra channel (besides R, G and B ones), it will determine where the the texture will be reflective like a mirror (white= full reflection; black= no reflection).

So in this case you don't have to worry about that.
You don't need tutorials to create spec maps for FS, since everything is metallic :P What I usually do is grab the difuse texture, raise the contrast (levels in photoshop), apply a small noise and voila. Sometimes I have to reduce the saturation a bit after all that.

But the rule of thumb is, in the spec map, the brightest a pixel is, the more shiny it will appear in-game... don't fall in the error of doing grayscale spec maps though
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Enioch

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Like this?

In game, with the tanks in their full glory!

I know, they're a little too shiny. I'll fix that soon.

And the antenna boom is still in early WIP.

BTW, is there a way to get decent quality in-game shots?

[attachment deleted by admin]
« Last Edit: March 05, 2009, 01:24:22 pm by Enioch »
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 
Nice work on the model overall :yes: Though I think the textures could use some work... They look a bit "cartoonish" right now, more like plastic than like metal.

 

Offline Enioch

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Nice work on the model overall :yes: Though I think the textures could use some work... They look a bit "cartoonish" right now, more like plastic than like metal.

SILENCE! I KILL you! :D

BTW, the second screenie is wrong.  :nervous: I selected an older version by mistake. I am going to fix0r it...

EDIT: Fix0red... :)
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 
About the only way to get a good screen shot is to have it in a mission. Launch the mission and fly up to the ship, hit SHIFT+O and your HUD will dissappear so you can make a clean screen shot. Take your screen shots and when done, hit SHIFT+O again to bring back your HUD.  :yes:
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Offline FoxtrotTango

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The engines look kind of like a Hercules was jury-rigged for the position, but it still looks well-made to me. I like what you're doing with the gas tanks in the front of the miner, by the way. If there was a way to make it look as if there was really colored deuterium gas inside of those containers, that would be perfect.

 

Offline Enioch

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The only way I can think of is animated glow maps.  :blah: Doable, but I remember reading something about them not working right in3.6.10?  :confused:

I could be wrong. Talk to one of the big guys.

And you're right about the engines. Blame  :v:
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Galemp

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Cool... really glad to see it in-game and everything.

Are you forgetting glowmaps? I don't see any windows, or the trademark yellow glow of the aft docking port.

An animated texture and/or glowmap could go well on the gas tanks, especially if they're mapped using a separate texture from the main hull. I know for a fact they do work; just look at the belly of the GVG Anuket.
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Offline Enioch

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Are you forgetting glowmaps? I don't see any windows, or the trademark yellow glow of the aft docking port.

Yep. No glowmaps yet. The diffuse texture is still WIP, so...yeah. I only exported it to make sure I get how the shinemaps work.

I get it, BTW. :D

I know for a fact they do work; just look at the belly of the GVG Anuket.

YES! I'll make sure and animate stuff...
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Enioch

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Can you guess...



...what this is? :P

Yellow glow for the kicks. I'm too bored to play with the diffuse maps right now... :blah:
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline ARSPR

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YES! I'll make sure and animate stuff...

Enioch, although animated texture are great, they use a lot of memory (in fact you are using n textures). So I would recommend:
  • Make a static good looking version. This would be the standard one.
  • Then make an animated eff version. This would be the enhanced one.
  • (Try to use the SMALLEST possible size for your animated, (and then multiplied), textures. Maybe a 2048x2048 is OK for the base texture if needed, but it's hard to justify ten 2048x2048 glow map frames. Use smaller sizes here).
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  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
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Offline Enioch

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Duly noted.

The tanks (which will be the only animated bits) are separately textured, with a 512^2 map (which I might knock down to 256^2). That's the size of the animated texture as well...
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline ARSPR

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Duly noted.

The tanks (which will be the only animated bits) are separately textured, with a 512^2 map (which I might knock down to 256^2). That's the size of the animated texture as well...
Remember you can have different mixed texture sizes and nothing happens. Example:
  • Base map: 512 x 512
  • Glow map: 256 x 256
  • Optional animated glow map: 10 frames with 128 x 128
It's up to you, who is the author  :yes:. Just remember to find a good balance between quality and resource usage.
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio