Author Topic: Hatshepsut  (Read 165943 times)

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Offline Zacam

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I saw them. Your attached maps where what was in SVN. But there were so many issues with the diffuse and shine interactions still killing the normal maps, that I wen't back to the drawing board.

I kept your concepts and you still have credits for the texturing portion of the model for the final maps.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Rga_Noris

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Actually its kinda funny. I tweaked/fondled the hatty maps to the best of my ability, and I personally thought that Zacam and Galemp were wasting there time for what was going to be a minimal result.

Consider me a convert.
I think I'll call REAL Mahjong 'Chinese Dominoes', just to make people think I'm an ignorant asshat.

 

Offline Galemp

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Oh... thanks, I hadn't put too much thought into how the Diff would work with the shine and normal maps. Thanks for the credit, though I consider it minimal :yes:
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

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Offline Raiden

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Damn, that is great. Fine, fine work.
/logic/reason/faith/tradition/knowledge/rhythm/space/religion/
Currently Playing: Dead Space 3
Eagerly Awaiting: Titanfall
I write for god is in the tv. I blog at Ministry of Truth.

  

Offline Commander Zane

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Superb job, love the turrets and the new map looks great, with the destructable / fixed subsystems this is easily a work of brilliance. I'm very eager for the MVP release.

 

Offline Kolgena

  • 211
Okay... Not to nitpick, but now the window spotlights for the 3.6.12 version are terribad again. I'd much rather not have them if they're going to look like spots of glow-in-the-dark paint. Ragingloli had his window spotlights spot on with his glow maps, and I think the effect would be ideal to use those glows paired with the new diffuse/speculars. If that's too hard, I'd advocate getting rid of them completely.

 

Offline Turambar

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Where we were:

[Old Hat]

How far we've come: (New maps by almighty Zacam)

[New Hat]

The MVP's are on their way...

This post is why PC games with mod tools will always be better than anything else.
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Aardwolf

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No, no, no! You must include so much DRM that it is impossible to mod!

 

Offline Angelus

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No, no, no! You must include so much DRM that it is impossible to mod!

DRM = Desist/ Refrain Modding  :P


I was expecting that this ship is a bit tough on my hardware. Glad i was wrong.  :)

 

Offline Kolgena

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Hmm.

I want to see if my opinion regarding glows is supported or not. I've attached older glow map versions to this post, and I'd appreciate it if people checked them out and compared them to the current glow maps. These 3 files would go in root/mediavps_3612/data/maps, and the hattie with these glow maps would be visible by pressing F3 or using the tech viewer. Get rid of them later simply by deleting those 3 files.

Personally, I feel that the faked window spotlights in these glow maps are much better than the glow-in-the-dark-paint spots we have in the official MVPs. I'd use them, but there are serious misalignment issues, and I don't have a clue what to do when it comes to messing with UV coordinates on models. (also, the lights in the rear on the tan colored stuff is really quite bright for no apparent reason). I know it was a priority to make the glow map and the diffuse map distinct, but reflected light out of windows that is faked using the glow-map needs to show diffuse texture detail to be realistic.

Anyways.

[attachment deleted by ninja]

 

Offline Zacam

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Reflective spots for "windows" are usually handled by the -shine map.

I'll take a look at those maps, but allow me to state what changed from the model release to the MediaVP release.

A lot of the glow spots on the texturing were on the diffuse map when they were not supposed to be. And while there are still some issues, they are less than the original issues where the -shine was negatively impacting the normal interaction.

And if it seems like the final maps were rushed, maybe they were, but after 18 hours, something had to be missed.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline blowfish

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Reflected glowmaps should really be baked from the actual model+textures (isn't this what ragingloli did originally?), although it is definitely a time-consuming process

 

Offline Kolgena

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Greatly appreciated Zacam. Whatever you can do to alleviate the current crappy glows we have now would be awesome.

Also, I'm not understanding why the window glares should be on the shine map. The illumination from windows would be reflected off the hull two ways: specular and diffuse. For diffuse, it would make sense to put it on the glow, since view angle and light source angle don't have much to do with its apparent intensity. Also, it would have to be lit up even with the absence of ambient/star light. For specular, it would depend on source angle, which is fixed, and view angle, which would be dynamic. The way shine maps work right now, it's impossible to get an effect where the source isn't the sun, and is static relative to the ship, so it's best to ignore specular contribution to avoid gimped lighting. In fact, one of the problems with ragingloli's original maps was that the shine map was yellow in the spotlights. This gave the odd effect of causing the hull to look like it had some sort of gold-tinted laminate when viewed at just the right angle with the sun.

 

Offline Det. Bullock

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I looked now at the new Hatshepsut and it's amazing, I evan flown into the Hangar with the reproduction of the Vasudan interface scenery.  :eek:
I hope to see more models like this in the future.  :yes:
"I pity the poor shades confined to the euclidean prison that is sanity." - Grant Morrison
"People assume  that time is a strict progression of cause to effect,  but *actually*  from a non-linear, non-subjective viewpoint - it's more  like a big ball  of wibbly wobbly... time-y wimey... stuff." - The Doctor

 

Offline Satellight

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I evan flown into the Hangar with the reproduction of the Vasudan interface scenery.  :eek:

Something I MUST try !

EDIT : Youhou, that was an amazing trip  :)
« Last Edit: August 11, 2010, 06:07:34 pm by Satellight »
Never far away from HLP and from a computer with an installed FreeSpace.

 

Offline Kolgena

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Any news on those maps, Zacam?

 

Offline BlackDove

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I decided to try to enter the hangar while Bellisarius was getting pulverized for the #2345123412378th time.

**** was bangin'.

 

Offline Mongoose

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Poor Belisarius.  It tries so hard. :(

 
maybe it will win next time  ;)

 

Offline Kolgena

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Negative. Your posturing insults us both, Vasudan. I will NOT give up my ship. Unless, you get proper glow maps for yourself.