Author Topic: The Steve-O model pack  (Read 2532 times)

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Offline The E

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The Steve-O model pack
Well, as you know, several of Steve-O's models were used in WiH. While they are pretty, they are also resource hogs, nomming FPS on even moderately powerful systems. Now, we tried to get them optimized, but unfortunately, that process was going on too slow for my taste. So I decided to try it myself, and here are the results.

The following notes apply:
1. I am not a modeller, I only press buttons to make stuff happen. As a result, a few of these models suffer from rendering glitches (Only noticeable in the Tech room or on loadout screens), which I can't correct. Also, the Auto-UVing I did sometimes ****ed up a bit, see the Hellraiser for an example.
2. No tbl entries are included. You have to provide those yourself
3. The Thor's normal map isn't finished yet.
4. Thor's maps are still in tga
5. A few of the texture names refer to the BP names for these ships.


But anyway, here's the download. Enjoy.

http://blueplanet.fsmods.net/E/steveo.7z
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline MatthTheGeek

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Re: The Steve-O model pack
*** MatthTheGeek aggressively jumps on the link ***
People are stupid, therefore anything popular is at best suspicious.

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Offline SypheDMar

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Re: OPTIMIZED BLUE PLANET SHIPS
This is one overlooked commodity that shouldn't have been overlooked.

 

Offline Hellstryker

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Re: The Steve-O model pack
Would be awsmz if somebody could do a WiH patch using these.

 

Offline General Battuta

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Re: The Steve-O model pack
It's in the cards, but these aren't quite where we want them to be yet.

 

Offline Talon 1024

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Re: The Steve-O model pack
I'm working on a new UVMap and normalmap for the Lancer/Uhlan.  The existing one doesn't have a UV layout that is easy for texture artists to work with, and it also doesn't have a good quality normalmap.
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

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Offline Dragon

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Re: The Steve-O model pack
If possible, could you make sure your normal map is similar to The_E's ones?
It'd be good for consistency, right now, the Lancer stands out among these fighters due to a vastly different normal map.

 

Offline Talon 1024

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Re: The Steve-O model pack
Yeah, I tried my best to keep my normalmap consistent with the ones E made.  Anyway, here it is.  Note that it doesn't come with table entries because I'm assuming people are going to overwrite any existing models with this one.
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

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Offline Droid803

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Re: The Steve-O model pack
what happened to the pilot dude?
D:
(´・ω・`)
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Offline The E

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Re: The Steve-O model pack
Uhhh

The normal map is broken. You're using the wrong colour channels, I would refer you to Herra's GIMP tutorial for reference regarding which channels are supposed to be used.

EDIT:

Here's a version of the same fighter, but with a fixed normal map and a fixed shine map (Yours was a bit too much like a mirror for my tastes, so I fixed it).

http://blueplanet.fsmods.net/E/Uhlan.7z
« Last Edit: April 27, 2011, 05:30:23 pm by The E »
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Talon 1024

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Re: The Steve-O model pack
what happened to the pilot dude?
D:
Uhhh

The normal map is broken. You're using the wrong colour channels, I would refer you to Herra's GIMP tutorial for reference regarding which channels are supposed to be used.
Fixed and fixed.  Sorry about that.  I just updated the 7z that I posted previously.  The newest version of my Lancer includes E's fixed shine map as well.

EDIT: Updated again.  For some reason, the mipmaps on E's fixed shinemap were not working properly.

EDIT2: Updated yet again.  Apparently, the build of PCS2 I was using (the one with Spicious' new BSP code) wasn't loading the glowpoint sizes from the BP Uhlan model.
« Last Edit: April 27, 2011, 06:53:15 pm by Talon 1024 »
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 

Offline Dragon

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Re: The Steve-O model pack
One more thing, glowpoints on your version have 0 radius (perhaps conversion messed them up a bit).
It's an easy fix though.

 

Offline Luis Dias

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Re: The Steve-O model pack
So what are the FPS gains, in say, Delenda Est?

  

Offline The E

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Re: The Steve-O model pack
They're noticeable. However, since the big models like the Karuna and Sanctus are still horrible performance suckers, you still get a slowdown near them.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis