Author Topic: 2011-06-18 - Pilots and Rocks  (Read 9648 times)

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Offline Water

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2011-06-18 - Pilots and Rocks
The pilots were upgraded some time ago. Just recently a lighting problem on the faces was fixed. Now that they are up to scratch it's time to show a few pics.

Each of the shots except the Mk7 and Mk2 have been modified to get a clearer shot by reducing the canopy opacities. In most of the other Colonial craft they are heavily tinted.

Here's a few showing them in the game lab.










The pilots were created using four different faces with interchangeable bodies. There is also an injured version.
Not every pilot makes it so we do have a bit of variation to cover that situation.

Of course if you die you get to do the whole mission again. Aren't we nice. Don't want you getting slack or anything.


The asteroids aren't particularly exciting. They were generated from a cube type object with displacement. The maps for them tile in both directions.
They also can be rotated and still tile. These are the Diaspora replacement for the FreeSpace standard asteroid fields.
One tiling texture map covers three asteroid shapes. FreeSpace had three different colours brown, blue and orange.
We ended up with brown, grey and grey/green. The maps though are interchangeable allowing us to use the texture replacement function.




« Last Edit: November 08, 2012, 08:11:01 pm by karajorma »

 

Offline NGTM-1R

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Re: 18-06-11 - Pilots and Rocks
That last injured guy looks a little Stretch Armstrong-y...
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Offline Water

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Re: 18-06-11 - Pilots and Rocks
If it's the end one,  the stretch won't be too noticeable, due to how fast it takes off after the explosion.

 

Offline Halleck

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Re: 18-06-11 - Pilots and Rocks
The pilots look great from the side and from the front.

The asteroids are impressive as well. I didn't know that fs2_open could handle such detailed asteroids.

Nice work!

 

Offline Master_Drow

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Re: 18-06-11 - Pilots and Rocks
Very Impressive, Im getting very excited for the game.

Actually I have been excited for the game since the beginning, now I'm super excited!

 

Offline MetalDestroyer

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Re: 18-06-11 - Pilots and Rocks
Do you plan to make a high poly of the pilots for the cockpit view ?

 

Offline Water

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Re: 18-06-11 - Pilots and Rocks
Do you plan to make a high poly of the pilots for the cockpit view ?
Not at this stage. All you'll see in the cockpit view is the seat.

 

Offline karajorma

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Re: 18-06-11 - Pilots and Rocks
The problem with a high poly pilot model is that it would be static. It would never move at all no matter how much you moved around. It would be more immersion breaking than simply doing the old game trick of pretending your body is invisible.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline AtomicClucker

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Re: 18-06-11 - Pilots and Rocks
Those be some dead pilots, any possibility of floating corpsicle flavor?
« Last Edit: June 19, 2011, 09:21:23 pm by AtomicClucker »
Blame Blue Planet for my Freespace2 addiction.

 

Offline Water

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Re: 18-06-11 - Pilots and Rocks
Those be some dead pilots, any possibility of floating corpsicle flavor?
Yup, that's the one without the seat. The main reason for the generic cracked glass look was to keep the amount of faces on the texture sheet down to four + 1

Here's a look at the actual textures.


The pilot is relatively low poly at 484 triangles

 

Offline The E

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Re: 18-06-11 - Pilots and Rocks


Did you guys rewrite the normal mapping shaders? Because that normal map sure as hell isn't going to work correctly with the default FSO shaders.
If I'm just aching this can't go on
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There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Water

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Re: 18-06-11 - Pilots and Rocks
Did you guys rewrite the normal mapping shaders? Because that normal map sure as hell isn't going to work correctly with the default FSO shaders.
Heh, no site I visit ever shows the DXT5nm version. The blue version is easier to read (visually) as well.

 

Offline Fish

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Re: 18-06-11 - Pilots and Rocks
Great to see the effort and detail going into the finer touches of the game - visually and technically :)

Looking forward to your continued progress as always!
<><

 

Offline starlord

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Re: 18-06-11 - Pilots and Rocks
Very nice! will this be able to give you the possibilities to reproduce the same kind of asteroid field as in the BTRL demo? I don't recall having seen any better one...

 

Offline FUBAR-BDHR

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Re: 18-06-11 - Pilots and Rocks
I think that was a skybox not a field.
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Offline Ace

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Re: 18-06-11 - Pilots and Rocks
The BtRL effect was done with a large "ship" (bigger than the auto-depart zone of a mission) with the texture on it set to rotate. Then an asteroid field was also set within the mission and larger asteroids placed.

So... it'd not be too hard for us to reproduce that exact effect if wanted.
Ace
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-Alfred Hitchcock

 

Offline Water

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Re: 18-06-11 - Pilots and Rocks
The asteroids are impressive as well. I didn't know that fs2_open could handle such detailed asteroids.
Actually the MVP versions are higher poly ranging from 1.9k up to 8.2k. These ones top out at 1.2k
The advantage of having boring asteroids that aren't so individual looking, is it takes longer to notice they are all copies once in a field.

These are a re-interpretation of the retail versions using tiled normal and diffuse maps.

 

Offline Locutus of Borg

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Re: 18-06-11 - Pilots and Rocks
What 3D modelling program do you guys use? Max? Maya?
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Offline newman

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Re: 18-06-11 - Pilots and Rocks
Not all of us use the same thing. Most often it's max, but there have been users of other apps (though iirc not Maya). Personally, I work in Max and I believe so does Water.
You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb

 

Offline Water

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Re: 18-06-11 - Pilots and Rocks
Max / Photoshop seems to be the most common combination. These were all done with Blender and Gimp with some extra help from xNormal on the pilots.