Author Topic: FSports for GMOD  (Read 4234 times)

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Offline mralexs

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  • I'm White and Nerdy
I believe this would go here... So here I go!

I've ported some of the ships from Freespace. Here are the Download links! THESE DON'T GLOW SO DON'T ASK ABOUT IT!!!

Fenris
http://www.garrysmod.org/downloads/?a=view&id=127866

Apollo
http://www.garrysmod.org/downloads/?a=view&id=127946

Loki
http://www.garrysmod.org/downloads/?a=view&id=127914

 

Offline yuezhi

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  • ¿¡you dare defy the commodore‽
what's GMOD?
ϟIn Neo-Terra we Trustϟ
ϟGreat Tin Can Run (Download
☭Gods and Conquerors  - mission design, tech descriptions, sounds; currently 5% Book of Invasions(reserved)☭


░░░░░░███████ ]▄▄▄▄▄▄▄▄        ︻╦╤─   Bob is building an army.
    ▂▄▅█████████▅▄▃▂          ☻/         This tank & Bob are against Google+
Il███████████████████].       /▌          Copy and Paste this all over
  ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤...     / \          Youtube if you are with us!

 

Offline Veers

  • 29
GMOD Wiki - It's a sandbox game using Valve's Source Engine, to use it you have to own a Source game (Day of Defeat Source, Counter Strike Source, Team Fortress 2 etc)
« Last Edit: January 20, 2012, 11:03:44 pm by Veers »
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline yuezhi

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  • 29
  • ¿¡you dare defy the commodore‽
right, so the point of these ports is suppose to be like destructive environments in BF3 except on ships in our case? :confused:
ϟIn Neo-Terra we Trustϟ
ϟGreat Tin Can Run (Download
☭Gods and Conquerors  - mission design, tech descriptions, sounds; currently 5% Book of Invasions(reserved)☭


░░░░░░███████ ]▄▄▄▄▄▄▄▄        ︻╦╤─   Bob is building an army.
    ▂▄▅█████████▅▄▃▂          ☻/         This tank & Bob are against Google+
Il███████████████████].       /▌          Copy and Paste this all over
  ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤...     / \          Youtube if you are with us!

 

Offline Veers

  • 29
Well... you can use the game for a variety of things..., movie making, construction, destruction. So you could use them for anything really... though I was never any good at GMOD and have not touched it in... who knows how long. But I liked building a small ship, putting shields on it and drone launchers. Thats all I really remember.
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline yuezhi

  • no u
  • 29
  • ¿¡you dare defy the commodore‽
you make it sound like it can replace fred, PCS2 and 3ds.
« Last Edit: January 21, 2012, 12:02:54 am by yuezhi »
ϟIn Neo-Terra we Trustϟ
ϟGreat Tin Can Run (Download
☭Gods and Conquerors  - mission design, tech descriptions, sounds; currently 5% Book of Invasions(reserved)☭


░░░░░░███████ ]▄▄▄▄▄▄▄▄        ︻╦╤─   Bob is building an army.
    ▂▄▅█████████▅▄▃▂          ☻/         This tank & Bob are against Google+
Il███████████████████].       /▌          Copy and Paste this all over
  ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤...     / \          Youtube if you are with us!

 

Offline LordMelvin

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I don't want to use any easily searchable red-flag words here but somehow it seems like this copying is in the fringe of something that's not rights, in terms of  :v: assets. Is that an issue?
Error: ls.rnd.sig.txt not found

 

Offline Droid803

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use the hi-poly models
not :v: models

then it should be fine.
(´・ω・`)
=============================================================

 

Offline Veers

  • 29
Sorry, certainly cant do that. it's a game sandbox, creative mode. Not an actual designing program. My bad
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline mralexs

  • 26
  • I'm White and Nerdy
I don't want to use any easily searchable red-flag words here but somehow it seems like this copying is in the fringe of something that's not rights, in terms of  :v: assets. Is that an issue?

People port stuff like this ALL the time. They even ported the cinematic models from SCII

 

Offline pecenipicek

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I don't want to use any easily searchable red-flag words here but somehow it seems like this copying is in the fringe of something that's not rights, in terms of  :v: assets. Is that an issue?

People port stuff like this ALL the time. They even ported the cinematic models from SCII
does not make it any more legal.
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Offline Rga_Noris

  • 29
  • What?
I think the legality of these topics is always dependant upon the perception of any infringment, which is entirely upto the original developer of said content. So unless the original developer of the content raises a stink, its legal until they say no.

And if it is still illegal, no one would bat an eye unless volition does.
I think I'll call REAL Mahjong 'Chinese Dominoes', just to make people think I'm an ignorant asshat.

 

Offline mralexs

  • 26
  • I'm White and Nerdy
use the hi-poly models
not :v: models

then it should be fine.

I did port the HTL models. They just come out crappy in Source

 

Offline pecenipicek

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use the hi-poly models
not :v: models

then it should be fine.

I did port the HTL models. They just come out crappy in Source
which means you're a crappy converter.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

  

Offline mralexs

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  • I'm White and Nerdy
No, I'm not. Conversion is Conversion. There is no "crappy" conversion. Source can't use HTL, and uses Phong instead of shinemaps. I just need to figure out how to add the normals and glowmaps.

 

Offline qazwsx

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What's your conversion workflow? We might be able to help.
« Last Edit: January 27, 2012, 01:51:25 pm by qazwsx »
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Offline The E

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No, I'm not. Conversion is Conversion. There is no "crappy" conversion. Source can't use HTL, and uses Phong instead of shinemaps. I just need to figure out how to add the normals and glowmaps.

Uhhh

What.

Source very, very definitely does use HTL (HTL = Hardware Transform and Lighting), because HTL is a very very fundamental optimization technique in 3D graphics that has been around since the bloody GeForce 1. The polygon counts used in FS2 models should pose no realistic problems to an engine that can render d0G.

As for phong shading vs shinemaps, you are, how do I say this, entirely wrong.

The first version of Source (the one that shipped with HL2) used Gouraud shading (otherwise known as per-vertex lighting); the GPUs of the day weren't able to handle per-fragment lighting in any performant way.
The version of Source used in recent games, like TF2, Portal 2, or Left 4 Dead, or the HL2 episodes can very definitely do per-fragment lighting (AKA Phong shading). It's all just a question of shader support.

Shine maps, in FSO, are used to modulate the specular highlight colour generated by the lighting algorithm. What you are missing though are glow maps, which provide a very basic degree of eyecandy.
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Offline Alan Bolte

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I think a point of confusion here is that FSO uses separate additive RGB shine maps, while Source stores its greyscale, intensity-altering shine map (termed a "Phong mask") in the alpha channel of the normal map.
Anything worth doing is worth analyzing to death -Iranon

 

Offline mralexs

  • 26
  • I'm White and Nerdy
No, I'm not. Conversion is Conversion. There is no "crappy" conversion. Source can't use HTL, and uses Phong instead of shinemaps. I just need to figure out how to add the normals and glowmaps.

Uhhh

What.

Source very, very definitely does use HTL (HTL = Hardware Transform and Lighting), because HTL is a very very fundamental optimization technique in 3D graphics that has been around since the bloody GeForce 1. The polygon counts used in FS2 models should pose no realistic problems to an engine that can render d0G.

As for phong shading vs shinemaps, you are, how do I say this, entirely wrong.

The first version of Source (the one that shipped with HL2) used Gouraud shading (otherwise known as per-vertex lighting); the GPUs of the day weren't able to handle per-fragment lighting in any performant way.
The version of Source used in recent games, like TF2, Portal 2, or Left 4 Dead, or the HL2 episodes can very definitely do per-fragment lighting (AKA Phong shading). It's all just a question of shader support.

Shine maps, in FSO, are used to modulate the specular highlight colour generated by the lighting algorithm. What you are missing though are glow maps, which provide a very basic degree of eyecandy.


Ok, thanks for the explanation. I just need to find out how I implement the glowmaps into the model.