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by Simon B
Thu Apr 14, 2011 5:32 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

http://i598.photobucket.com/albums/tt68/Simon_Bridge/th_sb-constrictor.png Skinned it ... this uses 4 materials, so this will mean 4 glow maps, hmmmm... I wonder if I was clever enough to avoid overlapping the same color light on each map. I'll only have 2 or three colors, so I could use different ...
by Simon B
Wed Apr 13, 2011 2:39 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

Update: I've been powering through the re2dux sets adding specular and lights - look for the next update soon. It's quite boring though, so I'm adding to the navy collection when I get too bored. Unimplimented efforts below: http://i598.photobucket.com/albums/tt68/Simon_Bridge/th_navy-viper.png http...
by Simon B
Tue Apr 05, 2011 3:59 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

But this ship looking Very tasty sir! :D Dig the groovy way that grungy-metal texture I've been using feels the love when it's used for a specular map too... from this evidence I'll disregard advise earlier in the thread and do the rest of the ships that way. Workflow as follows: Glowmap: I'm savin...
by Simon B
Tue Apr 05, 2011 3:39 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

As opposed to the usual octagon you mean? To some degree yes. The main thing that I find distinctive about the "classic" Thargoid ship (the octagon as you say) is that it doesn't have a definite direction - no streamlining and "forward face" if you understand me. Your ships here...
by Simon B
Mon Apr 04, 2011 12:13 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

FWIW: I am using wings3d too. Blender is massive overkill for constructing these low-poly ;) models. I’m kinda hoping someone will adopt a Blender-based workflow, since it allows detail baking (i.e. making a high-detail model and a low-detail model, and capturing the difference between them as effe...
by Simon B
Sun Apr 03, 2011 11:56 pm
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

http://i598.photobucket.com/albums/tt68/Simon_Bridge/destroyer-fancy.png http://www.box.net/shared/sqgkvcda8l As promised: glowing speculation. Note, this is still a testing ship and not really intended for players. Still, it is quite nice going into a firefight knowing you can take a few hits. ......
by Simon B
Sun Apr 03, 2011 11:40 pm
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

Must admit I'm not sold on them - they don't look alien enough for me - ironically possibly not organic enough (given the thargons are robot fighters). Nice ships in themselves, but they don't call out "alien" or "thargoid" to me. As opposed to the usual octagon you mean? But yo...
by Simon B
Sat Apr 02, 2011 3:38 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

Really smashing work Simon! Looks great! Are you going to put some hull lights and stuff on it, and some engine glows? Re: smoothing on the turrets These were done ages ago, and i think the workflow has changed since then - the way to do it now is to set the edges on your .obj file to either 'soft'...
by Simon B
Sat Apr 02, 2011 3:32 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

Oh yep - the navy ships should get the full(ish) treatment. Mind you, someone wanted to do a normal mapping for it? Anyone beats me to adding the special effects for any one these craft, I'll use them. Just let me know. But if you like this sort of thing, you'll love the thargoid upgrade that goes w...
by Simon B
Wed Mar 30, 2011 3:37 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

One of the navy ships is up for testing ... go to the box site for re2dux. Here's the ship in-game: http://i598.photobucket.com/albums/tt68/Simon_Bridge/sbn-destroyer1.png http://i598.photobucket.com/albums/tt68/Simon_Bridge/th_sbn-destroyer2.png http://i598.photobucket.com/albums/tt68/Simon_Bridge/...
by Simon B
Tue Mar 22, 2011 1:35 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

Yep, spotted, fixed ... the quick-fix is just to delete the alloy entries and not use them. Otherwise just change the entry to refer to the correct model etc. The "scarred alloy" in this case is exactly the same as the non-scarred alloy - at some point it will have a different skin so if y...
by Simon B
Tue Mar 22, 2011 1:30 am
Forum: Expansion Pack
Topic: Development: Arachnid SB
Replies: 76
Views: 26065

Re: Development: Arachnid SB

that's right - the flat normalmap is just that - a uniform blue square. Oolite uses a flat one by default. I only did that so I wouldn't have to rewrite my shader, however, it is so simple that I could just use materials... now I seem to be able to get them working. So look for an update at some poi...
by Simon B
Sat Mar 19, 2011 1:37 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

... the custom views has the same fault as the core game - most ships too close to viewpoint. I have doubled the distance in the anaconda and then copied it to all the other ones. The view points are different for each ship in the core game, roughly adjusted to the ship filling a good portion of th...
by Simon B
Fri Mar 18, 2011 3:03 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

...however, this means making a new full-size texture, which I wanted to avoid. The best way to do this is to open a new layer on the diffuse_map, add the emissive components on the new layer using the diffuse_map as a 'template' to get the positioning right, then isolate the new layer. Add a black...
by Simon B
Thu Mar 17, 2011 3:18 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 79111

Re: RFC: re-squared-dux ...

Just a note for those already with the pre1.oxp ... most of the exhausts are too big, by about 1m. Some have their x and y axis dixed. ... the custom views has the same fault as the core game - most ships too close to viewpoint. I have doubled the distance in the anaconda and then copied it to all t...