The Seraphim - A custom Ship OXP from start to finish.

Discussion and information relevant to creating special missions, new ships, skins etc.

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Scarecrow
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Post by Scarecrow »

Yeah, I usually bake AO into the diffuse map (I use mental ray in Maya but I also have FAOgen which is pretty cool) but I've taken recently to making it a seperate pass so that it masks out specularity. I guess it could be baked into the specularity map for that reason.

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JensAyton
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Post by JensAyton »

So it turns out built-in shader specular mapping doesn’t work in 1.73.4, but is fixed for 1.74. Well, I can’t remember everything.

It works if you drop in the trunk version of the shader, although it’s possible that might break other things.
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Post by Griff »

updated to test this out:
Image
Image
i used these settings (2nd pic has the specular set to (1.0, 0.0, 0.0, 1.0): so it's a bright red colour

Code: Select all

	materials = 
         { 
         "Griff_cobra_mk3_cleaner_mainhull_diffuse_spec.png" = { 
               shininess = 4; 
               specular = (1.0, 1.0, 1.0, 1.0); 
               normal_map = "Griff_cobra_mk3_cleaner_mainhull_normal.png"; 
               emission_map = "Griff_cobra_mk3_emission.png"; 
               }; 
         };
things seem to break though if you set the specular colour vec4 with any of the numbers greater than 1.0
Image
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Post by JensAyton »

Note that problems with specular_map won’t necessarily translate to problems with unmapped specularity and vice versa. Unmapped specularity is used by default for ships without custom shaders, so I’d notice if it wasn’t working. :-)
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Griff
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Post by Griff »

oops, tested again with a specmap :D
Image
Image

Code: Select all

	materials = 
         { 
         "Griff_cobra_mk3_cleaner_mainhull_diffuse_spec.png" = { 
               shininess = 4; 
               specular = (1.0, 1.0, 1.0, 1.0); 
               normal_map = "Griff_cobra_mk3_cleaner_mainhull_normal.png";
			   specular_map = "spec_maptest.png"; 			   
               emission_map = "Griff_cobra_mk3_emission.png"; 
               }; 
         }; 
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Post by Scarecrow »

That looks very promising. I'll try the new shader with the materials code and report back! :)

Thanks, as ever,

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Post by Scarecrow »

Hmmmm....

Okay, finally got round to testing this. The ship is certainly much more shiny or glossy but it still seems to be ignoring the specular map. Neither r,g,b or a seem to be having any effect on the specularity.

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Post by Frame »

Ahruman wrote:
Scarecrow wrote:
Well, allright, :P Obviously it has an alpha channel, what I meant was, the program I'm using (*coughphotoshopcough*) doesn't allow me to save it with an alpha channel. It uses the tranparency in the RGB channels instead.
Odd; in my experience it will save separate alpha channels but not load them that way.
That is why there is the super png plugin.. Free... & open source

for Mac and Win...

http://www.fnordware.com/superpng/

Cheers Frame...
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Griff
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Post by Griff »

Blitz games article on cgtalk, are you in any of the photos Scarecrow?
http://features.cgsociety.org/story_cus ... ry_id=5685
The bits of artwork look amazing!
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Post by Scarecrow »

Ah! No, unfortunately neither I nor any of my work are in these pics :( I did work on at least four of the games depicted though :D (most noteable is the beach scene at the bottom of page 1 - I built that level for the game)

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Post by RustiSwordz »

I just saw your Dev Art page. I liked your Scout Cruiser ship... that make a great ship for OOlite. ;)
'It's big and round and needs a big round sounding word! G-R-O-U-N-D! That's it Ground! I wonder if it will be friends with me...'

Website www.richarddaborn.co.uk lots of sci-fi art.
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