Fireball-1.01.oxp

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

Moderators: winston, another_commander

User avatar
CaptSolo
---- E L I T E ----
---- E L I T E ----
Posts: 909
Joined: Wed Feb 23, 2011 10:08 pm
Location: Preying Manta
Contact:

Re: Fireball-1.01.oxp

Post by CaptSolo »

Nite Owl wrote: Sat Sep 19, 2020 7:51 am
Correct me if wrong but are not normal maps very difficult to make without the original Wings 3d files?
No. I used a normal mapping filter for GIMP applied to RGB diffuse textures to create the normal map texture. The filter has several different format and scale settings to achieve the desired result. I assume one can do the same thing with Photoshop.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

Because of it's shininess this one could take a gloss of 0.85 or higher.

Here 0.85
Image

Image
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 292
Joined: Thu Jan 01, 2009 9:45 am

Re: Fireball-1.01.oxp

Post by DGill »

Those pictures look great; how is it done?
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

My usual workflow...

extract oxz to oxp.
admire the textures.

and in this case

adding a normal map ( gimp )
adding a b/w specular map ( gimp )

adding these textures to the model definitions in the shipdata.plist ( see http://wiki.alioth.net/index.php/Materials_in_Oolite )
adding gloss = 0.85 in shipdata.plist

Image

All this in 1.91 oolite - trunk with reduced eh 'intensity' ( see difficult stuff from Another Commander )
User avatar
ffutures
---- E L I T E ----
---- E L I T E ----
Posts: 2172
Joined: Wed Dec 04, 2013 12:34 pm
Location: London, UK
Contact:

Re: Fireball-1.01.oxp

Post by ffutures »

That looks fun - is it going to be available via the upload manager?
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

Here is the needed information used in screenshot above...

Shipdata

Code: Select all

"fireball_xl5_auv.png" = 
			{ 
			diffuse_map = "fireball_xl5_auv.png";
			emission_map = "fireball_xl5_glow.png";
			normal_map = "fireball_xl5_n.png";
			specular_map = "fireball_xl5_s.jpg";
			gloss = 0.85;
			shininess = 55;
			}; 
This is a generic normalmap which can be used for all models

Image

A quick specular map

Image

:) :) :) :wink:
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Fireball-1.01.oxp

Post by another_commander »

cbr wrote: Wed Sep 23, 2020 6:52 pm
[...]
specular_map = "fireball_xl5_s.jpg";
[...]
shininess = 55;
This specular map won't work; jpg image format is not recognized by the engine. The shininess is also not in use by the engine, unless you manually edit the default shaders and enable the Blinn-Phong specular model.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

Ah, wrong turn saving some bits...
materials =
{
"fireball_xl5_auv.png" =
{
diffuse_map = "fireball_xl5_auv.png";
emission_map = "fireball_xl5_glow.png";
normal_map = "fireball_xl5_n.png";
specular_map = "fireball_xl5_s.png";
gloss = 0.85;

};
};
Image
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

XL5 with above png's in oolite-trunk

Image

:)
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 292
Joined: Thu Jan 01, 2009 9:45 am

Re: Fireball-1.01.oxp

Post by DGill »

Thanks, tThe ship now looks great. Just one point - your shipdata entries use:

normal_map = "fireball_xl5_n.png";
specular_map = "fireball_xl5_s.png";

whereas your images have a dash rather than an underscore:

fireball-xl5-n.png
fireball-xl5-s.png
User avatar
montana05
---- E L I T E ----
---- E L I T E ----
Posts: 1166
Joined: Mon May 30, 2016 3:54 am
Location: lurking in The Devils Triangle (G1)

Re: Fireball-1.01.oxp

Post by montana05 »

cbr wrote: Wed Sep 23, 2020 6:52 pm
Here is the needed information used in screenshot above...

:) :) :) :wink:
Definitely better than mine, may I use your maps for the fixes cbr ? :)

I believe you have a similar set for Cylon Raider Mark 1, which would be more than welcome as well.
Scars remind us where we've been. They don't have to dictate where we're going.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

It seems postimage does something with at least the name ( dash vs underscore ), I will look into it...
may I use your maps for the fixes cbr ? :)

I believe you have a similar set for Cylon Raider Mark 1, which would be more than welcome as well.
Yes, they were uploaded to be used :)

( I will make the raider textures available at a later date )
User avatar
ffutures
---- E L I T E ----
---- E L I T E ----
Posts: 2172
Joined: Wed Dec 04, 2013 12:34 pm
Location: London, UK
Contact:

Re: Fireball-1.01.oxp

Post by ffutures »

Cool ship, but I forgot to save before I launched and managed to crash it trying a Planetfall landing! I'll give it another try soon.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

The earlier used specular map make the diffuse map look a bit dirtier...

without specular map it looks like this

Image

The cute custom escape pod needed a normal map too ofcourse

Image

Here are the current normalmaps ( download original image in 2048 ) rename accordingly...

https://postimg.cc/9zzty748
https://postimg.cc/9zSPbQZW

:)
Post Reply