Anaconda Update
Moderators: winston, another_commander
- Griff
- Oolite 2 Art Director
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This is brilliant news that the Anaconda is nearly ready for release!
If you've got any questions about the boa shaders Ramon please don't hesitate to ask, if you post up a list of effects you want to include on the anaconda we can customise these shaders to suit.
The boa shader doesn't use a seperate specularity map to control the specular effects, it just uses the diffuse map (the standard colour texture map) to control it
The hull lights on the boa are created using a greyscale texture which gets recoloured a pale yellow in the shader code and then gets added to the final fragment colour value after the shadowing calculations have been done which makes them look like they are emitting light since they recieve no shadow. to save space this greyscal image has been put into the alpha channel of the diffuse texture which is why the png file looks weird.
If you've got any questions about the boa shaders Ramon please don't hesitate to ask, if you post up a list of effects you want to include on the anaconda we can customise these shaders to suit.
The boa shader doesn't use a seperate specularity map to control the specular effects, it just uses the diffuse map (the standard colour texture map) to control it
The hull lights on the boa are created using a greyscale texture which gets recoloured a pale yellow in the shader code and then gets added to the final fragment colour value after the shadowing calculations have been done which makes them look like they are emitting light since they recieve no shadow. to save space this greyscal image has been put into the alpha channel of the diffuse texture which is why the png file looks weird.
oh right, I see. That makes sense now. I have got a seperate specularity map for this one, because I felt it'd be good to do a few different colour schemes and just keep the same spec map.
I'll just quickly finish texturing the yellow bits and then you'll probably be plagued with loads of pm's from me
I'll just quickly finish texturing the yellow bits and then you'll probably be plagued with loads of pm's from me
- JensAyton
- Grand Admiral Emeritus
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don’t forget a bump map for those hull plates! (Just one wafer-thin tangent generation bug…)
E-mail: [email protected]
- Griff
- Oolite 2 Art Director
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yeah, a seperate spec map will give you a lot more control, i didn't use one because the griff_boa was already using a whole load of texture maps and i didn't want to add another one into the mix.
There are some random vec3 generating uniforms noe in oolite 1.72, you can use these to recolour your texture maps to generate randomly painted colour variations of ships, the griff_boa uses a greyscale image which matches all the green paint areas in the colour texture, this greyscale image gets recoloured randomly by the shader and added into the final colour.
Ahruman, the normal mapping oxp demo is amazing, good luck squashing that bug!
There are some random vec3 generating uniforms noe in oolite 1.72, you can use these to recolour your texture maps to generate randomly painted colour variations of ships, the griff_boa uses a greyscale image which matches all the green paint areas in the colour texture, this greyscale image gets recoloured randomly by the shader and added into the final colour.
Ahruman, the normal mapping oxp demo is amazing, good luck squashing that bug!
- pagroove
- ---- E L I T E ----
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Can you also make a liner variant? Looks VERY good
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- JensAyton
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Good question. ;-) Traditionally, “bump map” referred to a single-channel elevation map, but the term is starting to be used for normal maps (at least in relation to games). Also, you can create a normal map from an elevation map with some relatively simple image filtering, although it isn’t necessarily the best way.ramon wrote:a bump map or normal map? because those things are different, aren't they?
E-mail: [email protected]
- pagroove
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Ramon you are a real hero!
Now a version with Deepace textures on it as a variation?
Now a version with Deepace textures on it as a variation?
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
have a look in the options in the plugin you're using to generate the normal maps, there should be an invert y axis option, either switch it on or off, that should sort the old inverted bumps problem
edit: oo, just noticed the new screen shot - that is looking absolutely fantastic! i'm going to have to start saving credits so i can buy one when the oxp comes out!
edit: oo, just noticed the new screen shot - that is looking absolutely fantastic! i'm going to have to start saving credits so i can buy one when the oxp comes out!
Wow! Nice doesn't even begin to give it justice!ramon wrote:Here's a shadified picture.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- pagroove
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inverted or not inverted bump maps. It just looks Fantastic. Definitely the future reference quality for Oolite.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709