Griff's normalmapped ship remakes
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- JazHaz
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BTW what does "normalmapped" mean? Does that mean that without shader-support on my PC I can still use these?
JazHaz
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- Cmd. Cheyd
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http://en.wikipedia.org/wiki/Normal_mapping
Comes into play with shaders, but you can use Griff's ships even with no shaders. They just won't look as good as they COULD.
Comes into play with shaders, but you can use Griff's ships even with no shaders. They just won't look as good as they COULD.
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- JazHaz
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Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!Cmd. Cheyd wrote:
Knew what bumpmapping was as I've been active in the demo-scene where many demo productions in the early 90's were some of the first programs to include bumpmapping!
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Eric Walch
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No, that page writes: normal mapping, or "Dot3 bump mapping"JazHaz wrote:Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!Cmd. Cheyd wrote:
UPS-Courier & DeepSpacePirates & others at the box and some older versions
(I might be a BIT wrong, depending on the Oolite implementation... this is from the perspective of working with RayTracers)JazHaz wrote:Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!Cmd. Cheyd wrote:
Knew what bumpmapping was as I've been active in the demo-scene where many demo productions in the early 90's were some of the first programs to include bumpmapping!
JazHaz;
Normal Mapping;
Imagine that everything in the game universe has a line perpendicular to the surface. So, a flat piece of metal, part of a ships delta wing or a triangular surface on a station, has an imaginary line sticking streight "up" from the surface at 90 degrees. That is the "surface normal".
If it is CURVED surface, say, a "bump", or a semi-spherical section on something, then there will be a kind of "weighted point" that describes the "actual middle", and the normal will project up at 90 degress from that point.
Light sources, in a way, have "normals" too (but they are not called normals, these are light sources, so what we have are virtual "rays"). Lights also have colors and intensities.
Normal mapping then is taking all of the vectors of all of the surface normals, and squashing them against all of the light (rays). Mathmatically computing what the surface "would look like" in a "real world", given the angles of the surface normals AGAINST the light rays. So "true lighting effects" can be approximated by "painting" the pixels what they WOULD be if they were bound by the physics of the real world.
Bumpmapping (can be) a simplified variation of normal mapping. Exactly how it works depends on the implementation.
One step up from all of this could be reflection mapping. So you would see (distorted, to varying degrees) reflection on metal and "glass" surfaces... reflections of the stars, nebula, planets, other ships and stations... but that would demand a LOT of computing power and slow the game down.
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- Cmd. Cheyd
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Diffuse Map:
Diffuse Map + Bump Map:
Diffuse Map + Normal Map:
Shamelessly borrowed from http://planetpixelemporium.com/tutorial ... ormal.html.
Diffuse Map + Bump Map:
Diffuse Map + Normal Map:
Shamelessly borrowed from http://planetpixelemporium.com/tutorial ... ormal.html.
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- Quite Grand Sub-Admiral
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I don't think that the 3D API used has anything to do with the quality of normal mapping. The only realistic way to compare with DirectX directly would have been possible be if we had a DX renderer for Oolite. Plus, I don't think there is anything wrong with Oolite's implementation of normal mapping, really. Actually, the fact that the normal map can contain parallax map information encoded in the alpha channel (a feature that nobody seems to be using up to this point), makes it a particularly attractive implementation, in my opinion.ADCK wrote:Although, Oolites implementation of Normal mapping could be alot better.
eh actually, maybe not, not quite sure about OpenGL, but it does look alot better on Direct3d
- DaddyHoggy
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I see only broken image links...Cmd. Cheyd wrote:Diffuse Map:
Diffuse Map + Bump Map:
Diffuse Map + Normal Map:
Shamelessly borrowed from http://planetpixelemporium.com/tutorial ... ormal.html.
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Likewise...DaddyHoggy wrote:I see only broken image links...
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- Cmdr James
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If I try to open one of the images I get his in my browser:
Forbidden
You don't have permission to access /tutorialpages/images/ingamenormal.jpg on this server.
Apache/2.0.46 (Red Hat) Server at planetpixelemporium.com Port 80
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- Griff
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I've made an attempt at remaking the 'Escape Capsule' although i seem to have ended up with a ship based on what looks like a Nike trainer - this was meant to be a 2-3 day remake, something quick to do over the Christmas holidays but it turned out to be the biggest struggle of all of them so far, i appear to be getting worse at doing these instead of better
Because it looks so much like an old dap i think it needs a few screen shots to try and explain it a bit better to everyone:
Link to the download is on Page 1 of this thread
Because it looks so much like an old dap i think it needs a few screen shots to try and explain it a bit better to everyone:
Link to the download is on Page 1 of this thread