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Posted: Sat Nov 22, 2008 11:43 am
by Griff
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.
Posted: Sat Nov 22, 2008 2:45 pm
by ramon
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
Posted: Sat Nov 22, 2008 3:09 pm
by JensAyton
don’t forget a bump map for those hull plates! (Just one wafer-thin tangent generation bug…)
Posted: Sat Nov 22, 2008 3:54 pm
by Griff
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!
Posted: Sat Nov 22, 2008 4:13 pm
by ramon
Ahruman wrote:don’t forget a bump map for those hull plates! (Just one wafer-thin tangent generation bug…)
a bump map or normal map? because those things are different, aren't they?
Posted: Sat Nov 22, 2008 4:19 pm
by pagroove
Can you also make a liner variant? Looks VERY good
Posted: Sat Nov 22, 2008 6:47 pm
by JensAyton
ramon wrote:a bump map or normal map? because those things are different, aren't they?
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.
Posted: Tue Mar 24, 2009 7:11 pm
by ramon
getting there (with
a lot of Griff's help):
Posted: Tue Mar 24, 2009 7:36 pm
by Svengali
Nice one. Looks superb!
Posted: Tue Mar 24, 2009 9:21 pm
by pagroove
Ramon you are a real hero!
Now a version with Deepace textures on it as a variation?
Posted: Wed Mar 25, 2009 9:36 am
by ramon
good idea. If you want to DeepSpace I'll pm you the UVMap for this Anaconda.
Here's a shadified picture. I've mapped some fake shadows onto it too which is why there seem to be dark bits on the top. When the sub-entities are added it'll all look right.....I hope.
Posted: Wed Mar 25, 2009 11:32 pm
by ramon
I've just noticed the normal bump map seems to be inverted.....hmmm where's my big red 'Griff Help!' button gone.
Posted: Wed Mar 25, 2009 11:36 pm
by Griff
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!
Posted: Thu Mar 26, 2009 3:32 am
by Kaks
ramon wrote:Here's a shadified picture.
Wow! Nice doesn't even begin to give it justice!
Posted: Thu Mar 26, 2009 10:38 pm
by pagroove
inverted or not inverted bump maps. It just looks Fantastic. Definitely the future reference quality for Oolite.