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Posted: Tue Jan 19, 2010 11:44 am
by ADCK
Click it to see full screen version:
Image
So not only did I retexture the ship, but made a whole new model for it using the exact same dimensions as the older version, painstakingly by hand. But it fixed the texture problems and lowered the poly count significantly. But looks exactly the same externally.

(Theres a weird light glitch in the right pics upper hull)

Posted: Tue Jan 19, 2010 11:57 am
by DaddyHoggy
I like but could I suggest one thing? Have a variation of intensity (subtle) and hue across the porthole lights - indicating that each room behind it is creating slight variations in the light which is escaping into space?

Well done on reducing poly count - by hand you say! staggering!

Posted: Tue Jan 19, 2010 12:42 pm
by ADCK
With over 100 lights, it would be an annoying task to complete to make each one different. Too time consuming. Maybe one day as an alternate texture, but it's not on the top of my priorities list. :P

Posted: Tue Jan 19, 2010 5:40 pm
by pagroove
Really impressed that you did a complete rebuild of the ship. I also like the variants. release on the end of this week

Posted: Wed Jan 20, 2010 10:18 am
by DaddyHoggy
pagroove wrote:
Really impressed that you did a complete rebuild of the ship. I also like the variants. release on the end of this week
And I was just about to ask where I could get hold of the new version! Glad I read to the end of the thread! :oops:

Posted: Thu Jan 21, 2010 10:35 am
by DaddyHoggy
pagroove wrote:
Well not a screenshot but a video:

View the Famous Planets Promo Video on Youtube

I made a promo video of the WIP Famous Planets 2.0. Worlds of Galaxy 2.0.OXP with custom music!

Enjoy. Also a great showcase of some Griff Objects. Make sure you view it in HQ.

http://www.youtube.com/watch?v=13bq-R0jWnA
Blogged! http://www.jonnierocket.com/blog/to-exp ... new-worlds

I'll also put it in my RL(tm) blog too when I next do one (soon - I'm supposed to do one a week and haven't done for nearly 3!! Oops!)

Posted: Thu Jan 21, 2010 10:50 am
by Griff
That is a cool video, i like the edit when the mamba explodes and the whole screen seems to break into little shards of video goodness, is the music one of yours PAG? It sounds great!

Posted: Thu Jan 21, 2010 11:11 am
by ADCK
So I was working on my Bulk Hauler... and I was stareing at the back of it... then I noticed something... It was looking back at me!

My hauler has a face!

Image

Bet one of the next posts is something suggestive about a Python "docking" into its mouth.

Posted: Thu Jan 21, 2010 11:29 am
by Griff
:lol: Looks like it's just had a really big phone bill or something

Posted: Thu Jan 21, 2010 2:37 pm
by ADCK
Image
Will release this in about 30 mins or so, just got to write up the readme :P

Posted: Fri Jan 22, 2010 4:36 pm
by Tivva
my first spot of the Aurora class liner- WOW is it BIG...
Image

& a close up of the 'Galaxy Queen'
Image

nice 8)

Posted: Fri Jan 22, 2010 10:40 pm
by DaddyHoggy
Is each ship named uniquely (using decals as per Griff/Ahruman technique) or are their multiple like_ship variants with just this naming different?

And I concur - big is beautiful!

Posted: Sat Jan 23, 2010 12:57 am
by another_commander
Mining business
Image Image Image Image

Posted: Sat Jan 23, 2010 10:39 am
by Griff
wow A_C, you really do know how to frame a cool screenshot!
To whoever made them those asteroids look great! The normal mapping is brilliant, look at the lovely light falloff between the lit and shadowed side, there's no hint of the underlying polygon mesh getting in the way at all - fantastic stuff!

edit: actually, thinking about it what have i got wrong in my ship shaders, why are they lit a lot more harshly that the asteroids - something to do with the ambient light, have i forgotten to include it in the shader?
edit: ah yes, line 169 in the fragment shaders

Code: Select all

  diffuse += gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
that's not right for a start, shouldn't be using light 0's ambinet

Posted: Sat Jan 23, 2010 11:03 am
by another_commander
Credits due for asteroids shown above:
Initial design: Charlie
Retouch and improvements to initial models: Eric Walch / Griff (you did not remember that, Griff? ;-) )
Normal mapping: Eric Walch
All these and many more are contained in the new trunk-only Asteroid Storm mission pack, made available by Eric in this post.