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

Posted: Sat Jan 23, 2010 11:22 am
by Eric Walch
another_commander wrote:
Normal mapping: Eric Walch
I must say that I was very surprised by the strong impact that these normal maps had on those asteroids. The resolution of the normal maps is low (128x256), but the resolution of the texture is even lower (64x128) and there is no relation between the normal map and the texture itself.
This results in that what you see in above pictures is mainly influenced by the normal map. I used 4 different ones of grainy rock structures for the different asteroids from Charlie. Changing the normal maps gives a complete other look to the asteroid. I wonder if Charlie would recognise his asteroids?

Posted: Sat Jan 23, 2010 12:05 pm
by Griff
another_commander wrote:
Retouch and improvements to initial models: Eric Walch / Griff (you did not remember that, Griff? ;-) )
:lol: wow, well, they didn't look anywhere near as amazing as that when i handed the files back to Eric, i just did a bit of mesh cleanup on them, they were full of overlapping polygons and unwelded verts - charlie was a big fan of point jitter i think

Posted: Sat Jan 23, 2010 3:12 pm
by ovvldc
The asteroids are stunningly good :D. A huge credit to what can be done with fairly small textures and maps.

Best wishes,
Oscar

Posted: Sat Jan 23, 2010 3:57 pm
by DaddyHoggy
The new asteroids are amazing! Well done to all involved (even the forgetful Griff!)

Posted: Sat Jan 23, 2010 6:25 pm
by pagroove
Yes man! The new asteroids are great. Now some denser asteroid fields or more asteroid storms (random?) throughout the 8 galaxies

Posted: Mon Jan 25, 2010 12:37 pm
by another_commander
Screenies of the new Griff Shuttle in-game:
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Posted: Mon Jan 25, 2010 1:11 pm
by Disembodied
Splendid, splendiferous! a_c, you really have an eye for framing a shot.

Posted: Mon Jan 25, 2010 7:25 pm
by Tivva
As Clarkson would say...."SWEEEEEEET"
8)


Another top notch job Griff, I doff my cap sir [img][img]http://www.cheesebuerger.de/images/smil ... h/e016.gif[/img] [/img]

Posted: Mon Jan 25, 2010 9:05 pm
by pagroove
cinematic quality Mr.Griff :D

Posted: Mon Jan 25, 2010 10:32 pm
by Kaks
I've got to say, I just love this stuff! :)

Posted: Mon Jan 25, 2010 11:12 pm
by Svengali
Yupp. Dangerous good .-) Thanks Griff and a_c...

Posted: Tue Jan 26, 2010 7:38 pm
by DaddyHoggy
Technically not screenshots but not sure where else to post.

A cheap mobile phone camera and the night lights from my daughter's bedroom = potential textures for engines?

Hope these could be useful for somebody (anybody!)

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