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Posted: Sun Jul 12, 2009 7:27 pm
by DGill
Bl**dy H*ll thats brilliant Griff

Posted: Sun Jul 12, 2009 7:38 pm
by Griff
Oh, heck. there's a bug in it! the bad guy fer-de-lances have 2 laser guns on them for some reason, i wondered why they kept zapping me so quickly
fixed it, the main ship model and it's 'laser gun' subentity model both had a
forward_weapon_type = "WEAPON_BEAM_LASER";

Posted: Sun Jul 12, 2009 9:27 pm
by DaddyHoggy
8) She's another thing of beauty Griff.

Can I make one teeny tiny suggestion? The FDL is an expensive ship, inside and I always presumed outside too - perhaps the panel joints wouldn't be quite so deep? A little more refined?

Just a thought.

Posted: Mon Jul 13, 2009 9:19 am
by Griff
That's a good point D_H, maybe sports cars and expensive boats would have been good reference points for the texture? Has anybody got a yacht i can borrow for a bit, where's Commander Maegil these days? maybe i can sail around warm seas 'doing research' :lol:

At one point i was going to use the thargoid '2 tone paint' shader on it to make it look really expensive, it didn't work out that well though, masking the effect to certain parts of the ship was causing me problems, i didn't want the 'chrome' parts around the underside & engines to get the effect, just the painted hull plates.

I decided the use the griff_viper shader on it instead, it has a faked reflection effect (not a proper reflection, just a generic starfield texture image that moves across the surface of the ship) to give it a slightly mirrored feel, A_C's experimental liquid metal shader effect would be cool to try on it too.

edited for spelling, i could have sworn there was a 'u' in 'yacht'

Posted: Mon Jul 13, 2009 9:24 am
by Thargoid
I'd still like to see the full irridescent type shading we spoke about before on such a model.

Indeed I'd like to have suitable hardware that could show any damn shaders, but that's my own problem :twisted:

Posted: Mon Jul 13, 2009 9:37 am
by Griff
There is an iridescence example shader bundled with Rendermonkey, it's in the DirectX HLSL shader language though rather than in OpenGL's GLSL shader language, looking at the code it doesn't seem to need any cubemaps or any image format that Oolite doesn't support and all the clever sums and stuff are clearly annotated by the programmers so i might be able to translate it into an Oolite friendly shader.
If i can't we might be able to get the feel of an iridescent shader using the griff_thargoid shader and some crazy paint colours.

Posted: Tue Jul 14, 2009 10:16 am
by Griff
i just realised that the mask image that controls the random re-painting the hull effect could also control the fresnel 2tone paint colour
Image
it looks a lot more grimy now than it will be once i've re-edited the masking image.

I was digging about in rendermonkey's examples and there's a fancy micro fleck paint example shader in there, it needs it's own normal map so i'm tempted to dump the decal image from the ferdy and use it instead for the microfleck effect (if i can copy the maths accross!), it would be a shame not to try and bling the ship up as much as possible. a bit of redesigning on the top part of the hull might be a good idea, bring some more chrome parts into it

Posted: Tue Jul 14, 2009 10:36 am
by Diziet Sma
Griff wrote:
a bit of redesigning on the top part of the hull might be a good idea, bring some more chrome parts into it
Chrome? chrome?!? I thought this was some kind of luxury-ship.. whatever happened to gold? :wink: :lol:

Posted: Tue Jul 21, 2009 5:22 pm
by Screet
Diziet Sma wrote:
Chrome? chrome?!? I thought this was some kind of luxury-ship.. whatever happened to gold? :wink: :lol:
Not expensive enough. The people with real money will buy the ship with dual-see-through-hull where the space in between is filled with printer ink, probably the most expensive substance anywhere ;)

Screet

Posted: Tue Jul 21, 2009 8:48 pm
by DaddyHoggy
Screet wrote:
Diziet Sma wrote:
Chrome? chrome?!? I thought this was some kind of luxury-ship.. whatever happened to gold? :wink: :lol:
Not expensive enough. The people with real money will buy the ship with dual-see-through-hull where the space in between is filled with printer ink, probably the most expensive substance anywhere ;)

Screet
No, that'll be my wife's face cream... :roll: :wink:

Posted: Wed Jul 22, 2009 5:33 am
by Diziet Sma
DaddyHoggy wrote:
No, that'll be my wife's face cream... :roll: :wink:
So long as you feel you're getting value for money is the main thing, I guess! :wink: :wink: :lol:

Posted: Thu Jul 30, 2009 4:26 pm
by Griff
Cobra Mk1 remake
Image
normal map & specular effects updated slightly
http://www.box.net/shared/oqcnpgihci

edit: tweaked the normal map and some of the glows, i've also changed the specular effect - previously the shader was mixing the underlying hull texturemap colour into the final specular colour, i'm wondering now if this isn't that great an idea so i've taken it out in this update

...

Posted: Thu Jul 30, 2009 4:54 pm
by Lestradae
Griff ... is there a way to download all your newly done ships in one go?

I would very much appreciate that :wink:

Cheers :D

L

PS: You've heard so many times that this stuff is just brilliant ... still, one more time: It is.

Posted: Thu Jul 30, 2009 5:31 pm
by Griff
Hi L
no, i'm afraid at the moment the ships are all in standalone oxp's dotted about in this thread, when the devs release 1.73 i'll make a proper oxp out of them all, i need to go back through the earlier ones and check the fixes A_C sent me ages ago for some wrongness in the shaders etc are all included, plus i imagine all the external views and weapon firing positions for the player ship need fixing too, it's all stuff i forget to check :roll:

Posted: Thu Jul 30, 2009 5:34 pm
by Svengali
Great work, Griff! And in my eyes it catches the original feel of the MK1.

It looks you're going for a full replacement-set?!?