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Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

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JazHaz
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Post by JazHaz »

BTW what does "normalmapped" mean? Does that mean that without shader-support on my PC I can still use these?
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£4,500 though! :shock: <Faints>
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Cmd. Cheyd
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Post by Cmd. Cheyd »

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.
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Post by JazHaz »

Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!

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

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by Eric Walch »

JazHaz wrote:
Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!
No, that page writes: normal mapping, or "Dot3 bump mapping"
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Post by JazHaz »

Eric Walch wrote:
JazHaz wrote:
Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!
No, that page writes: normal mapping, or "Dot3 bump mapping"
Picky, picky! LOL :lol:
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ADCK
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Post by ADCK »

normalmapping is vastly superior to bump mapping.

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 :P
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Post by JeffBTX »

JazHaz wrote:
Oh! According to that Wikipedia page, normalmapping is the same as bumpmapping!

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!
(I might be a BIT wrong, depending on the Oolite implementation... this is from the perspective of working with RayTracers)

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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Post by Cmd. Cheyd »

Diffuse Map:
Image

Diffuse Map + Bump Map:
Image

Diffuse Map + Normal Map:
Image

Shamelessly borrowed from http://planetpixelemporium.com/tutorial ... ormal.html.
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Post by another_commander »

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 :P
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.
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Post by DaddyHoggy »

Cmd. Cheyd wrote:
Diffuse Map:
Image

Diffuse Map + Bump Map:
Image

Diffuse Map + Normal Map:
Image

Shamelessly borrowed from http://planetpixelemporium.com/tutorial ... ormal.html.
I see only broken image links... :?
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Post by Cody »

Looks okay here... there's one full stop too many at the end of the URL though.
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Post by Thargoid »

DaddyHoggy wrote:
I see only broken image links... :?
Likewise...
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Post by Cmdr James »

me too but if i copy/past image url it works fine.
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Post by DaddyHoggy »

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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Post by Griff »

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 :shock:
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:
ImageImageImageImage


Link to the download is on Page 1 of this thread
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