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Posted: Wed Mar 18, 2009 6:40 am
by aceshigh
CaptKev wrote:
Griff wrote:
I was thinking, hasn't captkev made a shiny dodo station? i remember a few screenshots being posted, it looked loverly, it had a aztec symbol on one of the sides i think?
You're right Griff, I'm not sure if I ever made it available for download. Here's the link http://download.marlinsoftware.co.uk/Oo ... ations.zip
any screenshot?

Posted: Wed Mar 18, 2009 8:25 am
by CaptKev
aceshigh wrote:
CaptKev wrote:
Griff wrote:
I was thinking, hasn't captkev made a shiny dodo station? i remember a few screenshots being posted, it looked loverly, it had a aztec symbol on one of the sides i think?
You're right Griff, I'm not sure if I ever made it available for download. Here's the link http://download.marlinsoftware.co.uk/Oo ... ations.zip
any screenshot?
Here's the one from the screenshots thread (doesn't look very good compared to stations with normal-maps)
Image

Posted: Wed Mar 18, 2009 9:00 am
by DaddyHoggy
Looks pretty cool to me!

Is it normal-mappable? Give it some xtra pizazz for post-1.73 release?

Posted: Wed Mar 18, 2009 9:28 am
by Griff
That would look ace normal-mapped, you just need to make a greyscale texture, with white areas being 'bumps' on the surface of the model and dark areas being 'dips' on the surface and bung it through the photoshop or the gimp normalmap generating plugins (which are free to download & use!), you'll end up with one of those odd looking lilac normal maps ready for use.
Ahruman has written all the necessary shaders for us, and i've copied & pasted his code into a bumpmapped coriolis oxp i few pages back in this thread (i think) so you could just start with that oxp and swap out the textures & models for your dodo

As an example of the greyscale image used as a source for the normalmap generating plugin, here's a screen shot from a bump-maped viper oxp i made:
Image
You could probably get a good greyscale image for the plugin by desaturating your colour map and running a few image filters on it, just to simplify it a bit because if the original image is too noisy the bump map ends up quite crinkly and the ship will look like it's made of rough paper or something

Posted: Wed Mar 18, 2009 3:50 pm
by CaptKev
@Griff, Thanks for the info I'll have a play with normal-maps this evening.

@DaddyHoggy, hopefully it will be by tonight.

Posted: Wed Mar 18, 2009 5:12 pm
by pagroove
@ Griff,

We should update the P.A. Groove Stations OXP with normal mapped stations
:D

Posted: Thu Mar 19, 2009 8:54 am
by CaptKev
Getting there, but it still looks a bit like crinkled paper
Image

Posted: Thu Mar 19, 2009 11:54 am
by DaddyHoggy
Getting there indeed - but yes, a bit crinkly still. Very much looking forward to the finished article.

Posted: Fri Mar 20, 2009 3:37 pm
by aceshigh
the first one looked more gray... this second one is brownish...

Posted: Fri Mar 20, 2009 5:38 pm
by CaptKev
Image

Posted: Fri Mar 20, 2009 7:09 pm
by Griff
Looking really good Captkev!
The lampcolor line (line 12 in the shader):

Code: Select all

vec4 LampColor = vec4(1.0, 0.9219, 0.6436, 1.0);
will just change what colour the 'window' lights on the hull are, i think the brownish tinge is coming from this line (line 50 in the shader):

Code: Select all

color += colorMap * 5.0 * specular * kSpecular;
you could remove the colorMap * 5.0 bit from it so it reads like this

Code: Select all

   color += specular * kSpecular;
That will stop the specular highlight colour being tinted by the colour of the texturemap and only be coloured by the light from the system sun.
you might want to tweak these lines too (lines 9 & 10 in the shader):

Code: Select all

const float          kSpecExponent = 2.0;
const float          kSpecular = 0.8;
the kSpecExponent value controls the size of the highlight and kSpecular controls the highlight strengthm try a smaller number for kSpecular (maybe 0.3) and a bigger value for kSpecExponent (maybe 4.0)

edit: oh, i didn't notice that new screenshot - it looks like you've got it sorted! really lovely stuff!

Posted: Fri Mar 20, 2009 7:26 pm
by CaptKev
Griff wrote:
Looking really good Captkev!
The lampcolor line (line 12 in the shader):

Code: Select all

vec4 LampColor = vec4(1.0, 0.9219, 0.6436, 1.0);
will just change what colour the 'window' lights on the hull are, i think the brownish tinge is coming from this line (line 50 in the shader):

Code: Select all

color += colorMap * 5.0 * specular * kSpecular;
you could remove the colorMap * 5.0 bit from it so it reads like this

Code: Select all

   color += specular * kSpecular;
That will stop the specular highlight colour being tinted by the colour of the texturemap and only be coloured by the light from the system sun.
you might want to tweak these lines too (lines 9 & 10 in the shader):

Code: Select all

const float          kSpecExponent = 2.0;
const float          kSpecular = 0.8;
the kSpecExponent value controls the size of the highlight and kSpecular controls the highlight strengthm try a smaller number for kSpecular (maybe 0.3) and a bigger value for kSpecExponent (maybe 4.0)

edit: oh, i didn't notice that new screenshot - it looks like you've got it sorted! really lovely stuff!
Thanks again Griff. :D

I've managed to get it looking a little bit better by only multiplying the ColorMap by 3 times and reducing the redness in the texture a wee bit.

Posted: Sat Mar 21, 2009 4:57 pm
by Vajo
Good work Captkev :!:

Posted: Sat Mar 21, 2009 6:21 pm
by DaddyHoggy
Looking very good indeed - Oh - can't wait for v1.73 and all these normal textured wonders!

WoW! what time blood tears and toil can bring :)

Posted: Mon Mar 23, 2009 8:49 pm
by milinks
Hi to all, its been a year or more since i last spent sleepness nights programming n ship building here, so hi to all the names i remember, and its really good to see so many names new to me :) My son plays oolite (at least i introduced him to something positve lol) and apart from wanting me to update the customsounds oxp he wants me to make him his own ship, looking at Griffs work has been amazing, the specular mapping and use of shaders is just brilliant, normal textures were easy, but i'd never got to grips with alpha channels n things, this is the bit where im kneeling and whimpering in a "im not worthy but please teach me" kinda way :wink: would anyone be able to take it upon themselves to write a tutorial (if we need an idiot to stand up for the need for an idiots guide, im the one waving his hand in the air) that explains how to create the different channels of the texture, and how the shaders work. Ive read pretty much every post since i was last about (hence the pile of ironing and jobs todo list growing) and cant find anywehere which explains these things. Most probably not the best place to put this begging letter, but hoping someone can help fulfill a kids ambition (and then i'll let my son know :wink: )
The improvements have been fantastic, and its really good to see so many people keeping this so very much alive!!