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Posted: Sun Dec 07, 2008 5:43 pm
by Captain Hesperus
Frame wrote:
Image
This looks like something from the Shadow Wars in B5! Cool!

Captain Hesperus

Posted: Sun Dec 07, 2008 6:43 pm
by Svengali
Captain Hesperus wrote:
This looks like something from the Shadow Wars in B5! Cool!
Second that. Nice one :-)

Posted: Sun Dec 07, 2008 7:01 pm
by Disembodied
Cool design! "Vampire" is already taken, but there's a whole bunch of vampire-type monster names here. Or there's the bat genus name Nyctalus, which sounds slightly menacing – more so than Desmodus, Diphylla or Diaemus, the genus names of vampire bats. Or there are a whole bunch of demon names to choose from, which might be appropriate too.

Posted: Sun Dec 07, 2008 10:40 pm
by DaddyHoggy
Nice work Frame and as others have pointed out - very Bab.5.

Posted: Sun Dec 07, 2008 10:51 pm
by another_commander
For those who may have not noticed, I happen to like the Griff Boa a lot. Especially with normal maps. Here is, the first ever non-cube normal mapped ship of Oolite, coming soon to a computer near you:
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Posted: Sun Dec 07, 2008 10:57 pm
by DaddyHoggy
8) :shock: Cor! Looks bloody brilliant doesn't it!

Posted: Sun Dec 07, 2008 11:32 pm
by JensAyton
another_commander wrote:
For those who may have not noticed, I happen to like the Griff Boa a lot. Especially with normal maps. Here is, the first ever non-cube normal mapped ship of Oolite, coming soon to a computer near you:
’s not true. The first normal map test OXP was a little pyramid holding two billboards. :-)

One limitation that’s noticeable here is that there’s light shining on bits that should be in shadow. Of course, you get that with any model with concave parts, but normal maps make it more obvious. The fix for this would be huge, and isn’t going to happen, ever. The workaround is to avoid using particularly steep bits on normal maps.

Posted: Sun Dec 07, 2008 11:33 pm
by gogz69
:shock:
Got to agree with D.H. here. Very nice A.C. 8)

Posted: Mon Dec 08, 2008 12:17 am
by pagroove
OMG X3-TC is going have a run for it's money. This looks very good 8)
Now ALL ships should have normal maps.

Posted: Mon Dec 08, 2008 12:39 am
by Captain Tylor
She`s beautiful :)

Posted: Mon Dec 08, 2008 1:32 am
by pagroove
@Frame

Can you post a screen of your sun effect? Looks interesting from affar 8)
Other screens are also special

...

Posted: Mon Dec 08, 2008 9:05 am
by Lestradae
pagroove wrote:
Now ALL ships should have normal maps.
Would this be even possible to add-in such maps to already existing ships?

I`m asking for a reason, you know 8)

Posted: Mon Dec 08, 2008 1:44 pm
by ovvldc
pagroove wrote:
Now ALL ships should have normal maps.
Ships are one thing. Planets would look very much better with normal maps.

Best wishes,
Oscar

Posted: Mon Dec 08, 2008 4:53 pm
by JensAyton
ovvldc wrote:
Ships are one thing. Planets would look very much better with normal maps.
Actually, the effect of a correct normal map on a planet is pretty subtle; mountains just aren’t very big. Correct lighting taking atmospheric scattering into account, specular mapping and night lights are far more noticeable. Not that it matters; you can’t have any of the above, so *thrppt*. :-p

Re: ...

Posted: Mon Dec 08, 2008 8:04 pm
by Frame
Lestradae wrote:
pagroove wrote:
Now ALL ships should have normal maps.
Would this be even possible to add-in such maps to already existing ships?

I`m asking for a reason, you know 8)
yeah you can...
Ahruman wrote:
New plists shipdata-overrides.plist and shipyard-overrides.plist can be used to replace individual properties in shipdata and shipyard, respectively. shipdata-overrides.plist should be useful for localization OXPs to set ship names without overriding other attributes. The most obvious use for shipyard-overrides.plist is a leaner implementation of Realistic Shipyards. Override entries for ships that are not in shipdata/shipyard will be ignored.
since if you can change the plist entry, you can add normal maps