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Posted: Wed Jun 06, 2007 1:42 pm
by Arexack_Heretic
Looks way better without the horns. :)

May I suggest doing somethiong with the viewingport as well.
some highlights on the edges to make it look less 1-D and maybe a fuzzy (shader?) interior....like that guy that was good at fake 3d textures did with his llama (?) etc did.

Posted: Wed Jun 06, 2007 7:50 pm
by Frame
Arexack_Heretic wrote:
Looks way better without the horns. :)

May I suggest doing somethiong with the viewingport as well.
some highlights on the edges to make it look less 1-D and maybe a fuzzy (shader?) interior....like that guy that was good at fake 3d textures did with his llama (?) etc did.
I have no idea what you mean, but if you mean a proof of somekind that these are infact true images captures from ingame there here is a new picture i just snapped.

Image
i could release the whole deal now, however the exhaust as you can see, the cockpit viewpoints, etc is not set up ATM..

And the Keelbacks AI is also not ready, and the "Boomslang" that will be given another name, is also not ready regarding its AI...

Posted: Wed Jun 06, 2007 8:36 pm
by Arexack_Heretic
huh?
proof no I take your word. :)

I just mean the ship cockpit window looks very black and flat.
I was suggesting messing some with the texture to make it more interesting.
:)

that specularity shader may make it shiney/reflective too.

(If I can get other people to figure those things out, I can ask them how.)

Posted: Fri Jun 08, 2007 10:07 am
by Griff
cool stuff, i like the 'rounded-ness' you've put into the design & model, looks like it's going to be a really fast ship!

Posted: Fri Jun 08, 2007 3:41 pm
by Frame
Arexack_Heretic wrote:
huh?
that specularity shader may make it shiney/reflective too.

(If I can get other people to figure those things out, I can ask them how.)
Specularity is Quite easy, its a greyscale image where you use a greytone with a value range between 0-255 pr pixel. 255 for the brightest effect and less for a lesser effect. To demontrate the effect i have added a specularity effect to the Scarlett..

First the specularity map, which will not be final for this ship.. it just demonstrates..

Image

And here the ingame screenshot

Image

just by looking at the two images, you can see how it all works...

Add the correct entries in the shipdata.plist and Ahruman´s fragment shaders as demonstrated in the griff krait thread and you are set..

its Quite easy

Posted: Sat Jun 09, 2007 2:50 pm
by Frame
The Scalett now has a specular map... its way better ingame, stills dont do it justice



Image

Posted: Sun Jun 10, 2007 8:41 pm
by Frame
Image

WIP = Work in Progress

Added new texture and specularity map

Posted: Sun Jun 10, 2007 10:18 pm
by TGHC
Stunning work, we want some big time.

Posted: Wed Jun 27, 2007 4:21 pm
by Frame
ingame shot of the Keelback....

Image

i´m having some rather peculiar problems... seems it is related to the shaders...

The game will Freeze, with the Scarlett or The Keelback in addons

and when either is in addon folders, the game also chrases when i try to change screen resolution...

I contra tested it with The Shaded Griff krait, and that works fine....

so something is wrong.... keeping on hunting...

EDIT: removing the keelback from demoships.plist seems to cure the resolution change crash...

Posted: Thu Jun 28, 2007 9:44 am
by Arexack_Heretic
I like the dark picture. :D

Did you notice the nose looks somewhat sharkish?

What is in the 'mouth'. (bottom front)
lasers? docking bay? scoop?

Posted: Thu Jun 28, 2007 10:40 am
by Frame
Arexack_Heretic wrote:
I like the dark picture. :D

Did you notice the nose looks somewhat sharkish?

What is in the 'mouth'. (bottom front)
lasers? docking bay? scoop?
It is entirely coincedental, that the keelback itself looks like a Great White Shark when viewed in profile... nice catch there.. however Great white is such a boring name.. and its not white...

Mouth... ???

I think you look at it reversed, so you think left in the picture is front... that is the back of the ship where you find The Engines and The Docking may, You will need lots of skill to dock a Cobra MK III since there is very little margin for docking a ship of that size... Adder/sidewinder/Gecko/Cobra mk 1 has it alot easier..

The imperial Courier is a big no no... but i wouldnt be surprised if you could sneak an anaconda or boa MKI/MKII in with Theire pointy noses... which is entirely unrealistic...

Would be cool if you somehow could call up the size of the ship via the AI, and issue a Refuse to dock message to the player..

it is dark btw cause its smooth and has a Specularity map, and the angle to the sun is what it is...

Posted: Thu Jun 28, 2007 11:11 am
by Arexack_Heretic
'mouth'...

nono not in the last picture, but the secondlast.
The one in which it looks like a greatwhite... where the mouth of a shark would be, there is a break in the texture mapping.

I thought it might be because there is a recessed laser array or a docking bay hidden there.

It's hard to see with that smooth curving hull,
we elites are adapted to seeing straight edged representations dammit! ;)

Posted: Thu Jun 28, 2007 3:54 pm
by JensAyton
Arexack_Heretic wrote:
we elites are adapted to seeing straight edged representations dammit! ;)
Tell a jackal to flank around and get a better look.

Posted: Fri Jun 29, 2007 4:11 pm
by Frame
Ahruman wrote:
Arexack_Heretic wrote:
we elites are adapted to seeing straight edged representations dammit! ;)
Tell a jackal to flank around and get a better look.
?, well it has no AI ATM, so its pretty dark on the other side... putting it in Demoships.plist for some reason it chrases and freezes the game.. allthough i have been running it with no crhases during resolution change, or playing.. for the last several 20 sessions, after i removed it from demoships.plist...

Is there anyway you could sneak in so that you can put this in AI before release of 1.69

Launch: role

The code for launching is there for the miners,police,defence ships and Scavengers... Beats me why Giles didnt include this in the first
place, since it offers a more exact controle over what to launch...


Thanks in advance, and Thanks for the good work :-)

Cheers Frame...

Posted: Fri Jun 29, 2007 5:29 pm
by LittleBear
Don't know if this is the right answer as its just a guess! But might it have to do with size of the model? If you rescalled the mode (as a test) and it worked, you could display the shrunk version on demoships. As the Camera zooms in it won't matter what the size is for a ship on the demoships screen.