Make Your Maps Shiny(er) With SSMF - Page 2

Make Your Maps Shiny(er) With SSMF

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Make Your Maps Shiny(er) With SSMF

Post by Kloot »

Oops, that should be fixed now with commit 9d3f1c7c9.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Ok getting there :)
Now it seems to try to tile the specmap wrong, as well as there being splits where there shouldn't be, and the edges of maps seem to become fuzzy.

Also, it doesn't obey 0 specularity on alpha channel 0 (unless I'm mistaken in my interpretation and this is desired behavior.

Image

Image

Image
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Make Your Maps Shiny(er) With SSMF

Post by Kloot »

Now it seems to try to tile the specmap wrong, as well as there being splits where there shouldn't be
The stripe on blackalphachannel.jpg is a bug I'm working on now; what are the dimensions of your spectex image? [edit: resolved]
and the edges of maps seem to become fuzzy.
That was a bit of intentional laziness on my part, gone in git.
Also, it doesn't obey 0 specularity on alpha channel 0 (unless I'm mistaken in my interpretation and this is desired behavior.
You have to set the RGB values to 0 if you want zero specular contribution, not the alpha channel.
Last edited by Kloot on 08 Feb 2010, 20:05, edited 1 time in total.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Currently its 2k*2k for an 8k*8k texture map. Seems to be high enough rez.

Ah, so alpha only defines how "polished" the surface looks, and and the color is the amount of light that gets reflected for each color channel ?(added on the the pixels color values?)

Ill test latest git again, thanks!
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Make Your Maps Shiny(er) With SSMF

Post by PicassoCT »

neddies map would look great with that, if he evar released it..
buyitnowbeforeheleavestheci.jpg
(618.54 KiB) Downloaded 2 times
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Make Your Maps Shiny(er) With SSMF

Post by Tribulex »

PicassoCT wrote:neddies map would look great with that, if he evar released it..
[img]http://springrts.com/phpbb/download/file.php?id=3819[/img]
lmao i love u man
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Make Your Maps Shiny(er) With SSMF

Post by Das Bruce »

Appropriate use looks great.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Which of the thus far posted screens do you count as appropriate?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Make Your Maps Shiny(er) With SSMF

Post by Argh »

Question (since I've been a bit busy with some other things lately): how does this differ from pre-lighting the map? Do the specular highlights change as the camera moves? Still thinking that tiled normalmaps for detailmaps would produce a really superior effect, myself, if the specular factor was controllable (to prevent the "crinkly plastic" effect) but I am curious as to how the big-rez maps are working- I'd have thought at one-quarter resolution to diffuse rez, it'd be too blocky to really work well, but the screenshots certainly look promising :-)
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Make Your Maps Shiny(er) With SSMF

Post by Das Bruce »

Beherith wrote:Which of the thus far posted screens do you count as appropriate?
Your iceberg map. Although I'd have to see it live to be sure that it looks as good as it appears to, static images have the ability to create false contours.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Kloot, I LOVE you!
Thanks for plugging in the shader, Im going to go nuts with it, since now its finally time to learn GLSL!
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Make Your Maps Shiny(er) With SSMF

Post by Kloot »

Argh wrote:how does this differ from pre-lighting the map?
It differs because you can't precompute highlights for every viewing position + angle. Lightmaps also don't play nice with terrain deformation.
Do the specular highlights change as the camera moves?
Yes, that's kind of the definition of specular lighting.
Still thinking that tiled normalmaps for detailmaps would produce a really superior effect, myself, if the specular factor was controllable
all in good time ;)
(to prevent the "crinkly plastic" effect)
The ubiquitous plastic look mostly comes from the lighting model itself. There exist better, physically-based models, but none that are as cheap to evaluate as good old (Blinn-)Phong.

Beherith wrote:Now it seems to try to tile the specmap wrong
Fixed locally; I'll commit the patch tomorrow.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

So, after a few more rounds of testing:
The tiliing screws up in different ways depending on the size of the speculartex. The spectex says
This
is an
SSMF
test

512
Image

4096
Image

2048
Image

Also, the features get all red.

And there are these odd brown spots on the east slopes of hills (where there are shadows and are pre shaded to be quite dark)
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Make Your Maps Shiny(er) With SSMF

Post by Kloot »

I've pushed the spectex tiling patch upstream; you'll need to update engine and base content.

About those red features, do they render normally if you turn shadows off? If so, can you check your infolog for any shader errors?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Damn, my main systems hdd gave up, it will be a while till I get it up and running again. No data loss though :)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Make Your Maps Shiny(er) With SSMF

Post by Argh »

@Kloot: Thanks for answering my questions, this looks like it's going to be pretty damn awesome, will check it out as soon as I'm not buried under some other things.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Woot, now it works with spectexes under 1k in size, for a 2k sized spectex it does this:

THIS IS
AN
SSMF

Image

Also, on a related note, i got the epicness to work:
Image
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Make Your Maps Shiny(er) With SSMF

Post by Kloot »

No luck reproducing that one so far I'm afraid, see http://img94.imageshack.us/img94/8915/ssbv2ssmf.png. There is no tiling with any of the attached three textures (2048x2048, 4096x4096, and 8192x8192 RGBA PNG's respectively). May be a driver bug or texture size limitation (although modern GPU's should handle even 8K textures just fine), but I'm not sure.
Attachments
SpecTex-8K-RGBA.png
(323.17 KiB) Downloaded 2 times
SpecTex-4K-RGBA.png
(117.73 KiB) Downloaded 2 times
SpecTex-2K-RGBA.png
(40.45 KiB) Downloaded 2 times
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Make Your Maps Shiny(er) With SSMF

Post by Beherith »

Dunno, drivers are garden fresh, gpu isnt all that old (8800gt), ill try more to reproduce it. Nothing in the shader logs either.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Make Your Maps Shiny(er) With SSMF

Post by Das Bruce »

Beherith wrote:Also, on a related note, i got the epicness to work:
http://beherith.eat-peet.net/stuff/screen00002.jpg
What do you mean, "epicness"?
Post Reply

Return to “Map Creation”