Houses galore! Fixed v2

Houses galore! Fixed v2

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Beherith
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Joined: 26 Oct 2007, 16:21

Houses galore! Fixed v2

Post by Beherith »

This is my first shot at texturing/modeling from scratch, so all input is welcome!

Scale is 8 elmos=1 meter. (just right for s44)

24 houses, in 4 styles.
Lua and tdf included.
300 to 600 tris each,
All have 256*128 textures.
Collision boxes AND footprints are set up properly.
The base metric of each building is 3*3 hmap pixels (labyrinth cities can be built easily.

License: do whatever you want!
All textures off cgtextures.com (free stuff!)

These houses should path just fine AND should provide adequate cover for your units!

Issues:
Edit: no issues in v2, everything works.

Pm me if you want any of the source files for making these houses

Image

Image
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KaiserJ
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Re: Houses galore!

Post by KaiserJ »

woohoo! they are awesome :D
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Noruas
XTA Developer
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Re: Houses galore!

Post by Noruas »

Reminds me of Ultima Online.
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bobthedinosaur
Blood & Steel Developer
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Re: Houses galore!

Post by bobthedinosaur »

Nice.
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Argh
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Re: Houses galore!

Post by Argh »

The models have some issues (geometry outside the coordinate space, some winding-order stuff that's causing welding flaws, other minor crap), but I'll fix them and put up the changed versions when I'm done. Probably this weekend.
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hunterw
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Re: Houses galore!

Post by hunterw »

Noruas wrote:Reminds me of Ultima Online.
yuessss

uo, 1997-1999. RIP.
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Beherith
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Re: Houses galore!

Post by Beherith »

So its only 10 years behind in model quality? YAY!

Argh, I know of the issues, they are fixed, i just need to reconvert to s3o and upload.
Just finish up fixing artturis tree set :)
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Argh
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Re: Houses galore!

Post by Argh »

I'm already done fixing them and re-S30'ing them, and making custom colormaps and normalmaps. Don't bother, I'll release them here in a little while.
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Argh
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Re: Houses galore!

Post by Argh »

Fixed.
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: Houses galore!

Post by SpikedHelmet »

I'd rather Behe's fixes, thanks.
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Argh
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Re: Houses galore!

Post by Argh »

Suit yourself :-)
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Beherith
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Re: Houses galore!

Post by Beherith »

Thanks for the fixes, and I really dont want to seem ungrateful, but Im going to say some not so nice things about them :(

I have to go through them again; alot of my UVs are still dangerously close to the borders, so im still having texture edge bleed issues - this is completely my fault

The window style you put for the bauhaus style houses (style 4) are a kind of window that only really proliferated in the post war USA.

The windows for the one with the thatched roof are cool, but the repetion of the breakage on larger houses breaks the illusion.

The biggest issue though is the mipmap filter you used for the textures (Im guessing Sinc or some other post sharpening filter) really makes moire patterns appear, and just dont look good when zoomed out to any play distance :(
While the file size and performance benefits of the .dds files are welcome, it doesnt justify the reduction in quality. Ill recompress them with a standard cubic filter to see the difference.

But I would like to thank you for fixing the vertex normals, those are very welcome, as are the geometry fixes. :-)

Edit: Any reason for adding reflectivity to walls? Also, reflectivity on the roof screws up the color consistency on houses with non simple roofs.
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Argh
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Re: Houses galore!

Post by Argh »

Honestly, I'm not seeing the errors you're talking about, but I'll take your word for it. I haven't seen serious issues with moire over here. Have you done something funky with your global mipmap setting?

This is what I see, at typical sizes, in UpSpring's ARB shader:

Image
I haven't seen them in my current custom shader, but I'm going to be surprised if there are issues.

I did restrict them all to valid UV space, so maybe it's just the pixel borders between the objects- there may not be quite enough room for bleed.

I don't think anybody's going to care about the windows, but I agree, the one with the drapes looks great only on the small houses. Oh well.
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Beherith
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Re: Houses galore!

Post by Beherith »

I know i shouldnt edit my posts when talking to you :)
Edit: Any reason for adding reflectivity to walls? Also, reflectivity on the roof screws up the color consistency on houses with non simple roofs.
Oh they are drapes :oops:

Also, compare close and not too far: (ingame)

Image

Note the color non uniformity caused by reflections :(
Image


See my UV errors on the wall and roof tiling.
Image
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Argh
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Re: Houses galore!

Post by Argh »

Yeah, there are minor issues in terms of seams, but it's not something you're going to notice zoomed out, I'd think. TGA's not going to fix that- if anything, it will probably look worse, on most hardware, because of the default filter settings.

And the reflections *should* give you different color values, just like IRL. The values are very, very low. Changing them to black means that they won't have quite enough variety to feel real- IRL, just about everything is slightly reflective.

With my current shader, I can also just treat them as specular highlights (boost final value) without reflectivity.

Anyhow, I'll take a look at them with my current shader / normalmaps, but I'm not seeing anything there that really bothers me.

[EDIT]OK, I can see what you're talking about, in terms of lighting issues. It's not the reflections, per se. What you're talking about is how the geometry seams are showing up, given the way that the ARB lighting works. Given the way the roof is built, that's kinda hard to avoid- honestly, you may want to rebuild the roofs as single, convex pieces, and re-map them, if that's a major drag.[/EDIT]
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Argh
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Re: Houses galore!

Post by Argh »

I've taken a look in Spring, and sure enough, something's borked. I need to check over my DDS settings, it's clear that something is wrong in terms of per-mip sharpening. Figures, since I just reinstalled all this stuff. I'll fix that.

[EDIT]Oh, snap. Had filtering set to Point- that's why there's such a strong moire, it causes bad banding issues. Glad I haven't done much else in the way of editing lately. I'll fix the textures and re-post.[/EDIT]
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Beherith
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Re: Houses galore!

Post by Beherith »

Argh wrote: [EDIT]OK, I can see what you're talking about, in terms of lighting issues. It's not the reflections, per se. What you're talking about is how the geometry seams are showing up, given the way that the ARB lighting works. Given the way the roof is built, that's kinda hard to avoid- honestly, you may want to rebuild the roofs as single, convex pieces, and re-map them, if that's a major drag.[/EDIT]
No, my issue with with reflectivity and self illumination. Both nnecessary and they ruin the colorconsistency from one side of the roof to the other.

I dunno if you have this tool, WTV (windows texture viewer) lightweight, only dds viewer. Pressing left and right shows mips on it as well.
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Argh
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Re: Houses galore!

Post by Argh »

Nah, really, this was just a filter problem. Oh well, easy fix.

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Beherith
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Re: Houses galore!

Post by Beherith »

i hate springs (lack of) anisotropic filtering.
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Argh
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Re: Houses galore!

Post by Argh »

Yeah, that's one thing that really should get added.

Isn't that a straightforward OpenGL call? 2X aniso's practically free. I'll force it on, do another shot, when I've fixed the drapes and the non-historical window.
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