Page 10 of 21
Re: Random WIP 2013+
Posted: 20 Jun 2013, 18:17
by FireStorm_
I googled "Google Intention translator" but all I could find was Google Croatian translator. I don't mean to offend any Croatians but is that perhaps what you used? I'm confused...
Re: Random WIP 2013+
Posted: 04 Jul 2013, 15:41
by Mr. Bob
https://www.dropbox.com/sh/7hx8fywb0qesapc/dUMUlDgVC1#/
Have some screenies
EDIT: Oops. I forgot this is supposed to go in non-spring random WIP. My bad.
Re: Random WIP 2013+
Posted: 04 Jul 2013, 17:53
by FireStorm_
Thanks

Looks great! I think it's not to dark or chaotic, yet still giving a dark and chaotic vibe. (Although I must say it's not as "totally on some far-out alien planet" as I had expected.

)
Re: Random WIP 2013+
Posted: 05 Jul 2013, 16:45
by FireStorm_
Remaining ARM Buildings (minus factories)
bigger
bigger
sidenote: Atm I've got 2 floating flak turrets. (3rd row from the top, 2 most left models) One looks like cremuss land equivalent. The other looks like the flak turrets fitted on the ships. Haven't made my mind up yet.
Re: Random WIP 2013+
Posted: 05 Jul 2013, 18:20
by knorke
Have you considerd some small animating pieces to the buildings?
IMO buildings with moving stuff like windmill or glowing sphere of CORE Fusion help make the game look alive, compared to "I am a block that sits there"-ARM Fusion. Wouldnt mind seeing more of that, spinning fans, clacking valves, pumping exhausts etc.
---
http://www.youtube.com/watch?v=-7pjkJTx10A
Do not know original creator of model+script atm sorry.
Re: Random WIP 2013+
Posted: 05 Jul 2013, 20:26
by scifi
knorke wrote:Have you considerd some small animating pieces to the buildings?
IMO buildings with moving stuff like windmill or glowing sphere of CORE Fusion help make the game look alive, compared to "I am a block that sits there"-ARM Fusion. Wouldnt mind seeing more of that, spinning fans, clacking valves, pumping exhausts etc.
---
http://www.youtube.com/watch?v=-7pjkJTx10A
Do not know original creator of model+script atm sorry.
that would be so awesome on a recycle building, that had a radius of operation to some bots, you gave me a nice idea for my unity3d game

Re: Random WIP 2013+
Posted: 06 Jul 2013, 00:33
by FireStorm_
I should have made a list which one is which so no misunderstandings arise. Not really sober but here goes, from memory

:
First row left to right
UnderWater moho mex
UW moho metal maker
UW hard E storage
UW hard M storage
UW mex
Cremuss' mex
Cloakable fusion (maybe)
2nd row
UW fusion
Tidal Genarator
Floating matal maker
Fl. radar
Sonar station
Adv. Sonar station
3rd row
Cremuss' Fl. flak
Alt. Fl. flak
Adv. Torpedo launcher
Torpedo launcher
Fl. Targeting Facility
Fl. mine
4th row
Anti Air tower
Fl. AA tower
Fl. HLT
HLT
Fl. Nano Turret
Nano Turret
Not a 100% sure about the metal makers but, apart from the UW hard M storage all these units have moving parts. Also they mostly look like this because a lot of them are derivatives of a cremuss model. That made modelling go a lot faster while straying less from the current common style.
Re: Random WIP 2013+
Posted: 06 Jul 2013, 01:11
by scifi
well they look great, but i feel they lack a shadowish overlay. And as knorke said adding iddle animations to buildings is a must.
If i were you, i would put them ingame and make some test games with them.
great work so far
Re: Random WIP 2013+
Posted: 06 Jul 2013, 01:50
by smoth
scifi wrote:shadowish overlay
clarify the obscure made up term please?
Re: Random WIP 2013+
Posted: 06 Jul 2013, 22:32
by Anarchid
clarify the obscure made up term please?
telepath mode on: "aoplate"
Re: Random WIP 2013+
Posted: 07 Jul 2013, 01:33
by scifi
smoth wrote:scifi wrote:shadowish overlay
clarify the obscure made up term please?
hahahahaha xD
Well they lack for example an ambient oclusion bake, or if you dont want ambient oclusion, just bake a ligth source into the texture.
Re: Random WIP 2013+
Posted: 07 Jul 2013, 01:54
by smoth
scifi wrote:Well they lack for example an ambient occlusion bake, or if you dont want ambient occlusion, just bake a ligth source into the texture.
Thanks. That doesn't work with an atlas the way they are using them, any prebaked shadows will present issues with a proper atlas. Not that it matters, these are still 100X better than the stolen content people so violently defend. you need in engine lighting like ao for that. bob had some good comparison shots in the ut engine a while back but yeah, he deleted the before shader shot, otherwise I would repost that.
there was some thread where a dev was fidgeting with giving us some sort ao but that died for reason I never really cared about. you could probably easliy dig it up in the forum still.. it was <3 years ago
Re: Random WIP 2013+
Posted: 07 Jul 2013, 03:54
by Beherith
FireStorm, you are mind bogglingly amazing. Ill get back from vacation next week and I'll start adding them ingame!
It is a shot from wings3D. That means no glow, no specular, no reflections, no shadows, and no AO plates. All of those will be in the game, and more.
smoth, screen-space ambient occlusion is quite expensive and difficult to make look good anyway.
Re: Random WIP 2013+
Posted: 07 Jul 2013, 04:21
by smoth
Beherith wrote:smoth, screen-space ambient occlusion is quite expensive and difficult to make look good anyway.
how so? it is 2013... I have it all over the place in borderlands etc? is it another issue with the spring GL pipeline? or just the sheer potential number of things in spring?
Re: Random WIP 2013+
Posted: 07 Jul 2013, 04:28
by Beherith
At spring's general zoom level, things are tiny and there are vast expanses of empty terrain and small areas with relatively high detail units in it. This means that SSAO has to be done at 1:1 scale, which is pricey. It is still definitely on my list of things to experiment with though.
Re: Random WIP 2013+
Posted: 07 Jul 2013, 04:44
by smoth
at the very least just doing it around large objects, that way you can have detailed ground decals :_)
Re: Random WIP 2013+
Posted: 07 Jul 2013, 13:07
by FireStorm_
Geothermal Powerplant WIP
bigger
So, I was investigating the current ARM Geothermal Powerplant for BAR and I noticed we share the model with Zero-K. And what's worse: It doesn't have any moving parts!!! Disgraceful, I thought to myself

, so I made this to work on next.
Beherith wrote:Ill get back from vacation next week and I'll start adding them ingame!
You're awesome. Can't wait

Re: Random WIP 2013+
Posted: 07 Jul 2013, 13:30
by jK

100% chili btw
corresponding commit (didn't commit chili loadscreen, cause I am unsure to commit chili to basecontent, so only more basic examples are included):
https://github.com/spring/spring/commit ... a14ade548c
Re: Random WIP 2013+
Posted: 07 Jul 2013, 15:42
by Mr. Bob
smoth wrote:scifi wrote:Well they lack for example an ambient occlusion bake, or if you dont want ambient occlusion, just bake a ligth source into the texture.
Thanks. That doesn't work with an atlas the way they are using them, any prebaked shadows will present issues with a proper atlas. Not that it matters, these are still 100X better than the stolen content people so violently defend. you need in engine lighting like ao for that. bob had some good comparison shots in the ut engine a while back but yeah, he deleted the before shader shot, otherwise I would repost that.
there was some thread where a dev was fidgeting with giving us some sort ao but that died for reason I never really cared about. you could probably easliy dig it up in the forum still.. it was <3 years ago
While baked AO (per unit and on the unit) is essentially impossible without secondary UVs (which no one in their right mind would want,) I don't think it needs SSAO either.
If you'll allow me to jump back onto my little soap box for a minute, highly contrasted lighting is very useful here. Very dark shadows and bright /bright/ direct light that is tinted to the color of the sky/sun would clear up the issue. This in combination with a ground plate AO decal would effectively solve all of your problemos.
There's no AO in that pic, its just /very/ subtle ambient/environment light, and then some pretty intense tinted direct light. There's also no spec, emiss, normal maps, or post-p (bloom, etc) on it either. (All of which would also help a lot.)
Pretty much any of Beherith's maps do this pretty well. It also helps if the sun/light source is tilted pretty far down to get those really long shadows.
When me and Pyra were originally going over how the texture would work, we decided that the gray (non-team colored) portions should be essentially completely desaturated to allow for light tinting.
Re: Random WIP 2013+
Posted: 07 Jul 2013, 18:29
by smoth
yeah, problem is 90% of the spring maps have shit lighting.