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Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 07:00
by maackey
I can make a Lua script for it, but only if you ask nicely. (and I somehow manage to find some decent time for myself again soon)

btw, Mr.D I'm sure I don't need to remind you how awesome your stuff is :-) but what can I say: Its amazing.

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 10:08
by Gota
Can you pretty please make a COB script?

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 10:39
by Das Bruce
Why are you so intent on cob?

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 12:10
by Saktoth
MR.D wrote:Maybe the Self lighting and Envmapping(reflect) are on the wrong channels, thats all I can think of.
The teamcolour is meant to be in the glow map and the reflect for the light areas of the model, yes? Thats how it is. Its probably just spring being spring and making everything look like bum.

What i did though is turn the reflect map (Which was just a greyscale of the main texture, yes?) and put it in the red channel too, so that its using glow. Then i made the underlying texture darker. Using the glowmap helps give you a larger range of dark and light than you'd get without it. jK insists i shouldnt do this though, because it messes with shadows.
It looks way too washed out ingame, but might also be the map lighting too.

Maps like Deltasiege use way too much light and all units get washed out looking and superbright.
Yeah, but thats the maps we are going to be playing on, so thats how it will look in game. Perhaps we should write new map lighting standards, for new mappers? This might be a worthwhile effort for experienced modellers and graphics-end engine devs who know what they are talking about to investigate.
Maybe sombody wants to try experimenting with using .png for the texture as well, I can't figure out how to do layering in .png with my art programs, but sombody said they got it working.
PNG and TGA use mips, they're just generated automatically rather than in the texture. The DDS does it so that you can use different compression algorithms (or even correct stuff by hand) in the various mip levels. AFAIR during my tests, PNG and TGA were identical to DDS quality and mip wise.
Since .png or .tga don't use mipmapping, the texture would retain its crispness through all zoom ranges.
Sadly not the problem, there is no mipmapping there..

http://spring.bochs.info/phpbb/viewtopi ... d5#p396535

I have TextureLODBias=-2. Those images i took are not zoomed out enough to have mipmaps kicked in yet with my setup. It'd be lovely if we could set this as default but apparently some cards dont support negative LOD levels. I dont know why they are set up so poorly in spring that you even need negative LOD levels though.

You're completely right about mip levels making textures look like arse (again, check that thread) but thats not whats going on here.

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 12:35
by Saktoth
The model under various lightning conditions, with tex2 removed to isolate variables.

Image

Image

Image

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 19:28
by MR.D
Afaik, with text-2
Red = glow
Green = reflect
blue = specular
alpha = transparency

I think when Rattle was helping me with scripts and wrapping up the models, he would switch the Reflection map to being blank and use what I had for the specular map.

Might just want to switch the reflect map to being specular, and just not use a reflection map at all, cause it seems to wash out the texture, especially on those strongly lit maps.

I just always forget to do some of those little things, and need to make a habit of using specular instead of reflect on the whole model, or making it much weaker.