smoth's junk. - Page 30

smoth's junk.

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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SinbadEV
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Joined: 02 May 2005, 03:56

Re: smoth's junk.

Post by SinbadEV »

smoth wrote:overdriveAccuracyPenalty
overdriveDamagePenalty
overdriveSpeedBoost
Why don't you change these to blahBlahMultiplier for consistency? (>1 = Boost while <1 = Penalty... that way you can use the same code.)
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smoth
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Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

These are just tags cool down and heat up are different parts of the code
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smoth
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Re: smoth's junk.

Post by smoth »

Image

YAY lots and lots and lots of smoke. The old effect would have particles stop showing after about 4 of these were firing. I can probably thin it further in the future but right now I am going to call it a day
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smoth
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Re: smoth's junk.

Post by smoth »

so jk patched lups and I can now get peicelight working with my unit...

Image
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PicassoCT
Journeywar Developer & Mapper
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Re: smoth's junk.

Post by PicassoCT »

the barrels so hot- smokin..
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smoth
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Re: smoth's junk.

Post by smoth »

Image

so I finally can adjust the reflection levels!

I am not sure IF I want to go all the way to having a separate isolated bucket setting for reflections or not. but I may!
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smoth
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Re: smoth's junk.

Post by smoth »

Woot, better metallics!

Image
(click image for larger)

for a long time, either the colors were washed out or they were too dark. Now they are just right! YAY!

Now all that is left is a way to handle the unit while in construction and a way deal with cloaked units!
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AF
AI Developer
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Re: smoth's junk.

Post by AF »

AF approves of this
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smoth
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Re: smoth's junk.

Post by smoth »

Alternate thoughts on story..

I really DON'T like war but I need to find some reason for a fight..

So here is another go:

There are all these nations that were at war, the arms suppliers become close to them, they become rich and are eventually owned by the richest men globally. These companies realize that by joining up and creating a corporate oligarchy where peace is attained through a fairly rigid structure, people will have enough to keep them happy. Any resistance is killed and then people are told they were terrorists.

Weapons development facilities are destroyed, what few weapons remain are lost or forgotten in warehouses. Individual combat is a thing of the past and AI driven machines are deployed to deal with any insurrection. 100 year pass, peace and prosperity are attained. There is now a strict cast system and people need no longer think about what they need happily accepting what they are given. All ethnic culture is wiped from the public mind and people are reduced to a sort of homogeneous society.

Of course that is what it looks like on the outside, throughout the entire global government(GG) they begin to exploit and summarily execute minorities and other marginalized groups in order to sustain this false peace. This goes on for some time until individuals driven by greed also want their piece of the pie and start to exploit their marginalized status. Criminal syndicates rise up in secret, establishing vast and competing shadow networks.

While the weapons of old are no longer manufactured, they begin to rediscover war tech, raiding caches of old weaponry. However, in order to not be squashed by the oligarchy controlling the GG, they have the weapons stored away in large vaults. This is done to prevent any violent action catching the attention of the GG. By keeping things stable they are able to operate for many decades of uninterrupted peace.

In order to gather favor and subvert the system further, the syndicates use the strict and rigid cast system to appeal to the masses. Over the next 50 years each syndicate begins to reinvent themselves twisting the past national and ethnic identities of their respective regions. Despite the GG making such ethnic things illegal, people are all to happy to secretly adopt this culture. Disguising themselves as fighting for the people and "bringing back their historical identities" they find themselves quickly with many very eager young people all too quick to fight for their freedom.

Unfortunately, within a few of the syndicates, no one really knows which ones for sure. This finally reaches a point where a few well meaning young people gain access to these weapon vaults and a great calamity befalls the world. Several rebellions happen simultaneously in different regions, followed by a few more. All that is known are a few very ambitious individuals, just, wanted, more.

and this is where the game's story could start out >:)

Notes on social control:
Location:
Everyone outside of the elites was moved from earth at the establishment of the GG. People were lied to and told that the earth is too polluted to live on. So most battles would happen on extremely large colonies controlled by the GG but made to look similar to our modern 2014 earth.

Any attempts to show the earth were controlled by a massive propaganda campaign, people were killed for "trying to lie to the public and endanger lives." See terrorists excuse above.

They moved people from the earth with the goal being to ensure people are easily controlled. The states(artificial homes for millions in space) are closed off and for all intents and purposes look like you are on 2014 earth when inside.

The weapons caches are just slug weapons etc, precious minerals are harvested from captured asteroids. Initially we plucked them from the asteroid belt located past mars. We now have captured many massive asteroids in space via a large set of floating drone in space.

Mars is a resource gathering station completely under the control of the GG and still harvests asteroids from mars. However, only part of it is habitable and mostly the place has less than 1/4 the population of a state.

The power sources used are a type of reactor that completely disintegrates it's core when disturbed into a massive pile of minerals and is not a very volatile source of energy(aka it cannot be used as a nuke)
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smoth
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Re: smoth's junk.

Post by smoth »

Had to sit in a lobby for a few hours today so I maked this:

Image
(click image for larger)
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smoth
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Re: smoth's junk.

Post by smoth »

Image
(click for larger)

The reflective stuff(which is why the units in tan are so bright) is too high right now because I am still working out where I can store my reflective settings.

Anyway, I think it is cool to see these different units with proper colors :)
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Beherith
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Re: smoth's junk.

Post by Beherith »

oooo me love you long time
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PicassoCT
Journeywar Developer & Mapper
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Re: smoth's junk.

Post by PicassoCT »

Can you pleaze do dat far away from them shiny models- in the ------- so we dont get fingertaps and grease alluver dem. Well if this were poker, and grafixsexyness were chips, its time to say "im out" and throw the underpants in the middle.
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smoth
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Re: smoth's junk.

Post by smoth »

Image

(click image for much larger)

Fixed my matte/metallic issue :)
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smoth
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Re: smoth's junk.

Post by smoth »

LOL RUBBISH CODE:

Code: Select all

			vec3 ref	= 	reflection*extraColor.b*1.2+ light/3 +
							reflection*bucketMult.r*sheenR.a+
							reflection*bucketMult.g*sheenG.a +
							reflection*bucketMult.b*sheenB.a +
							reflection*((1-bucketMult.a)*sheenA.a)+ light/10 ;
			
			ref	+= extraColor.rrr/4;// self-illum				
			gl_FragColor.rgb = (bucketColour*2.5 + tex1.rgb) * (ref) + (specular+specular2color)/2;
Slightly less rubbish!

Code: Select all

				vec3 refSelect = extraColor.b + (bucketMult.r * sheenR.a +
												 bucketMult.g * sheenG.a +
												 bucketMult.b * sheenB.a);
				
				vec3 ref	= 	mix(light, reflection, refSelect);
							
				ref	+= extraColor.rrr/4;// self-illum				
				gl_FragColor.rgb = (bucketColour*2 + tex1.rgb) * (ref) + (specular+specular2color)/2;

Important part
Image

Properly fixed reflective setting and a bit less ugly code! YAY

WOOO!
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smoth
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Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

to do list:
Remove reflective and specular from texture 2 where I have my bucket stuff.
Clean up specular color code in source as well

Go update evo's textures for forb.

YAY
gajop
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Re: smoth's junk.

Post by gajop »

I honestly can't tell the difference visually, but I'm glad you're making progress xD
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: smoth's junk.

Post by jK »

jummie :3

@at code:
smoth wrote:

Code: Select all

... light/3 ...
... 1-bucketMult.a ...
... ... ...
This only works on nvidias.
You will make it crash on all other drivers (mainly atis).

GLSL is not C/C++.
There is no autocasting and so <float>/<int>, <float>*<int>, etc. are invalid.
Here you don't want ints at all, so you have to use i.e. "3." or "3.0" (note, no trailing "f" allowed!).
For all other readers, in case you got an int and want to multiplicate it with a float you have to use: int(<float> * float(<int>))
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smoth
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Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

Woot! thanks jk!

Any idea why my normal map stuff is so rough looking?
Image
9heart
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Joined: 16 Sep 2010, 16:14

Re: smoth's junk.

Post by 9heart »

very nice work smoth.

your units look like they just got off the assembly line. how about some dirt, dust, scratches or dents?

keep up the progress =)
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