Exactly. Part of what made me think of that is that the AI should in fact be separate:
Unit physics and collision have to do with a ship.
Faction, AI, and trading acumen have to do with the pilot.
Aera Mining Bases?
Moderator: pyramid
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Re: Aera Mining Bases?
Latest version of Cinemut Opaque
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
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- Confed Special Operative
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Re: Aera Mining Bases?
This is the artwork forum, but I see no artwork - just talk!
See my VegaStrike stuff: http://isometricland.net/games/games.php.
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- Elite Venturer
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Re: Aera Mining Bases?
Last Wip
Based on earlie concept post on the forum years ago
i just ad new asteroid from Deus Siddis Pack
and try to remodel the bulky shape
Based on earlie concept post on the forum years ago
i just ad new asteroid from Deus Siddis Pack
and try to remodel the bulky shape
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- Elite
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Re: Aera Mining Bases?
Looks nice.
I guess I don't have to say this to you, you've been around enough, but let me do it anywayz: remember we need textures, we will have a very hard time finding someone to texture another guy's model. (texturing is always the killer of most contributions).
That said, remember how current texturing works: we need normal maps (preferrably baked with something like xNormal, out of high-res versions of the mesh), we need specmaps with a shininess map in the alpha channel, a damage map, and an AO bake.
Useful links:
Superrealistic texturing
Animated textures
Radiosity baking in blender (though it's tricky to get right)
Graphics requirements
I can't find the entry in the wiki or the forum post about texture packings, which tells how to pack the textures for the shaders. So, I'd be willing to assist in that. In any case, it's best to have the different maps separate on the masters repo, so required textures for are:
I guess I don't have to say this to you, you've been around enough, but let me do it anywayz: remember we need textures, we will have a very hard time finding someone to texture another guy's model. (texturing is always the killer of most contributions).
That said, remember how current texturing works: we need normal maps (preferrably baked with something like xNormal, out of high-res versions of the mesh), we need specmaps with a shininess map in the alpha channel, a damage map, and an AO bake.
Useful links:
Superrealistic texturing
Animated textures
Radiosity baking in blender (though it's tricky to get right)
Graphics requirements
I can't find the entry in the wiki or the forum post about texture packings, which tells how to pack the textures for the shaders. So, I'd be willing to assist in that. In any case, it's best to have the different maps separate on the masters repo, so required textures for are:
- An albedo map (commonly known as diffuse)
- A specularity map (strength of specular reflections)
- A shininess map (surface roughness, white = mirror-like, black = rough, rubber-like)
- A glow/light map (self-lit zones)
- An ambient occlusion map (baked with xNormal or a similar tool)
- A bump map (used to feed bump detail to xNormal)
- A normal map (baked with xNormal out of high-res, detailed meshes)
- A damage map (damaged version of the albedo map)