Star limousine :H496

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Fendorin
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Star limousine :H496

Post by Fendorin »

hello new ship for venturer


H496: factionnalized in 5 unit.

for cosmo stars and richmen!

i think the ship is a same a franklin but very more expensive , more power and armoured but less agile. is just a jewelery-ship or fashion-craft
he ad one pd turret 2 light mount point, 2 medium; 1 special, and 4 medium missile rack ?


because, it costs is prohibitif, the owner of H496 one tendency has always to flee the fight.?

nb: ( the LTC is not a faction, just unfactionalized texture , is normal
texture)

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loki1950
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Post by loki1950 »

Nice am armed toy ship for a very rich merchant or maybe a racing craft it have hose lines.

Enjoy the Choice :)
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Post by Halleck »

Looks fantastic! Reminds me just a little of the very first ship I made in wings. ;)

The factional textures are great. Could we have these for every model? :P

Please post the files or email them to me.

Also, I've updated the wiki shiplist to reflect the completed status of the h496.
Fendorin
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splash screen

Post by Fendorin »

if you want put in game

is not same color( tips for player : open a h496 texture map with your software (gimp is good) and change with colour/saturation tool and save, that all !! )

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Post by jackS »

She's a beauty!

:)
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Post by charlieg »

Another beauty... I really look forward to VS 0.4.4 8)
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Post by hurleybird »

I like it, good work!
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Post by loki1950 »

Welcome back Jeff :D

Enjoy the Choice :)
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Post by hurleybird »

I've always been here, mainly lurking.

I'm doing a CS program at the moment. I've already completed one year, but I haven't learned much (we only take two CS courses in the first year). Hopefully I'll be able to start contributing to the coding effort sometime this year.
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Post by loki1950 »

Well glad your active then 8) i remember my first CS year more that 30 yrs ago with FORTRAN and punch cards :wink: although i already knew FORTE that had been adopted into FORTRAN. i switched from Electronics the guys didn't touch programming till 3 yr i though the dept head had his head in the sand :wink:

Enjoy the Choice :)
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Post by Phlogios »

I'm glad to see you modeled the ship you drew a couple of months ago :D I actually started making this model myself, before I made the Vigilance (which I still need further details for) but I cancelled the progress, since I didn't really know how you wanted the shiop to look. I didn't understand the picture a 100%. I like the shape a lot, but maybe such a sleek vessel deserves a tiny bit of more detail? The model looks a bit low-poly for being a luxurious vehicle, if ya know what I mean ;D

Cheers!
"Enjoy the Choice" - A very wise man from Ottawa.
Fendorin
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Post by Fendorin »

Hello alls

I reworked the H496 LTC(standard) texture
Because i sew it ingame and is was little bit ugly ( very flat) and not so representative of ostentatius ship.

i tryed to render a gold effect:

the diffuse is very close to black ( i did black and very dark grey for render some panel effect)
and the Spec texture is Yellow and light grey on the painted stripe.

i haven't found a environement map setting
then i copy past a few lamp in circle for had more reflect

if you have more tips(or right way) for render gold: give it to me please

Or if you could post a empty Blend file with a environement map i will be really happy and it will help me a lot:
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loki1950
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Post by loki1950 »

Nice very much am improvement 8)

Enjoy the Choice :)
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Post by chuck_starchaser »

For gold, you got it pretty good already. Should be exact same color in diffuse and specular, except in intensity: Much brighter in specular than in diffuse.
(This is true of any metal of any color; copper is red in both diffuse and specular.)

Paint you got one thing right, at least: Colorful in diffuse, gray in specular.
However, make sure that for NO material EVER you have diffuse + specular > 1.0, for any channel, any material, at any texel.
That is, if you have yellow paint like (0.8, 0.7, 0.1), then you cannot have specular gray as bright as (0.25, 0.25, 0.25), because then the red channel components violate the rule... 0.8 + 0.25 = 1.05; and 1.05 > 1.0
The physical basis of it is that the overall brightness of a material, its "albedo", is DIVIDED into diffuse and specular reflectivities; but albedo cannot be greater than 1.0, because if it was, the material would be reflecting back more light than it receives.

The paint is looking MUCH too bright, and unless what you did was put it into the glow map, my bet would be that you have (diffuse+specular)>1 violations everywhere.


EDIT:
Practical rule of thumb for paints:
No color channel in diffuse should be brighter than about 0.75; thus, the brightest yellow paint would be about (0.75, 0.7, 0.0).
The specular gray should be pretty dark, like around (0.1, 0.1, 0.1) to (0.2, 0.2, 0.2) for glossy paints; and plain black for matte paints.

WARNING:
Even so, paints will look more like plastics than like paints. For paint to really look like paint you need Fresnel; and you'll get that in CineMut, but not from the current shaders.
And, before you ask, what Fresnel does is it modulates specular color depending on your view angle: If you look at a very shallow angle, like just grazing the surface, then specularity goes up a lot. That's what makes paints look different from plastics.
Well, plastics have Fresnel also, but it's a flatter curve. Long story.
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Post by Fendorin »

yes i did your tips thank a lot !!!

For the paint stripe is "half made" the exterior stripe (white and light blue) is under yellow specularity (like the ship indeed)
and the "interior stripe" have a black specularity
this"mix" is not so bad and do a good effect

and for Mr Fresnel i hope is gentle...

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loki1950
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Post by loki1950 »

Now that looks like GOLD :D those super rich types do like to show off there wealth 8)

Enjoy the Choice :)
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Post by Fendorin »

and a silver one for less ostntatious people....

need to be mirrored but i still don't know how to create a environnement map ( is it a call, not sure!!)

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Fendorin
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Post by Fendorin »

Thank a lot ( i never going to WC...)
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Post by loki1950 »

Some other good tutorials there as well Fendorin 8)

Enjoy the Choice :)
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Fendorin
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Re: Star limousine :H496

Post by Fendorin »

the gold and silver texture + "new" mesh model+marker+shield

http://www.divshare.com/download/5580231-6ea

the BBcode seems not working over the realy old post?? (twice before the new design website : before the black one)
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Re: Star limousine :H496

Post by pyramid »

VS engine can only use faction based textures. Therefore I thought the gold one might be for highborn_citizen and the silver one for purist_citizen.

@Fendorin,
The damage maps for gold and silver are missing, which is not so good, hence the bfxm is already encoded with them, and the missing dmg textures would lead to using the default ones with different colors.
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Re: Star limousine :H496

Post by Fendorin »

Madame, Monsieur BonsoirRee....

Pyramid wrote:______________________________________________________________________________________________________________________
| |
| "VS engine can only use faction based textures. Therefore I thought the gold one might be for highborn_citizen and the silver one for purist_citizen" |
| I have some problem with my upload account !! (i can't upload) or maybe is my neighbour wireless connection not so good today, |
|________________________________________________________________________________________________________________________hand made bbcode

i would prefer like that -silver standard texture (replace the LtC light blue by the silver one please)

-and yes the Gold for the highborn ( about factionalization : i never see the H496 with a factional texture sound like the Entourage i did a lot of texture and the ULN have the Ltc(standard) texture but the highborn have their own texture????? strange or mistake who knows? (or is my graphic card??)(or the 5th dimension)

Then i did a Damage map; i will post soon ( i have a low connection and is not mine then sometines i can't upload the files)thank for understood.

but in fact it have a problem with damage map for gold or silver: for be perfect the Spec map should be damaged too?? because have a shiny mark of oil/burn hull is strange!!!

but i did it!! i want see the effect in game.(post soon i promis)

@Pyramid you mention AO is not supported i noted; but The bump map it is supported? or just the Normal? for large vessel and Station i did a bump map because the models is symetrical it's better for provide a high resolution pixel map with a little weight map 1024 or 2048. Normal is good for little fighter.
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Re: Star limousine :H496

Post by pyramid »

OK. Silver will become standard. Gold for highborn.
VS engine does not support damage specular maps.
And only normal maps are supported, not bump.
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Re: Star limousine :H496

Post by Fendorin »

i can't understand why bump map is not supported many other game support this Map especially because this map haven't any "direction" you can have a high resolution map, manny other engine Game use this map instead of Normal. Have you some information about this choices?

Anyway: here the two damages maps :

standard Ltc:
http://www.divshare.com/download/5637656-e24
Gold ostentatious-vulgar higborn (maybe new richman):
http://www.divshare.com/download/5637659-44a

Thank
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