A normalmap/damagemap census
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A normalmap/damagemap census
Just curious: How many models in game have normalmaps?
How many of those are baked from a high poly mesh, --as opposed to just
drawn lines to make grooves?
Asking because I could implement the same normalmap encoding I use in CineMut, if
there's not too much art already committed to the current encoding. The CineMut way
is far better than the one used right now, needless to say.
Another question: How many units in game have damage maps? NOT just copies of
the diffuse texture; I'm asking about real damage maps. Because, again, we could
have a much better paradigm; but not if it's going to break a gazillion models.
How many of those are baked from a high poly mesh, --as opposed to just
drawn lines to make grooves?
Asking because I could implement the same normalmap encoding I use in CineMut, if
there's not too much art already committed to the current encoding. The CineMut way
is far better than the one used right now, needless to say.
Another question: How many units in game have damage maps? NOT just copies of
the diffuse texture; I'm asking about real damage maps. Because, again, we could
have a much better paradigm; but not if it's going to break a gazillion models.
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Re: A normalmap/damagemap census
It looks like there are very few normal maps out there and I think none have been baked from a higher res mesh.
Damage maps are a lot more common, mostly among combat ships. Rough guess is about 50% of ships in general have damage maps as of v0.5.
Damage maps are a lot more common, mostly among combat ships. Rough guess is about 50% of ships in general have damage maps as of v0.5.
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Re: A normalmap/damagemap census
Okeydoc; thanks. Then, I'm going to leave the damage representation as it is; only add an alpha channel to it, for detail control.
The normalmap will change to UUUV encoding (red, green AND blue for the dU; alpha for dV); I'll have to write a little application to convert a standard normalmap. Maybe I'll write it in Python so we can push it into Unit Converter itself.
The normalmap will change to UUUV encoding (red, green AND blue for the dU; alpha for dV); I'll have to write a little application to convert a standard normalmap. Maybe I'll write it in Python so we can push it into Unit Converter itself.
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Re: A normalmap/damagemap census
Alright; I just went through all the folders for vessels and installations.
The only units I could find with normalmaps are these four:
never converted to normalmaps:
I checked the planet textures folder, and no normalmaps there, either.
I'm asking because I'm changing to a new normalmap format, at the same
time as we switch to dds cubemaps; and I don't want to miss anything
important. The change affects all shaders and techniques; or at least
those using normalmaps. It changes the default normalmap from
blue.png to gray.png, and I have to convert all existing normalmaps at
once (commit them all at once, anyways).
The only units I could find with normalmaps are these four:
- Ancestor
- Hyena
- Llama
- Schroedinger
never converted to normalmaps:
- Hawking
- Seaxbane
- Relaysat
I checked the planet textures folder, and no normalmaps there, either.
I'm asking because I'm changing to a new normalmap format, at the same
time as we switch to dds cubemaps; and I don't want to miss anything
important. The change affects all shaders and techniques; or at least
those using normalmaps. It changes the default normalmap from
blue.png to gray.png, and I have to convert all existing normalmaps at
once (commit them all at once, anyways).
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Re: A normalmap/damagemap census
* Ancestor
* Hyena
* Llama
* Schroedinger
I made these normalmaps, just to try out the new feature. It was nothing serious, I just played around with my normalmap converter. I didn't work on any other ships, and I don't think anyone else did either. Oblivion made some bumpmaps but didn't convert them.
* Hyena
* Llama
* Schroedinger
I made these normalmaps, just to try out the new feature. It was nothing serious, I just played around with my normalmap converter. I didn't work on any other ships, and I don't think anyone else did either. Oblivion made some bumpmaps but didn't convert them.
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Re: A normalmap/damagemap census
Gottcha, thanks!
The four you did are all converted to the new format.
The other three I made new format normalmaps from the bumpmaps.
Unfortunately, mesher crapped out segmentation when I tried to convert
the bfxm to obj or to xmesh; so I won't be able to call the normalmap.
It worked with the schroedinger, tho, and I'm baking an AO for it now.
The four you did are all converted to the new format.
The other three I made new format normalmaps from the bumpmaps.
Unfortunately, mesher crapped out segmentation when I tried to convert
the bfxm to obj or to xmesh; so I won't be able to call the normalmap.
It worked with the schroedinger, tho, and I'm baking an AO for it now.
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Re: A normalmap/damagemap census
IIRC, there's some "AO" (if ya know what I'm saying) in the diffuse map of the Schroedinger. In most ships, even. I think.
Lots of diffuse maps to replace
Lots of diffuse maps to replace
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Re: A normalmap/damagemap census
Hehehe, tell me about it...
Well, can't complain. Even with AO baked in the diffuse texture units look better
than with no AO at all. I'm actually proud of our artists for having taken initialtive
and done something. I'll try to fix them a bit, like by dividing the diffuse by the
AO as I add the AO to glow.alpha; but not too much; maybe at 50% strength. Thing
is, with proper AO computations, the eye will dismiss the AO baked in the diffuse
as "dirt" or "soot", which is not a bad thing, anyways; and don't want to introduce
too many artifacts by messing with the textures too much. OTOH, it may interfere
with the shader's material AI...
Well, can't complain. Even with AO baked in the diffuse texture units look better
than with no AO at all. I'm actually proud of our artists for having taken initialtive
and done something. I'll try to fix them a bit, like by dividing the diffuse by the
AO as I add the AO to glow.alpha; but not too much; maybe at 50% strength. Thing
is, with proper AO computations, the eye will dismiss the AO baked in the diffuse
as "dirt" or "soot", which is not a bad thing, anyways; and don't want to introduce
too many artifacts by messing with the textures too much. OTOH, it may interfere
with the shader's material AI...
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Re: A normalmap/damagemap census
New question, but probably not warranting a new thread:
What units have parts "made of glass", or "alpha-blended" anyhow, besides the mining base?
What units have parts "made of glass", or "alpha-blended" anyhow, besides the mining base?
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Re: A normalmap/damagemap census
I think just the Agricultural station has glass sections (besides the asteroid station).
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Re: A normalmap/damagemap census
Thanks!
Nice model! Simple, Unassuming, but mindful of issues like overdraw. Where do you see
these? They float in space like that?
And I guess there's just those three domes to glassify, right?
Nice model! Simple, Unassuming, but mindful of issues like overdraw. Where do you see
these? They float in space like that?
And I guess there's just those three domes to glassify, right?
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Re: A normalmap/damagemap census
They seem to get spawned just about anywhere as far as I can tell. IMO they'd make more sense orbiting worlds too unstable or hostile for fragile bio-dome greenhouses. Or large stations with similarly large, hungry populaces.
But yeah, just the three glass domes I think. These domes seem to have a texture that maybe represents a reinforcing metal cage-like structure, which you might want to disable if it gets in the way of the glass shader effect.
But yeah, just the three glass domes I think. These domes seem to have a texture that maybe represents a reinforcing metal cage-like structure, which you might want to disable if it gets in the way of the glass shader effect.
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Re: A normalmap/damagemap census
I'll try to keep it, if I can.
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Re: A normalmap/damagemap census
Ahem... Your theory is based on the assumption that these stations grow food. They
do not. Look at the kind of terrain they got under those bubbles. That's no grassy flat
planes for ranching; much less for wheat or soya or corn; that's mountain landscape.
Opium growers, I say...
I knew the economics of space based field work were suspect...
do not. Look at the kind of terrain they got under those bubbles. That's no grassy flat
planes for ranching; much less for wheat or soya or corn; that's mountain landscape.
Opium growers, I say...
I knew the economics of space based field work were suspect...
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Re: A normalmap/damagemap census
Diplomatic Center too, IIRC; not domes, more like elliptical tubes, but still glass-like.Deus Siddis wrote:I think just the Agricultural station has glass sections (besides the asteroid station).
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Re: A normalmap/damagemap census
Great! Thanks!
So,
MiningBase
Agricultural Station
Diplomatic Center
They will look gorgeous with the glass shader and cubemaps.
So,
MiningBase
Agricultural Station
Diplomatic Center
They will look gorgeous with the glass shader and cubemaps.
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Re: A normalmap/damagemap census
Could someone give me the name of a system where there's an agricultural base, and
another where there's a diplomatic center? Been flying around and can't find any, and
then I got attacked by luddites. I don't want to get attacked; I just want to see the
changes to these bases.
another where there's a diplomatic center? Been flying around and can't find any, and
then I got attacked by luddites. I don't want to get attacked; I just want to see the
changes to these bases.
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Re: A normalmap/damagemap census
Never mind; I found an agri station and saved the game there; looking for a diplomatic now...
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Re: A normalmap/damagemap census
Found a Diplomatic too. Didn't see any transparency, except for a subtle hint, a specular reflection
off an invisible surface apparently surrounding some tubes. Is that it?
I'll see what I see in the mesh.
off an invisible surface apparently surrounding some tubes. Is that it?
I'll see what I see in the mesh.
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Re: A normalmap/damagemap census
Yes it is, I guess the glass walls are more visible at lower details; check this thread
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