Entourage (LTC Luxury Personal Conveyance)
Moderator: pyramid
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- Elite Venturer
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Entourage (LTC Luxury Personal Conveyance)
hello new ship for richmen or space-gambler!
( * Manufacturing Faction: Luxury Travel Conglomerate
* Role Summary: Luxury Personal Conveyance
* Combat Behavior:
* Known Major Variants: None
* Tenure of Service:
* Utilization: High-Born, Uln(Ranks of Lords) ) picking in wiki manuel data
strong armured and faster
i think 1 heavy mount and 2 light mount point (no missile)
( * Manufacturing Faction: Luxury Travel Conglomerate
* Role Summary: Luxury Personal Conveyance
* Combat Behavior:
* Known Major Variants: None
* Tenure of Service:
* Utilization: High-Born, Uln(Ranks of Lords) ) picking in wiki manuel data
strong armured and faster
i think 1 heavy mount and 2 light mount point (no missile)
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- Confed Special Operative
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It's my guess that you are using Photoshop or Gimp for your textures. My suggestion is that you use some sort of bevel/emboss technique on your linework.
I refer to Stranj's texturing tutorial: http://affuniverse.com/wiki/index.php?t ... g_Tutorial
By the way, you've got some real modeling efficiency.
I refer to Stranj's texturing tutorial: http://affuniverse.com/wiki/index.php?t ... g_Tutorial
By the way, you've got some real modeling efficiency.
"Enjoy the Choice" - A very wise man from Ottawa.
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- Elite Venturer
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Do you want give a "caterpillar" aspect , for a luxury ship ?
i think isn't appropriate .
if you look at well , it had a bevel/emboss work but is very lightly.
Personaly i dislike a agressive-ship-with-mega-killer-gun-and-super-death-missile-
it's not my conception for vegastrike ( i think a civil and-merchant or diplomate)
i would like see a game with colours and fun ,maybe a casino-space station and cosmo-bar, and Disney-asteroid, .....
for spent the gained money!!!!!
i think isn't appropriate .
if you look at well , it had a bevel/emboss work but is very lightly.
Personaly i dislike a agressive-ship-with-mega-killer-gun-and-super-death-missile-
it's not my conception for vegastrike ( i think a civil and-merchant or diplomate)
i would like see a game with colours and fun ,maybe a casino-space station and cosmo-bar, and Disney-asteroid, .....
for spent the gained money!!!!!
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- Elite Mercenary
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I think it looks really nice but the texture seems a little low-res. Don't forget you have LODs...
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- Elite Venturer
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fun texture for entourage
hello i have new texture for entourage luxe ship fore more faction (everyone should be able to have this machine !!!!!)
3 high born:
normal texture:
just with civvie style:
and for the prince of B......
now a andolians patrician (or klkk superstar)
the gift for mister-cosmos 'winner (won by shaper, obviously)
the official ship of ISO first secretary
the ship of largest ennemy of Iso'first secretary ( Josep Magna ancient director of CNT)
and more sought by the homeland security
3 high born:
normal texture:
just with civvie style:
and for the prince of B......
now a andolians patrician (or klkk superstar)
the gift for mister-cosmos 'winner (won by shaper, obviously)
the official ship of ISO first secretary
the ship of largest ennemy of Iso'first secretary ( Josep Magna ancient director of CNT)
and more sought by the homeland security
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- Confed Special Operative
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- Elite
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- Elite
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That does make sense for a small ship, certainly. These textures look acceptable to me with that in mind.
However, looking towards the future of vegastrike, as hard drives expand and video cards get more powerful (along with screen resolutions) we would like to be able to keep up. If you draw your textures at higher resolution (say, 1024x1024 or 2048x2048, I'm assuming that this model uses a smaller one) any graphics hacker like me can always *scale down* for current versions of the game. The problem is *scaling up* which can only be done by the artist.
So, my advice for the future is don't limit yourself, especially when selecting a resolution for textures. If it's too big for us to currently handle, I (or someone else) will scale it down to fit.
However, looking towards the future of vegastrike, as hard drives expand and video cards get more powerful (along with screen resolutions) we would like to be able to keep up. If you draw your textures at higher resolution (say, 1024x1024 or 2048x2048, I'm assuming that this model uses a smaller one) any graphics hacker like me can always *scale down* for current versions of the game. The problem is *scaling up* which can only be done by the artist.
So, my advice for the future is don't limit yourself, especially when selecting a resolution for textures. If it's too big for us to currently handle, I (or someone else) will scale it down to fit.
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- The Shepherd
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As for scaling up we may be have the benefit of Chuck Starchasers little project http://vegastrike.sourceforge.net/forum ... php?t=8519 it is looking good as is but Chuck is a perfectionist so it will be mush better before he releases it.
Enjoy the Choice
Enjoy the Choice
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- The Shepherd
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- Elite Venturer
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- Minister of Information
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I think this is wonderfully done
I eagerly await seeing these in game.
As to weaponry, I'm thinking it'll have even less than you first imagined -- if you can afford an "Entourage" class, you can afford a real entourage (of bodyguards, etc.) -- but that's something we can handle in units.csv. The model is good as it is .
I eagerly await seeing these in game.
As to weaponry, I'm thinking it'll have even less than you first imagined -- if you can afford an "Entourage" class, you can afford a real entourage (of bodyguards, etc.) -- but that's something we can handle in units.csv. The model is good as it is .
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- Elite Venturer
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hello i improve the texture set for this ship
and it's a good test for try to implant a factionnalized texrure thank
DivShare File - entourage.zip
you will have something like that:
and it's a good test for try to implant a factionnalized texrure thank
DivShare File - entourage.zip
you will have something like that:
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- Expert Mercenary
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Thanks for the update. Actually most of the textures are already committed, except the mechanist. And there is the updated glow texture.
I think the highborn4 texture could be reused as a pirate hull if the color scheme was changed. highborn3 is also interesting; it could make a privateer, unadorned, klkk, shmrn, or simply highborn_citizen texture depending on which color scheme it fits best.
I'll take it slowly to put the new textures in.
*EDIT*
Actually I checked and the Entourage is wrongly integrated and doesn't show any textures. In addition, the blender file comes with a shield mesh, so I might redo this ship sooner.
*EDIT2*
It would be good to have the hud image in 256x256 resolution. How do I actually render to an image in blender?
I think the highborn4 texture could be reused as a pirate hull if the color scheme was changed. highborn3 is also interesting; it could make a privateer, unadorned, klkk, shmrn, or simply highborn_citizen texture depending on which color scheme it fits best.
I'll take it slowly to put the new textures in.
*EDIT*
Actually I checked and the Entourage is wrongly integrated and doesn't show any textures. In addition, the blender file comes with a shield mesh, so I might redo this ship sooner.
*EDIT2*
It would be good to have the hud image in 256x256 resolution. How do I actually render to an image in blender?
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- Elite
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F10 for the render settings. You can make your render target 256x256 there; and you can specify the format (png/jpg/etc.).
F5 several times to get to the ambient occlusion settings. There you can also specify background color.
F12 starts the rendering.
F3 to save the render to a file.
You need two things to render: Lights and a camera.
In Object mode Spacebar is for placing such things.
Right-click on a light and hit F5 to change its settings.
Right-click on a camera, and it's Ctrl-Numpad0 to make it active.
Find a good view of the model, then hit Alt-Ctrl-Numpad0 to make the active camera take your current view. With the camera selected, F9 changes its settings, or hit G to move it up, down or sideways.
If nothing comes out, check the render layers, in F10.
Also, select the mesh, hit F9, and be sure that AutoSmooth is off and the angle under it is 80.
F5 several times to get to the ambient occlusion settings. There you can also specify background color.
F12 starts the rendering.
F3 to save the render to a file.
You need two things to render: Lights and a camera.
In Object mode Spacebar is for placing such things.
Right-click on a light and hit F5 to change its settings.
Right-click on a camera, and it's Ctrl-Numpad0 to make it active.
Find a good view of the model, then hit Alt-Ctrl-Numpad0 to make the active camera take your current view. With the camera selected, F9 changes its settings, or hit G to move it up, down or sideways.
If nothing comes out, check the render layers, in F10.
Also, select the mesh, hit F9, and be sure that AutoSmooth is off and the angle under it is 80.
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- Expert Mercenary
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@Chuck,
This is a great tutorial. You are a walking encyclopaedia
I'll need some time to digest it all and store it in my BPU (brain processing unit )
Another question: Is there a way to store relative texture paths in blender?
@Fendorin,
The new textures are committed to svn.
All 13 new faction textures + the default ones (diffuse, specular, and glow).
The bump map is giving me artifacts, as in other models, too, so I'll left it in the masters and didn't include it in the game data.
This model can be considered closed, at least until CineMut shaders are released and a re-texturing can be restarted.
This is a great tutorial. You are a walking encyclopaedia
I'll need some time to digest it all and store it in my BPU (brain processing unit )
Another question: Is there a way to store relative texture paths in blender?
@Fendorin,
The new textures are committed to svn.
All 13 new faction textures + the default ones (diffuse, specular, and glow).
The bump map is giving me artifacts, as in other models, too, so I'll left it in the masters and didn't include it in the game data.
This model can be considered closed, at least until CineMut shaders are released and a re-texturing can be restarted.
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- Elite Venturer
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- Expert Mercenary
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The spec map just works fine.
The artifacts are probably not related to your texture, as I have seen them on almost any model I tried to add the bump map to, like in the case of the Derivative. It might be shader related, might be something else, I don't really know.
Btw, I was able to render a nice new hi resolution hud image with blender .
@chuck: appreciate your little tutorial.
The artifacts are probably not related to your texture, as I have seen them on almost any model I tried to add the bump map to, like in the case of the Derivative. It might be shader related, might be something else, I don't really know.
Btw, I was able to render a nice new hi resolution hud image with blender .
@chuck: appreciate your little tutorial.
Last edited by pyramid on Thu Sep 04, 2008 11:33 pm, edited 1 time in total.
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- Elite
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Thanks; just the fact I'm using Blender every day, for like 3 years now. I should know a lot more than I do.pyramid wrote:@Chuck,
This is a great tutorial. You are a walking encyclopaedia
I'll need some time to digest it all and store it in my BPU (brain processing unit )
Yes. At the bottom of the texture open/save dialogues, there's a [Relative] button. But it's always OFF by default.Another question: Is there a way to store relative texture paths in blender?
However, there's in the settings panel, which you get at by dragging down the top menu, if you go all the way to the right and click on the File Paths button, you'll see a button at the top-right: [Relative Paths Default]. Click it on. Now, if you just did this on a freshly opened Blender window, a good idea is to, while you're at it, press F9, turn off Auto Smooth, put the angle at 80 and turn off Double-Sided, and then go to the File menu and click Save Default Settings.
Otherwise, the next time you start Blender the defaults would be back to the factory defaults, again. Not very intuitive, for sure.
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- Elite
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That's a bit too weird. Is it what I think I'm seeing?, like all those triangles?pyramid wrote:in the case of the Determinant. It might be shader related, might be something else, I don't really know.
Bumpmap can't do that! Impossible.
Ok, first of all, are you converting the bumpmaps to normalmaps? If so, are you using Gimp's Normalmap plug-in, or some other tool? Are you sure it's a tangent space normalmap? What does the normalmap look like? Should look like mostly sky-blue, like here:
http://vegastrike.sourceforge.net/forum ... 244#103244
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- Expert Mercenary
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Yes, it is kind of triangles that come out with different shades.
Actually in the case of the (I was mistaken, it's the) Derivative I was using the map supplied by Deus Siddis, which looks blueish enough to suppose it was correctly converted. Get it here from svn.
In the case of the Entourage I did not convert the bump map. My fault. I'll try that again.
Actually in the case of the (I was mistaken, it's the) Derivative I was using the map supplied by Deus Siddis, which looks blueish enough to suppose it was correctly converted. Get it here from svn.
In the case of the Entourage I did not convert the bump map. My fault. I'll try that again.
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- Elite
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There were some visible artifacts, though; I managed to get rid of some in Gimp, and I put a neutral background and some padding. Should work a lot better.pyramid wrote:Yes, it is kind of triangles that come out with different shades.
Actually in the case of the (I was mistaken, it's the) Derivative I was using the map supplied by Deus Siddis, which looks blueish enough to suppose it was correctly converted. Get it here from svn.
http://wcjunction.com/temp_images/derivative_normal.png
The triangles, however.... I would say there are inverted normals all over the place in that mesh. That's the only thing I can think of.
If you have the mesh in Blender, Ctrl-N attempts to fix normals globally; doesn't always work, tho.
And by the sharpness of the triangles I would assume they use flat shading. Flat shading is terrible in terms of performance. One thing to do with all meshes, universally, is A to select all, then W->SetSmooth.
Now, where the mystery gets thicker is, why would the problem show up only when a normal map is put in?
It sort of suggests that the mesh was exported with a Double-Sided attribute, which would hide the fact that normals were inverted, but which is even worse than flat-shading, performance-wise.
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