Is there a need for another set of ship textures?

Discussion and information relevant to creating special missions, new ships, skins etc.

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CaptKev
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Post by CaptKev »

Here's the Boa Mk II

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Gareth3377
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Post by Gareth3377 »

Lovely. Keep it up!

Like the idea a couple of posts up about varying the texture. Hope it can be done.

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Ace Garp
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Post by Ace Garp »

Very nice!
A lot more interesting than the default look, but not quite as 'busy' as Sung's (although I do love those).
Please keep it up.
An oxp that randomises the textures more would be great!

Ahruman - thanks for adding a new word to my vocabulary :-)

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Post by ovvldc »

I would agree with AceGarp here. While some of the new models out so far have been astounding (Griff Krait, for example), they also seem a bit heavyweight in terms of vertices and textures, as well as not entirely true to the original atmosphere.

The ones you showed here could even work for replacing the default textures.

Best wishes,
Oscar

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CaptKev
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Post by CaptKev »

Thanks for the encouragement guys, it's nice to know I'm heading in the right direction. :D
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Post by Captain Hesperus »

TGHC wrote:Are greebles related in anyway to sturrgles?
And can they be sold for more or less than Cr30?

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Post by LittleBear »

"There's a Star Man waiting in the wings. / He'd love to come and greet us but he's afraid he'd blow our minds." 8)


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Post by DaddyHoggy »

:lol:
Selezen wrote:Apparently I was having a DaddyHoggy moment.
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CaptKev
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Post by CaptKev »

LittleBear wrote:"There's a Star Man waiting in the wings. / He'd love to come and greet us but he's afraid he'd blow our minds." 8)


"I told Lil I still loved her. The Dice had landed on a 6". - The Dice Man.
:oops: :!:
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Post by Star Gazer »

:wink:
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Svengali
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Post by Svengali »

Nice one CaptKev. :-)

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Post by Arexack_Heretic »

yea verrily!
Greebles are the way for many purposes.

One thing to watch out for is scaling.
Greebles look great on big hulks and spacestations, but on small craft, the stuff a 'greeb' simulates could be as big as the craft itself.
The area where these things converge are blurry.
Too much detail makes a large ship look small and the opposite goes for small objects.

Myself, I generally just added some ridges, grilles and pannels in addition to the details.
The rest was just painted or stained metal.
Ofttimes using a faint 'blocky pattern' to give it some more techy looking texture on the bigger ships.


The textures look nice. :RightOn!:
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JensAyton
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Post by JensAyton »

Wolfwood wrote:Hehe, I sort of understood it as long as it was only about making additional texture layers with special effects, but then the "manual" (might have been a thread somewhere) started talking about some crazy code that totally confused me. My first idea was that the effects are hard-coded and if I have a layer with a "glow" placed on an area which I want to be "glowy", the program would do the rest, but the necessity and the function of the code bits in that mess threw me off... (meaning that I did not grasp the reason for them, nor their function)
A wee bit late, but: there are two ways to add glow maps. The first way is to write a GLSL shader, which essentially involves programming your graphics card. The other is to use material attributes. This just requires you to add information to the shipdata.plist entry about where to find the glow map:

Code: Select all

woolfwood_glowy_ship =
{
    model = "woolfwood_glowy_ship.dat";
    materials =
    {
        "woolfwood_glowy_texture.png" =  // Name of base texture used in model goes here
        {
            emission_map = "woolfwood_glowy_texture_glow_map.png";
        };
        // Add more textures here if your ship has more than one
    };
    
    // The usual shipdata.plist entry stuff goes here
};
Currently, neither way will work if unless shaders are enabled, although emission_map support for non-shader mode is planned. It is possible to use a texture with “baked-in” glows in non-shader mode and a separate base texture + glow map in shader mode; this is done by using the baked-in textures in the model and replacing it when shaders are active as follows:

Code: Select all

woolfwood_glowy_ship =
{
    model = "woolfwood_glowy_ship.dat";
    shaders =  // Overrides materials if shaders are active
    {
        "woolfwood_glowy_texture.png" =  // Name of "baked-in" texture used in model goes here
        {
            diffuse_map = "woolfwood_glowy_texture_base.png";       // base texture without glows
            emission_map = "woolfwood_glowy_texture_glow_map.png";  // glow map
        };
        // Add more textures here if your ship has more than one
    };
    
    // The usual shipdata.plist entry stuff goes here
};
Edit: edited for making sense.
Last edited by JensAyton on Tue Jul 08, 2008 12:42 pm, edited 3 times in total.

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Wolfwood
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Post by Wolfwood »

Ooh! I finally understand! :D Thanks Ahruman!

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Post by Davidtq »

Hulls made of "plates" is actually part of elite "canon" :D

From the novel the dark wheel:-

"The skirmish with the two pirate ships had scraped the paint a little, and loosened several hull plates, necessitating a trip to a service satellite where, because of their bounty hunting, the work would almost certainly be performed free of charge"

From that story Ive kind of envisaged space ship hulls as like sea ship hulls, a patchwork rather than a single seamless moulding

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