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  • in reply to: Oh no not these again! ;) #112222
    Gernot66Gernot66
    Participant

    Ah yes, no i don’t like the DXT format, it steals more colors from the bitmap as a common dithering to 8bit color depth even when the color count will tell you them are ten thousends of colors strangewisely the result is worse as a dithering down to 256 colors it looses a lot of depth), i can see no advantage to a .png file except that you could control mipmaps, could but has that done someone so far?

    Just to prevent a “why don’t you use…”




    This bundle expires on 12/20/2018


    in reply to: Oh no not these again! ;) #112221
    Gernot66Gernot66
    Participant

    Here’s the blender project for the model for the interested ones.
    Sidewinder blender project

    in reply to: Oh no not these again! ;) #112220
    Gernot66Gernot66
    Participant

    A few experiences i made

    First i noticed the “test_gun” model is attached oriented wrong, i can imagine where that comes from, in short terms the laser is oriented -Z and we orient the “tag_gun_xxx” in +Z orientation if you now orient your model heading to -Z it will be due to the orientation of the lasers rotated (and it is as you might have noticed). So either you have to decide to orient the “tag_gun_xxx” oriented “wrong” to -Z or you would have to simply rotate the gun sub-model (what i did in the sidewinder mod) or fix this inside the engine so one won’t have to mind about this orientation problem.

    Second i liked to use a normal map for the sidewinder but either i’m to stupid or pioneer doesn’t handles normal mapping like i expect.

    This short clip shows the difference of what appears as normal mapping in blender and what happens if i use the same map for Pioneer. In blender you can see it does what one expects of it it artificially lifts the surface by a different lighting of the surface the faked embossing is very well to see if you watch how the reflection moves around the edges of the outraking flakes.
    What appears in Pioneer you have to judge yourself i don’t like to lose to much words about it and simply say i don’t like it.

    https://youtu.be/O9GYTCNMxpU

    on the very end of the clip you see the model how it appears in Pioneer without normal mapping and the result is better without as with, at least in my opinion.

    in reply to: “Phoenix” (former Sputnik) #112215
    Gernot66Gernot66
    Participant

    the model:
    Sidewinder for Phoenix

    The link to download the SGM version for the recent Pioneer release(s) awaits moderation.
    (Oh no not these again)

    in reply to: “Phoenix” (former Sputnik) #112214
    Gernot66Gernot66
    Participant

    decide which is better 😉

    obviousely visually the sgm model looks a little bit better and has a couple of details more.

    i didn’t hink anyone will use it.
    The following model is the starting point for the new Sidewinder model a bit uncommon to get create a model but i liked to mget this model for a own FE2 mod for phoenix which should also contain only scripted geometry (or both) that’s why i started it as LMR script.

    https://youtu.be/96bQUc3H9hs
    in reply to: “Phoenix” (former Sputnik) #112191
    Gernot66Gernot66
    Participant

    in reply to: “Phoenix” (former Sputnik) #112190
    Gernot66Gernot66
    Participant

    Pioneer Sim Cit… erm Space Sim

    in reply to: “Phoenix” (former Sputnik) #112189
    Gernot66Gernot66
    Participant

    i noticed that to strangewiasely my whole picload account was empty (except for the folder structure).

    never mind (i do mind)

    a preview:

    needs only a few tweaks and a proper specularity map.

    in reply to: “Phoenix” (former Sputnik) #112156
    Gernot66Gernot66
    Participant

    still some buildings are sometimes inside the terrain even if i lifted them 15m above the ground.
    it could be enhanced a little if i use a collision mesh for the “floortile” but then the buildings will stand far from each. it looks like there is a table for the sizes how much space they will use because from on a certain limit you will need much more space even if the collision mesh is only a little larger until you reached again the limit to the next “step” (size).

    in reply to: “Phoenix” (former Sputnik) #112155
    Gernot66Gernot66
    Participant

    i’m aware that it looks a little weird with the pyramidal basements but if i don’t use something like that the buildings will either stand in the air or are sunk in if they are placed on a hillside.

    in reply to: “Phoenix” (former Sputnik) #112154
    Gernot66Gernot66
    Participant

    therefore i added many more details to the buildings, it won’t harm as much as the dynamic parts.

    LOD1 is a plain darkgrey building ( a simple cube in general) and visible in large distance.
    LOD2 is somewhat more detailed and textured
    LOD3 & LOD4 is most detailed

    LOD1 which is also the collision mesh is very simple and displays only the main building which means you could fly through most of the small accompaining buildings.

    of course the city still steals a lot of fps but it’s quite better without any dynamic model as if i use only one (it will be repetive used).

    in reply to: “Phoenix” (former Sputnik) #112153
    Gernot66Gernot66
    Participant

    mainly the “ventilator” (which was always on “factory1”) i removed from all buildings, it’s really not good to have multiple times a dynamic part it will much slow down the game.

    in reply to: “Phoenix” (former Sputnik) #112152
    Gernot66Gernot66
    Participant

    i removed all dynamic parts (except for a couple of lights) and gained some fps (a few).

    in reply to: “Phoenix” (former Sputnik) #112093
    Gernot66Gernot66
    Participant

    closeup

    in reply to: “Phoenix” (former Sputnik) #112092
    Gernot66Gernot66
    Participant

    an already quite large tile and mnot often to see.

Viewing 15 posts - 1 through 15 (of 323 total)