To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
a short introduction
this thread is ment for precise technical questions about FFED3D
it's not ment for "why crashes it on my system" or "mouse problems" or whatever of this sort of problems one can have
it's rather ment for things like "i altered the shader scripts, do you think it's a good solution?"
or "how can i alter the shader scripts"
or "how do the ship specifications work?"
or "how can i put this specific model into FFED3D?"
or "what tools do i need to create a model for FFED3D?"
or "what do i have to respect if i like to compile my own build?"
or "is it possible to compile ffed3d for a different platform?"
some of them would be real questions i have
have phun
gernot66
here we go
this is my first Q:
"i altered the shader scripts... bla bla"
i wrote this already in my models thread that i "abused" the texture to reach a sort of control over the specularity.
it's not a really good solution quick and dirty as usual if it's made by me.
i simply did this (in general):
and altered following entry in the shader script for the ships (i.e. it's also suitable for all models)
float3 specular = (lightcol * VdotR);
to
float3 specular = (lightcol * VdotR * tx_base);
that works, but i have no idea how "elegant" this solution is
by multiplying the specularity with the texture you simply reduce specularity on the darker textured areas while the bright ones will have a glossy specularity.
for metallic surfaces this looks quite ok.
the common "plastic surface" look in ffed3d:

the same surface in a similar angle to lightsource with reduced specularity

again, but now the belly of the eagle to really show what's the effect to the black lines compared to the bright metal

but this cheap solution isn't really satisfying
i can't tell a black window like surface shall be glossy
neither i can tell a bright concrete wall shall be matt.
of course for this i need a specularity map
no problem - i thought
but not for long
it's a problem
i really couldn't figure this out
i opened and registered a new texture sampler e.g. s_spec with the texture "spec" (spec.png)
and tried to use the greyscale in a similar way as the diffuse color texture
but if i use the output to multiply it with the specularity the result is a totally flat shaded model
and nothing of what is to expect is to see.
i'm pretty sure i'm only to unexperienced and made probably many mistakes.
it would be fine if someone would pick up this idea
because with a clever used specularity map you can even control depth for a surfaces structure
and this makes bump-mapping obsolate imho.
of course i can't trick a stud of a lego brick where is no stud likewise with a bump-map.
but i can make a surface which has depth and that's enough to reach.
and if we have a spec-map
of course we need a
glow-map
this would round off the things, it will be "das tüpfelchen auf dem i".
space stations with lit windows even or especially on the dark side.
---
there is a chance that this Q. is already obsolate
because i missed to download the latest build last time