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inside FFED3D (the FFED3D tech thread)

Posted: Mon Jan 23, 2017 1:14 am
by Gernot66
a short introductionthis thread is ment for precise technical questions about FFED3Dit's not ment for "why crashes it on my system" or "mouse problems" or whatever of this sort of problems one can haveit'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 havehave phungernot66

RE: inside FFED3D (the FFED3D tech thread)

Posted: Mon Jan 23, 2017 1:40 am
by Gernot66
here we gothis 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);tofloat3 specular = (lightcol * VdotR * tx_base);that works, but i have no idea how "elegant" this solution isby 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:![]([url]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/screen_170108_111546_zpsc75ux4dn.jpg[/url] "")the same surface in a similar angle to lightsource with reduced specularity![]([url]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/screen_170108_112428_zpsoqgbddvw.jpg[/url] "")again, but now the belly of the eagle to really show what's the effect to the black lines compared to the bright metal![]([url]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/screen_170108_111110_zpsqf3mknyf.jpg[/url] "")but this cheap solution isn't really satisfyingi can't tell a black window like surface shall be glossyneither i can tell a bright concrete wall shall be matt.of course for this i need a specularity mapno problem - i thoughtbut not for longit's a problemi really couldn't figure this outi 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 texturebut if i use the output to multiply it with the specularity the result is a totally flat shaded modeland 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 ideabecause with a clever used specularity map you can even control depth for a surfaces structureand 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-mapof course we need aglow-mapthis 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 obsolatebecause i missed to download the latest build last time