New Renderer (OpenGL 3.3)
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Do I have a lot to read about lighting?
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Depends on how good your math understanding is. It’s nothing too complicated, although you should be able to read/understand the formulas and convert them to shader code.
P.S.: I got the texture names now, so that is out of the way.
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lybxlpsv wrote:
However I can’t get proper cone headlight, how to make a cone headlight? The light seems didn’t show up if lightsource_cone below 180.Probably because it’s not made for such lights? Or probably it’s not implemented yet.
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WOW! Phenomenal!!! really awesome! It looks chrome-plated though.
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Yea, extremely good, but could be better
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DirtyLittleGirl wrote:
Yea, extremely good, but could be betterI guess you have to tell exactly WHAT could be better, otherwise he doesn’t know it.
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Skotty., hey, dont be so angry. I thought it’s obvious.
For better result vanilla texrures must be redrawn a bit and normals must not smooth panel details so much (to avoid ‘chrome’ photoshop-filter-like effect). This is very easy, but result will look bit better. -
Yeah, the base textures are not easy to work with, also the heightmaps are not ideal. I don’t have the time for proper textures
Also the material settings matter a lot and maybe I will change the lighting model again. Here is an example how easily 2 values change the look:
I think it looks better than before, though.
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Looks like plastic wrap from photoshop!
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Timmy51m wrote:
Looks like plastic wrap from photoshop!Thats the only trouble i think
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guess metal should look like metal, unless its more an alien raw material. i would remove those hightmaps. Bases and ship hulls looking like “Streuselkuchen” dont really look nice and i dont think menkind would ever produce something like this ;D
But so far the approach of something like this on your engine is good.
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Hehe, that is a decision of the texture artist, not mine. I just choose vanilla textures as an example, because everybody knows them.
P.S.: It is not an engine, just a wrapper from d3d8 to OpenGL plus some changes. I plan to release it for everyone as soon as I think it is polished enough (which will take some time, since as always I have other projects in parallel + university stuff).
P.P.S.: I am not finished implementing rendering techniques. Parallax mapping etc was just the start
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Yes, all is just perfect except this glossy blured look. Try to normalize only plates’ edges
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Initially I was really looking forward to FW:TOW dx9 being released for vanilla just because of the normal mapping, but after having a tinker with a few vanilla models in their old demo I wasn’t so keen anymore, I think the textures are too small and don’t lend themselves to normal maps very well either. No doubt someone with a lot of time on their hands and some good skills can do better than I did, but would be a lot of effort so good luck to you!
I tried using models from X3 and spaceforce however, and the results were awesome, so as with FW:TOW itself, with the right material it’s all good
If anyone has actually managed to make any of the vanilla models look good with normal maps etc I’d love to see some pics.
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Just applying any sort of normal mapping system simply won’t work, and making generated normals based upon low res textures will never look good. You would have to hand make normals for the vanilla textures, or make high res versions of the vanilla textures and generate normals for those. However, at that point, you may as well hand make normals for those high res textures anyhow.
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Yeah, I was going to write smth. like Sizer said. Usually a texture artist would create them for you. I still hope there is a way do generate good looking ones per algorithm, though (and yes I have been experimenting with it for a long time).
The previous normalmaps were generated based on an edge detection algorithm. If I don’t do that the look is quite different. I also scaled down the impact of the heightmap a little and changed the specular exponent.
But I don’t plan to experiment with the values all day At least I think it doesn’t look that much like plastic (but that is rather subjective).
The weird egde in the last image on the left is a problem with the model conversion. I know what it is and how to change that, so don’t wonder.
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You should check out Limit Theory. The guy’s managed to create some fairly nice procedural hull textures, and it’s only WIP.