Fireball-1.01.oxp

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

Moderators: another_commander, winston

User avatar
CaptSolo
---- E L I T E ----
---- E L I T E ----
Posts: 893
Joined: Wed Feb 23, 2011 10:08 pm
Location: Preying Manta
Contact:

Re: Fireball-1.01.oxp

Post by CaptSolo »

Nite Owl wrote:
Sat Sep 19, 2020 7:51 am
Correct me if wrong but are not normal maps very difficult to make without the original Wings 3d files?
No. I used a normal mapping filter for GIMP applied to RGB diffuse textures to create the normal map texture. The filter has several different format and scale settings to achieve the desired result. I assume one can do the same thing with Photoshop.

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

Because of it's shininess this one could take a gloss of 0.85 or higher.

Here 0.85
Image

Image

DGill
Deadly
Deadly
Posts: 183
Joined: Thu Jan 01, 2009 9:45 am

Re: Fireball-1.01.oxp

Post by DGill »

Those pictures look great; how is it done?

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

My usual workflow...

extract oxz to oxp.
admire the textures.

and in this case

adding a normal map ( gimp )
adding a b/w specular map ( gimp )

adding these textures to the model definitions in the shipdata.plist ( see http://wiki.alioth.net/index.php/Materials_in_Oolite )
adding gloss = 0.85 in shipdata.plist

Image

All this in 1.91 oolite - trunk with reduced eh 'intensity' ( see difficult stuff from Another Commander )

User avatar
ffutures
---- E L I T E ----
---- E L I T E ----
Posts: 1523
Joined: Wed Dec 04, 2013 12:34 pm
Location: London, UK
Contact:

Re: Fireball-1.01.oxp

Post by ffutures »

That looks fun - is it going to be available via the upload manager?

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

Here is the needed information used in screenshot above...

Shipdata

Code: Select all

"fireball_xl5_auv.png" = 
			{ 
			diffuse_map = "fireball_xl5_auv.png";
			emission_map = "fireball_xl5_glow.png";
			normal_map = "fireball_xl5_n.png";
			specular_map = "fireball_xl5_s.jpg";
			gloss = 0.85;
			shininess = 55;
			}; 
This is a generic normalmap which can be used for all models

Image

A quick specular map

Image

:) :) :) :wink:

another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 5655
Joined: Wed Feb 28, 2007 7:54 am

Re: Fireball-1.01.oxp

Post by another_commander »

cbr wrote:
Wed Sep 23, 2020 6:52 pm
[...]
specular_map = "fireball_xl5_s.jpg";
[...]
shininess = 55;
This specular map won't work; jpg image format is not recognized by the engine. The shininess is also not in use by the engine, unless you manually edit the default shaders and enable the Blinn-Phong specular model.

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

Ah, wrong turn saving some bits...
materials =
{
"fireball_xl5_auv.png" =
{
diffuse_map = "fireball_xl5_auv.png";
emission_map = "fireball_xl5_glow.png";
normal_map = "fireball_xl5_n.png";
specular_map = "fireball_xl5_s.png";
gloss = 0.85;

};
};
Image

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

XL5 with above png's in oolite-trunk

Image

:)

DGill
Deadly
Deadly
Posts: 183
Joined: Thu Jan 01, 2009 9:45 am

Re: Fireball-1.01.oxp

Post by DGill »

Thanks, tThe ship now looks great. Just one point - your shipdata entries use:

normal_map = "fireball_xl5_n.png";
specular_map = "fireball_xl5_s.png";

whereas your images have a dash rather than an underscore:

fireball-xl5-n.png
fireball-xl5-s.png

User avatar
montana05
---- E L I T E ----
---- E L I T E ----
Posts: 370
Joined: Mon May 30, 2016 3:54 am

Re: Fireball-1.01.oxp

Post by montana05 »

cbr wrote:
Wed Sep 23, 2020 6:52 pm
Here is the needed information used in screenshot above...

:) :) :) :wink:
Definitely better than mine, may I use your maps for the fixes cbr ? :)

I believe you have a similar set for Cylon Raider Mark 1, which would be more than welcome as well.
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

It seems postimage does something with at least the name ( dash vs underscore ), I will look into it...
may I use your maps for the fixes cbr ? :)

I believe you have a similar set for Cylon Raider Mark 1, which would be more than welcome as well.
Yes, they were uploaded to be used :)

( I will make the raider textures available at a later date )

User avatar
ffutures
---- E L I T E ----
---- E L I T E ----
Posts: 1523
Joined: Wed Dec 04, 2013 12:34 pm
Location: London, UK
Contact:

Re: Fireball-1.01.oxp

Post by ffutures »

Cool ship, but I forgot to save before I launched and managed to crash it trying a Planetfall landing! I'll give it another try soon.

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 487
Joined: Thu Aug 27, 2015 4:24 pm

Re: Fireball-1.01.oxp

Post by cbr »

The earlier used specular map make the diffuse map look a bit dirtier...

without specular map it looks like this

Image

The cute custom escape pod needed a normal map too ofcourse

Image

Here are the current normalmaps ( download original image in 2048 ) rename accordingly...

https://postimg.cc/9zzty748
https://postimg.cc/9zSPbQZW

:)

Post Reply