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Weylin
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« on: February 04, 2009, 10:42:44 PM » |
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Heres a sprite I made for another game called "Starport GE" I thought this would be a really nice feature to SF seeing as the source code is released. I imagine this would be very difficult and time consuming to implement though, but it's only a suggestion/idea! The game Starport GE game makes use of normal maps to make ships look 3D as well as reflectivity and glowing effects. The top picture is what it looks like in-game, the second one shows what files where used.   =The first and largest picture is the display picture shown when you read info on the ship, or go to purchase it. =The small one at the top left is the RGB SPRITE that is the accual graphic of the ship. =The blue and purple looking sprite is the NORMAL MAP, the colors and brightness all represent directions, I just did it in photoshop using a normal mapped sphere as a reference. This makes it look 3D and helps out with the next layer. =This black and grey picture is the SPEC layer, it determines the reflectivity of certain parts of the sprite. The windows are set to be the most reflective in this case, however, the whole ship is metalic. =The last one is the LUM layer, it determines what part of the sprite ignores lighting effects and by how much. When you are in a dark unlit area, the areas set to be glowing will still be visible, in this case, the cockpit and the rear green lights.
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AdmiralTigerclaw
Sound Developer
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Posts: 734
Naval Commander: Forum Sound Admin
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« Reply #1 on: February 04, 2009, 11:32:47 PM » |
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Keep this info on file for when the graphics engine gets upgrade.
Right now we're working with 'filmstrip bitmaps'. And no dynamic lighting as of yet.
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GCFA Naval Commander Veteran Player - Supreme Spaceforce Agressor Owner: Samurai Penguin Studios Listen on Last.FM
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Weylin
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« Reply #2 on: February 05, 2009, 12:36:12 AM » |
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Filmstrips shouldn't be totally removed though, a hybrid of the two methods could be interesting. You could have animated ships that have all the lighting effects 
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AdmiralTigerclaw
Sound Developer
Expert Member
   
Posts: 734
Naval Commander: Forum Sound Admin
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« Reply #3 on: February 05, 2009, 01:01:10 AM » |
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I know, but like I said, you have to wait for the implementation of the graphics engine. Untill then, filmstrip is what we're stuck with.
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GCFA Naval Commander Veteran Player - Supreme Spaceforce Agressor Owner: Samurai Penguin Studios Listen on Last.FM
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NiteHawk
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« Reply #4 on: February 05, 2009, 03:15:47 AM » |
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Definatly cool though, something to keep in mind. I really like the idea in general, it's interesting anyways. Pretty cool definatly. Also nice ship 
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warfighter67
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« Reply #5 on: October 28, 2009, 01:13:44 PM » |
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OMGAH IVE PLAYED Starport GE before!!!
i think the gameplay kinda sucks, and theres never any updates, so once you play it once for a little bit, theres nothing more to see, move on to other game.
graphics, and colony setups are pretty nice tho.
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known as "RearAdm. OE Earthforce Commander" [10/30/09]   ALL UR BASE R BELONG
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NiteHawk
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« Reply #6 on: October 28, 2009, 02:39:59 PM » |
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The other game I've worked on uses something similar to this. Mapping would be a defo  Using models would be awesome, but having dual models/non models would be good just in case players want to continue using sprites/images instead. I don't think I would do it for sf 2.0, but rather the next, of course, unless perhaps I can get this done in a cheap amount of time 
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Weylin
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« Reply #7 on: October 28, 2009, 11:33:35 PM » |
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What game is that Nitehawk?
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NiteHawk
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« Reply #8 on: October 29, 2009, 02:55:22 AM » |
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Game I got source on a bit ago.. Have been working work/coding and making it a free type game, it uses models with LUM/REFELECTION/etc that you need to set, similar to this. (P.S. SF has always been my main vs this ;P) Basicly you have a blank model, then you add the basic texture to it, the lum (lights), etc are independent images. Basicly you design everything in a model editor (This one uses lightwave files atm but swapping it for another one day) It does use more then one texture though, which can be a hassle but gives a better result and allows the use of using the textures on other ships when you split them up.  Has a quick render test for example too. But you can see the lum etc here.  Full working example after adding materials  Turn off lights!  but yeah. P.S. Not my model  I believe spec works with alpha, lum is pretty much obvious, and diffuse is the main texture. The rendered exampe looks silly but its a quick example to make sure overall thats how it 'should be'.
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Weylin
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« Reply #9 on: October 29, 2009, 03:05:01 AM » |
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I thought the spec worked with the surface reflectivity.
The brighter it is, the more metallic it appears, and the darker, the more of a ... matte texture? Like.... not shiny
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NiteHawk
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« Reply #10 on: October 29, 2009, 03:11:11 AM » |
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Oh you might be right  I have not played with the models much, no use for it yet! I probably need to search through all the mattes and find one that uses the alpha. But I am no modeler let me tell you  FOr the most case if I ever did something like this I would most likely use something alot more simplistic though.
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Weylin
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« Reply #11 on: October 29, 2009, 04:17:34 AM » |
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I like how you cut out the name of the window :I
Looks like the game "darkspace" at least the model does.
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NiteHawk
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« Reply #12 on: October 29, 2009, 04:29:56 AM » |
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Correct  The name of the window is called Resourcer. Don't know what you'd get from that. was trying to minimize the size (forgot to do one) as you can see the name of it there. The resourcer basicly stores everything into wob files, its a pretty good system overall, its basically encryption to all there files. Though it can be very annoying when trying to remove one or two wob files becuase you do not know what is what, and end up having to delete the data folder and reencrypt everything again. But yes, that is indeed Darkspace, aka the game source that I have  Thats just the resourcer, aka area where you define weapons/etc.. Kinda like how you do stuff for SF  Don't you remember: http://stellarfrontier.ss-network.net/index.php?topic=907.0 ... I think I state it as DS (Short forum on that post)  You didn't realize the game was that there? I do know its has had a facelift since though, but some things were done by the team that used to work on it too (Before they basicly got up and left). They couldn't get the GCQL/etc working so they abandoned trying to use the source that was given, and as well one of them became a dev in DS, thus tried to stop everyone from working on this second project (Even though perfectly legal, the only thing is that we cannot profit from it.) blahblah etc, lots of fussing and whining. Theres only a couple left anyways, and I did manage to get the GCQL working, which is actually something I've thought about for SF. I was actually thinking of using the source to make a 3D like SF, can even be top down. Then I decided not too and leaving it as another project, and leave SF the way it is, top down and just complete SF 2.0 For the most case,  Two different games, that is, since they have two different feels. But DS has some valid things that would be good for SF. Basicly the GCQL is like a chat interface, where you can find servers/chat/join clans/view profiles and all that junk. It also allows you to chat with people in the lobby if your in game. But yeah.. off that topic since its off topic 
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Weylin
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« Reply #13 on: October 29, 2009, 04:38:52 AM » |
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Well, if you redid the movement mechanics for it so that it didn't drive ships like a goddamn car, the DS engine might be an OK choice.
And allow a user to look straight down and zoom out a ways
I dunno, were there any other reasons you decided to abandon this as the new SF?
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NiteHawk
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« Reply #14 on: October 29, 2009, 04:42:22 AM » |
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Well, if you redid the movement mechanics for it so that it didn't drive ships like a goddamn car, the DS engine might be an OK choice. And allow a user to look straight down and zoom out a ways I dunno, were there any other reasons you decided to abandon this as the new SF?
Well, I don't really know honestly, from the replies and most people here don't seem to want a 3D type version with models etc etc (talked to a few people out of the forums too). So I decided it was best to leave it seperate. Yeah thats true, the DS engine does need work, technically it would be simple to add turning and such to it so it matches how SF is. But the issue for them doing that is becuase bigger ships need to get hit more (lots more hit points).. Rather the ships are more balanced unlike SF, which is more of a arcade style, I would say at the moment. If you know the scouts turning rate in DS, that one is more like how SF plays for most ships.
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