Compiling the Bloated Normandy now... and so far it works...
anyway, you want to work on the CIC/Cabin while I do crew deck and engineering? (after you port the models/textures)
^ Sounds good to me.
[QUOTE=cire992;28641572]^ Sounds good to me.[/QUOTE]
coolz, ship me the props when your done with 'em
I think theres a lot of things about the SR2 exterior that BioWare didn't think to add. Like wheres the Captain's quaters sunroof? I'm pretty sure they did the same with the SR1. I always thought that if the exterior was to scale, the interior would never fit. I kinda like the hull in the picture you made :)
[QUOTE=Tydeus;28642024]I think theres a lot of things about the SR2 exterior that BioWare didn't think to add. Like wheres the Captain's quaters sunroof? I'm pretty sure they did the same with the SR1. I always thought that if the exterior was to scale, the interior would never fit. I kinda like the hull in the picture you made :)[/QUOTE]
Actually, it is much, much worse, I think I am gonna rearrange the Innards of the SR1 to get it all to fit and look good.
[img]http://cloud.steampowered.com/ugc/540637121882307371/A45FB1C4D68BB86C2E53B3B553E4A324455C04CC/[/img]
[b]Engage![/b]
[img]http://cloud.steampowered.com/ugc/540637121882326535/3A063315460CBFB45CCC800E7BE2961988E1A07F/[/img]
[b]Don't you think the Normandy Bit off a bit more than she can chew Admiral?[/b]
[img]http://cloud.steampowered.com/ugc/540637121882340973/DF7399DB588EBAFEAAC36DB8AC45440EB9AA4893/[/img]
[img]http://cloud.steampowered.com/ugc/540637121882356124/0E96F81E8477E63E438E3776BEBF0B52674A81CC/[/img]
[b]Nonsense Captain, when the Normandy bites off more than she can chew...[/b]
[img]http://cloud.steampowered.com/ugc/540637121882374489/5E70CE1C4068976B551955D0AB45EC5F0AA73114/[/img]
[b]She swallows it whole. Like a snake.[/b]
:v:
[QUOTE=Korro Bravin;28642344][b]Nonsense Captain, when the Normandy bites off more than she can chew...[/b]
[b]She swallows it whole. Like a snake.[/b]
:v:[/QUOTE]
lol I was going to refer to it as looking like a snake. I'm not too sure about the CIC area but everything else looks awesome :) you could probably make the ship a little fatter down the path thing down to the cockpit on the exterior I guess. I still don't know how they'd fit in escape pods.
Edit: Actually, the CIC doesn't look that bad. Compared it to a picture I have, the celling above where your dude is stood should be arched with those little computer light thingies like the cockpit/corridor thing (doesnt it have a name? I should probably learn it)
You can always scale the normandy up instead of inflating some parts, right?
I wonder as to whether or not the Normandy's interior could be made as a map instead.
[QUOTE=flashn00b;28651425]I wonder as to whether or not the Normandy's interior could be made as a map instead.[/QUOTE]
It could and would most likely look better (brushes work better with light than models) but it's a massive load of work.
[QUOTE=Haxxer;28650883]You can always scale the normandy up instead of inflating some parts, right?[/QUOTE]
Then the cockpit would be located in the bowels of the ship, and not to mention it would be way too big, though I have re-designed the layout to offer minimal inflation, and am looking into ways to reduce it further. (such as making the CIC out walls flat at some parts to conserve space)
can i trouble someone to try and find me an uber-high res texture of the SR1 exterior, the one that Silver Spirit had is just too low for this scale...
also made the Normandy look not so bloated, and has (almost) all of her insides! and the cockpit is almost in the right spot!
[editline]17th March 2011[/editline]
[img]http://cloud.steampowered.com/ugc/540637121896851300/EE8C2F9CF96FA5D4C137C4ADCE6E0BCC81C1A7E4/[/img]
[img]http://cloud.steampowered.com/ugc/540637121896849126/DF736771C693EBE4ABCEBEE957D7F5407779265D/[/img]
Better no?
That still looks really awful to me.
It'd be better to just make the interior as one prop and leave the exterior as a seperate one.
[QUOTE=FloaterTWO;28657431]That still looks really awful to me.
It'd be better to just make the interior as one prop and leave the exterior as a seperate one.[/QUOTE]
That would probably work better tbh cause you’ll never really see interior and exterior at the same time.. Well maybe the odd random scenes like carrying shit out onto a planet.. lets say a nuke, on virmire. Also, theres the BW method of airlocks from ME1 where it would appear to be sticking through the entire ship if you used toggleflycam :D it worked though.
[QUOTE=wraithcat;28652033]It could and would most likely look better (brushes work better with light than models) but it's a massive load of work.[/QUOTE]
One worry which I have about the Normandy interior being a prop is that you're likely to grab the ship instead of the ragdoll you want to pose.
Perhaps some parts that can afford to have the corners cut could be made out of brushes.
^ There is the freezer tool, love that thing.
For the SR2 I'm porting the actual models, I don't see how making parts or all of the Normandy out of brushes is going to look better than using the original models just because of the quality of the lighting. The lighting isn't so bad that making a less detailed, less authentic and more time-consuming version would be preferable. But that's just me, again, I'm still new to this.
[QUOTE=cire992;28670902]^ There is the freezer tool, love that thing.
For the SR2 I'm porting the actual models, I don't see how making parts or all of the Normandy out of brushes is going to look better than using the original models just because of the quality of the lighting. The lighting isn't so bad that making a less detailed, less authentic and more time-consuming version would be preferable. But that's just me, again, I'm still new to this.[/QUOTE]
The way source works is that it doesn't have full vertex based lighting, which means that brushes and models will have their lighting calculated differently, meaning it will look shit on models. I asked Floater to take some picture of his map, comparing fullbright (no lights, would look almost the same on models) to custom brush-based lighting.
Oh, really? Well, if it's that bad, I think I'll just go back to working on props, then.
[img_thumb]http://dl.dropbox.com/u/9988278/rp_cfv_ares_postfinale0002.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/9988278/rp_cfv_ares_postfinale0003.jpg[/img_thumb]
Latter is fullbright
[QUOTE=cire992;28671196]Oh, really? Well, if it's that bad, I think I'll just go back to working on props, then.[/QUOTE]
It won't be as pretty as some of the good maps, but it would be decent enough.
It won't be pretty at all. It might be fun for spacebuild or something, but unless you're some kind of lighting god and have a darkroom big enough to fit the whole model into then anything you pose in it will look like shit.
It's just like posing on a fullbright map. It looks bad and nobody will like it.
Yeah I didn't realize that lighting basically doesn't work for props, I'm not detail oriented per se but I wouldn't be able to put up with an unlit map. That being said, these Normandy props are still fun to build things with, so I'll keep porting them.
Of course, it will still please people, there's no reason you shouldn't :D
They'd be a lot of fun for spacebuild and stuff, but for actually posing with they'd be absolutely dreadful.
[QUOTE=FloaterTWO;28672889]They'd be a lot of fun for spacebuild and stuff, but for actually posing with they'd be absolutely dreadful.[/QUOTE]
Ah, but this is what lamps are for!
[QUOTE=Korro Bravin;28673988]Ah, but this is what lamps are for![/QUOTE]
[QUOTE=FloaterTWO;28672371]-but unless you're some kind of lighting god and have a darkroom big enough to fit the whole model into then anything you pose in it will look like shit.[/QUOTE]
Have fun trying to recreate the normandy's lighting without it looking like shit.
[QUOTE=FloaterTWO;28674109]Have fun trying to recreate the normandy's lighting without it looking like shit.[/QUOTE]
you misunderstand, i mean lamps inside of Gmod to create shadows
That's what i mean too.
It'll be ridiculously hard.
[QUOTE=FloaterTWO;28674753]That's what i mean too.
It'll be ridiculously hard.[/QUOTE]
Not really, would be like any other time you go to pose, just adding a lamp... doink...
[QUOTE=Korro Bravin;28675665]Not really, would be like any other time you go to pose, just adding a lamp... doink...[/QUOTE]
If the interior is soon finished, how come you do not try your theory?
[QUOTE=Haxxer;28671111]The way source works is that it doesn't have full vertex based lighting, which means that brushes and models will have their lighting calculated differently, meaning it will look shit on models. I asked Floater to take some picture of his map, comparing fullbright (no lights, would look almost the same on models) to custom brush-based lighting.[/QUOTE]
Actually I think there's a compile flag for full vertex lightning on static meshes. But there's a few other problems I think.
edit
[quote=vdw]
-staticproplighting
Unlike the other two, this option affects the lighting received by props. Props are generally lit based on the lighting levels at their origin (see info_lighting above), which can lead to unnatural lighting if a light source is aimed at only one side of the prop or if the prop is half in shadow and halfway in light. This option forces VRAD to calculate the lighting level at each vertex instead. Of these three options, this one will probably affect compile time the most, but is usually a necessary step in making the map's props look convincing.
Simply append -staticproplighting to the $light_exe Parameters list (see above).
NOTE: This will cause some props, such as pine trees, to try to cast shadows on themselves, creating an unrealistic look. To fix this, under the prop's properties, set the value for Disable Self-Shadowing with vertex lighting to "Yes.
[/quote]
-TextureShadows and -StaticPropLighting methinks
But then again, source is not built for it and it will be shit anyways.
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