• Daedalus Spaceship Simulator
    134 replies, posted
Looking good, although how big planets are we talking? In relation to Earth that is.
I believe a planet with 6000 units radius would be enough, so, saying that 1 unit = 1 meter, it would be 1000 times smaller than earth (still, quite big in game).
Random shots of the day: new, nice planet atmosphere (thanks to Petrocket) and BC-304 ship orbiting planet. [IMG_THUMB]http://i50.tinypic.com/2mnqcgn.jpg[/IMG_THUMB] [IMG_THUMB]http://i48.tinypic.com/1f8vmd.jpg[/IMG_THUMB]
[QUOTE=Madman07;37537345]Random shots of the day: new, nice planet atmosphere (thanks to Petrocket) and BC-304 ship orbiting planet. [IMG_THUMB]http://i50.tinypic.com/2mnqcgn.jpg[/IMG_THUMB] [IMG_THUMB]http://i48.tinypic.com/1f8vmd.jpg[/IMG_THUMB][/QUOTE] Very Nice
Awesome work so far.
I wish I had the technical ability to contribute to this in some way, when it comes to game design I can think of ideas and I can model a bit but that's really it :( I really love the planet atmosphere in the first shot but in the second one it looks far too bright, it should probably be reduced when you get closer and also be reduced if you're viewing the planet with the system's star behind you.
[QUOTE=Scrappa;37548216]I really love the planet atmosphere in the first shot but in the second one it looks far too bright, it should probably be reduced when you get closer and also be reduced if you're viewing the planet with the system's star behind you.[/QUOTE] Atmosphere is entirely dynamics. It's color and brightness depend on distance and angle between camera-planet-sun. To see it's full potential, you would have to play yourself (or at least watch some video) :) Here you can see it in action: [media]http://www.youtube.com/watch?v=hv77SQtMBOY&list=PLE7453C109D1FC414&index=2&feature=plpp_video[/media] P.S. FOrgot to say that mine is a bit failing especially when I'm getting close to the planet or watching it from behind (maybe i translated something wrong? I had to convert it from HLSL to CG but that's easy so idk).
You're a clever guy I gives you that
Shader update. Finally, I've decided to port shaders to GLSL (since I dropped support for CG). So i took a shot for main metal shader. Since Blinn, Phongs are to weak for it (but good for plastic), I went into Cook-Torrance lighting model. Shader is at 75% finished. It can make far things darker, and light calculations is (probably, as far as I understand it) done per Vertex, but it still looks nice. Light direction is based on normal map, light reflecity on specular map. It seems reasonable to add one more texture map to tweak roughness size via texture (and make it universal). However, textures suck - I'm not an texture artist so I took random metal texture, mad specular (grayscale) and normal (height to norm converter) thus it can looks a bit like a concrete rather than metal. If anyone wanna do a decent set of textures, let us know! Reflections may look a bit off, because for some reason (for that material, for other it worked) camera position don't want to change reflections position, idk why. Also, anyone knows, why stencil shadows doesn't work for me (also with default ogre shader)? Shadow should make things darker, but my shadows actually light things up -_- [IMG_THUMB]http://i46.tinypic.com/2a5atzk.jpg[/IMG_THUMB] Oh, and shoot from exactly same shader and exactly same material from Typhon GLSL Shader Editor. Why it's looking a bit better? [IMG_thumb]http://i45.tinypic.com/24q8wmb.jpg[/IMG_thumb]
[QUOTE=Madman07;37649455]Shader update. Finally, I've decided to port shaders to GLSL (since I dropped support for CG). So i took a shot for main metal shader. Since Blinn, Phongs are to weak for it (but good for plastic), I went into Cook-Torrance lighting model. Shader is at 75% finished. It can make far things darker, and light calculations is (probably, as far as I understand it) done per Vertex, but it still looks nice. Light direction is based on normal map, light reflecity on specular map. It seems reasonable to add one more texture map to tweak roughness size via texture (and make it universal). However, textures suck - I'm not an texture artist so I took random metal texture, mad specular (grayscale) and normal (height to norm converter) thus it can looks a bit like a concrete rather than metal. If anyone wanna do a decent set of textures, let us know! Reflections may look a bit off, because for some reason (for that material, for other it worked) camera position don't want to change reflections position, idk why. Also, anyone knows, why stencil shadows doesn't work for me (also with default ogre shader)? Shadow should make things darker, but my shadows actually light things up -_- [IMG_THUMB]http://i46.tinypic.com/2a5atzk.jpg[/IMG_THUMB] Oh, and shoot from exactly same shader and exactly same material from Typhon GLSL Shader Editor. Why it's looking a bit better? [IMG_thumb]http://i45.tinypic.com/24q8wmb.jpg[/IMG_thumb][/QUOTE] I didn't read what you wrote, I prob wouldn't understand, but from what I see... Superb job madman. Well done, keep up the good work. Lovin what im seeing.
are you guys still working on this? last update in september, please tell me it's not dead or something
it's dead.
[QUOTE=Tungdil;38435823]are you guys still working on this? last update in september, please tell me it's not dead or something[/QUOTE] I don't like people saying "I told you so", but yeah, it's more or less dead. I got a job, so i don't really have much time for hobbies. But Madman would probably continue if he had people to work with.
Nope. Big studies ending project is eating all my time. Also, I had something else I was working on (it get suspended).
oh well ... it's a pitty, another Stargate game dead before completed ... but hey, you guys did a good job, so we just have to hope some big company will make stargate game once still ... everyone who contributed to this, you have my sincere thanks for that wish you guys all the best, good luck with your ending project Madman and have fun in your job Iziraider
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