Outerra forum

User mods, screenshots & videos => Static models => Topic started by: C. Shawn Smith on October 20, 2014, 02:22:55 pm

Title: SG
Post by: C. Shawn Smith on October 20, 2014, 02:22:55 pm
Because ... Stargate  ;D

Still puzzling out the materials file format, so it's looking a bit ... waxy ... right now.  Also, model not mine (http://tf3dm.com/3d-model/stargate-78106.html) (Model licensed for Educational purposes, Fan art, Game mods, Machinima)

(http://www.thedavincian.net/shawn/stargate.jpg)

Stargate OTX File (http://www.thedavincian.net/shawn/Stargate.cshawnsmith.otx) *updated*
Title: Re: SG
Post by: PytonPago on October 20, 2014, 04:11:50 pm
Who did polish that thing so much ? :D

(http://upload.wikimedia.org/wikipedia/commons/9/91/Hubble_mirror_polishing.jpg)
Title: Re: SG
Post by: C. Shawn Smith on October 20, 2014, 04:34:13 pm
lol seriously.

I haven't been able to make heads nor tails of why it's so glossy in appearance.  I've tried setting f0 : 0.0 and roughness : 0.8, but I'm still getting the gloss (it appears that it's just the sky reflecting off it).

Code: [Select]
{
"version" : 512,
"mats" : [
{
"name" : "StargateRingC_Smoothing",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateRingC_D.dds",
"tex_normal" : "StargateRingC_N.dds",
"tex_roughness" : "StargateRingC_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "StargateRingB",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateRingB_D.dds",
"tex_normal" : "StargateRingB_N.dds",
"tex_roughness" : "StargateRingB_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "StargateDHD_Smoothing",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateDHD_D.dds",
"tex_normal" : "StargateDHD_N.dds",
"tex_roughness" : "StargateDHD_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "StargateRingA_Smoothing",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateRingA_D.dds",
"tex_normal" : "StargateRingA_N.dds",
"tex_roughness" : "StargateRingA_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "reflectivity.dds",
"tex_environment" : "reflectivity.dds"
},
{
"name" : "StargateBase",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateBase_D.dds",
"tex_normal" : "StargateBase_N.dds",
"tex_roughness" : "StargateBase_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
}]
Title: Re: SG
Post by: PytonPago on October 20, 2014, 04:37:59 pm
maybe the normal and roughness textures too intensive ?
Title: Re: SG
Post by: C. Shawn Smith on October 20, 2014, 04:48:09 pm
This is what I'm guessing, but I haven't had time to look at them yet.  I just took the original textures and converted them over to DDS last evening, but haven't taken a hard look at them.  At this point, that's all that's really left though, unless I'm just missing something in the MTL file.

I've been away from Outerra for 2 years+, and except for a little playing around last week, this is the first time I've tried to really sit down and look at the importer.

I wish there was a quick texture refresh key binding, so I wouldn't have to keep closing/reloading Outerra :)
Title: Re: SG
Post by: C. Shawn Smith on October 20, 2014, 05:59:40 pm
Was definitely the roughness texture itself.  Thanks for pointing me in the right direction:

(http://www.thedavincian.net/shawn/stargate2.jpg)
Title: Re: SG
Post by: AnimatedSyn on October 20, 2014, 06:05:55 pm
Was just gonna hop in and say to change every
instance of:

"f0" : "0.0",
"roughness" : "0.8",

to this:

"f0" : ".028",
"roughness" : "1.0",

And you will enjoy the results.

Title: Re: SG
Post by: C. Shawn Smith on October 20, 2014, 06:43:10 pm
Was just gonna hop in and say to change every
instance of:

"f0" : "0.0",
"roughness" : "0.8",

to this:

"f0" : ".028",
"roughness" : "1.0",

And you will enjoy the results.

Yup!

Now, if we can just get some rudimentary Particle FX added ....

(http://www.thedavincian.net/shawn/stargate3.jpg)

Can't wait to explore the importer a bit more.  This has been fun :)
Title: Re: SG
Post by: ZeosPantera on October 20, 2014, 10:55:53 pm
Stargate's may not be the worst idea for traveling in this vast universe. But my money is still on blimps.
Title: Re: SG
Post by: PytonPago on October 20, 2014, 11:58:20 pm
But my money is still on blimps.

(http://2.bp.blogspot.com/-jRImJFcE19s/UC8h8WM5yEI/AAAAAAAAAtA/7tnmTdoVdXI/s1600/ff12-airship-ifrit.jpg)

 ....  ;D   

 
Was definitely the roughness texture itself.

Well, they have a great intensity range, but good to mimic multiple materials at one UV.
Title: Re: SG
Post by: C. Shawn Smith on October 21, 2014, 12:59:59 pm
I'm used to specular maps being white is bright; Outerra seems to be inverted.  I can adjust to it, but it was what was confusing me.

Eventually I'd like to clean up the model's UVs, but I've been out of modeling practice for a very long time, and I have other projects that I need to work on for now.  But hopefully I can use some of those projects' models to port to Outerra for fun :).

I have an idea for a character I want to pursue, but I'm going to wait until I can add all the proper animations and hotkeys for him to be fully functional.
Title: Re: SG
Post by: PytonPago on October 22, 2014, 08:56:49 am
I have an idea for a character I want to pursue, but I'm going to wait until I can add all the proper animations and hotkeys for him to be fully functional.


Sounds like a plan ...  Cant wait !
Title: Re: SG
Post by: pico on October 22, 2014, 09:22:31 am
Very nice. A Pyramid would be great.  8)