Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Donations
Monthly costs: -50€
Income (ads): +25€
Donations (last month): +0€

Current balance: -65€
(last updated 2013/05)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Random Image
Collapse/Expand Poll
Would you be interested in Star Citizen modding?
Yes.
No, not interested in SC mods/modding.
No, not interested in SC in general.
Total Votes: 266
3 Comments
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Twitter
Collapse/Expand Who's Online
14 user(s) are online (8 user(s) are browsing Forum)

Members: 1
Guests: 13

DeathKiller, more...
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 312 users playing Freelancer on 87 servers.
May. 19, 2013

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



[Freelancer Mod News]New Normal and Specular Maps
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline




It's nice to take a breather from doing monkey work every once in awhile to do something more interesting, when you're a modder. For me, I'm doing something I always wanted to do for the mod but haven't had the knowledge or time to do before. So, while the testers are hard at work putting Freeworlds: Tides of War's universe map through heavy testing, I've had some time to learn how to create some neat new things for the mod.

As some of you that have been following us for some time may know, we introduced normal and specular mapping in the early part of this year. Now, for those that aren't as computer savvy as other, what this means is that we can get incredibly detailed models without losing performance. We do this through textures. Here's an example of what a normal map and specular map look like, respectively:
Normal Map:

Specular Map:


So, you may be asking yourself, how do these textures add detail to the model? Here's a brief description of each taken from Wikipedia:

Normal Mapping:
In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents. It is used to add details without using more polygons. A normal map is usually an RGB image that corresponds to the X, Y, and Z coordinates of a surface normal from a more detailed version of the object. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model.

Specular Mapping:

Specular maps are the maps you use to define a surface's shininess and highlight colour. The higher the value of a pixel (from black to white), the shinier the surface will appear in-game. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps.

So, ya, what does this mean to you the player? Well, I'll show you. Below is our newly redone New Republic Starfighters:
X-Wing


B-Wing


Y-Wing


E-Wing


A-Wing


K-Wing


Let us know what you think. And don't worry those who love the Imperial ships, they're getting the same treatment and I'll post their videos up early next week.



As always any comments, suggestions or questions are always welcomed!
-------------------------

Please follow us also on:

PhotobucketPhotobucket

Note: Big thanks to the First Strike Mod for letting us use their incredible models/textures for our mod

Posted on: 2011/6/3 20:05
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps
Home away from home
Joined:
2009/9/28 21:13
From Wales
Group:
Registered Users
Senior Members
Posts: 816
Offline
AWESOME! That just about sums up how I feel about it anyhow.

Posted on: 2011/6/3 22:10
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps
Home away from home
Joined:
2009/7/30 4:40
From P.R.C
Group:
Registered Users
Senior Members
Posts: 757
Offline
Yes, VERY AWESOME! The mod looks all good and running so beautiful. Good Job!

Posted on: 2011/6/4 2:08
Open in new window
Sorry for my poor english...
Report Top
Anonymous
Re: [Freelancer Mod News]New Normal and Specular Maps
Anonymous-Anonymous
Very cool indeed. Once you guys release how to add these to FL, i have all these extra textures for my ELITE ship pack done and ready to go

*** EDIT ***

Quick question, what texture sizes are you using, thinking 512x512, 1024x1024 etc assuming they are dds of course

Posted on: 2011/6/4 8:31

Edited by Gibbon on 2011/6/4 12:00:48
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline
Very few are 512. Most are 1024 or 2048.

And once we release this I'll be sure to make a tutorial on how to make normal/spec maps and apply them to models.

Posted on: 2011/6/5 4:58
Open in new window
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps
Just can't stay away
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
Posts: 292
Offline
AWESOME work! Continue like that, Guys!

Posted on: 2011/6/5 11:38
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps

Joined:
2011/12/5 20:31
From San Diego
Group:
Registered Users
Posts: 29
Offline
Say do you guys plan to use specular and normal mapping for the characters, too?

Posted on: 2011/12/5 22:38
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline
Quote:

Emmanuel wrote:
Say do you guys plan to use specular and normal mapping for the characters, too?


Considering you only see the characters for seconds at best, there's no reason for us to focus our efforts on them.

Our next goal is getting normal/specular mapping working on planets

Posted on: 2011/12/6 0:10
Open in new window
Report Top
Re: [Freelancer Mod News]New Normal and Specular Maps
Home away from home
Joined:
2008/2/10 22:00
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 1259
Offline
Dont know what program you are using to make normal maps but Crazybump (cost $) and XNormal (free) are great programs to make them with. Hope you get the planets mapped because they look great with bump and specular added, know this from experience since GE has every planet that way. For W0dk4, you might want to add detail mapping to the list of spec/bump mapping features. Just implemented that a few days ago in GE and it's made a world of difference in ground and planet maps (even though FL doesnt use ground maps). Gives it a whole new level of realism especially when close to a planet. Chat me up on MSN if you want the HLSL code...

Posted on: 2011/12/6 9:19
Galaxy Empire
Youtube Videos
Facebook
Report Top