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Side-projects , more games

Started by Prime_8, Jun 18, 2019, 06:55 am

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Prime_8

yeah, I gotta figure out debris and min chunks ... like space gravel. LOL

some variation in source texture and such should help with that and possibly mix emitter types.

I need to make the alternate camera modes too, like orbit cam and free cam.

and the ability to hop control from ship to ship in dev mode.   

scifidude79

I'm sure whatever you do will be cool. Of course, the reality of space debris is way less exciting than it is in fiction. Stuff is spread out and sparse. Asteroid fields aren't closely packed like you see them in movies, shows and games. Even nebulae aren't what they're depicted to be in fiction. The gas is actually very thin and spread out over light years. But, that's not as much fun as doing a cool dense nebula with loads of chunky goodness. ;)

Prime_8

some concept space junk ... they will be sprites. ( old car parts cut up )

also, they work as kitbash too.

I need to add some more of a diff type.

>> yeah gas needs to be thinner lol. I have to paint a better sprite for it still.

scifidude79

Nice space junk. It looks like you used legit photos of junk for the textures.

Prime_8

Feb 01, 2020, 11:18 pm #289 Last Edit: Feb 01, 2020, 11:21 pm by Prime_8
so far yep. https://www.textures.com/ and then mish-mash. lol

it's all bits from old transmissions

then you mix and match pats and blend them. LOL

scifieric

Quote from: scifidude79 on Feb 01, 2020, 10:49 pmNice space junk. It looks like you used legit photos of junk for the textures.
Wow!  I agree!
3DSciFi.com  Welcome!

Prime_8

junkyard  >> https://www.textures.com/download/machineryheavy0100/73331

clip layer .. repeat .. repeat ...  kitbash == space texture

Prime_8

Feb 02, 2020, 04:58 pm #292 Last Edit: Feb 02, 2020, 05:01 pm by Prime_8
so in modern systems, flat sprites look like poop. Especially if they will be on screen for some time in view of the player.

Modern video cards don't have a problem with the number of polys a mesh can have, hell they even have functions to increase mesh poly counts at runtime.

the issue is the number of object and number of unique textures loaded into ram.
So put sprites in sheets packed or not packed(texture atlas).
and use normals just like you would in Blender.


here are the 2 sheets and normals, there is a spec/gloss map too but meh it's not really needed

so my first batch of test space junk .. but just a few for now till I go back and edit them.
they are in the size that are the most dangerous (not track but lethal if it impacts you ) up to big enough to track and avoid.

I need to make the dust to peanut size next

Prime_8

2nd not I often take those isolated parts and layer them to make bigger parts on textures where I need machine guts.

2d kitbash as it were.

Prime_8


I got it working how I need obviously way too dense rite now.

If I get the thrust flames relative to input thrust tonight I will be happy.

scifidude79

I was wondering why you were using sprites in 2020, but I just figured you knew something I didn't. ;) (I mean, you know a lot of things I don't, but you know what I mean) Yeah, poly counts don't bog down modern systems as much as higher quality textures, shading and lighting do.

scifieric

Quote from: Prime_8 on Feb 02, 2020, 04:58 pmso in modern systems, flat sprites look like poop. Especially if they will be on screen for some time in view of the player.

Modern video cards don't have a problem with the number of polys a mesh can have, hell they even have functions to increase mesh poly counts at runtime.

the issue is the number of object and number of unique textures loaded into ram.
So put sprites in sheets packed or not packed(texture atlas).
and use normals just like you would in Blender.


here are the 2 sheets and normals, there is a spec/gloss map too but meh it's not really needed

so my first batch of test space junk .. but just a few for now till I go back and edit them.
they are in the size that are the most dangerous (not track but lethal if it impacts you ) up to big enough to track and avoid.

I need to make the dust to peanut size next
That is FANTASTIC!  Man, sprites have changed over the years.  Very, very cool.
3DSciFi.com  Welcome!

Prime_8

working on thrusters FX and scaling flame to thrust %

scifidude79

scifieric

Oh man, Scott ... that's BEAUTIFUL!
3DSciFi.com  Welcome!