• Advertisement
  • entries
    232
  • comments
    1463
  • views
    959919

Space combat prototype - phase 3

Sign in to follow this  

296 views

I've made a lot of progress on the combat prototype this week end, and that's a Good Thing (tm), even if it wasn't as relaxing as it was supposed to be. I tested the space station interior with Shawn in network. Despite being a bit late and having difficulties with DLL hell, everything worked fine. For the first time, Shawn was able to "visit" his space station from the inside, with ships physics and collisions. I also showed him how the docking procedure will look like, and so far we haven't spotted any problem. It also seriously helped to "feel" the scale of the station, and how some sections are a bit too small even for a small ship to pass.

I've redesigned a large part of the code. I've introduced the concept of "ship parts" ( which was missing before ), and the ability to attach thrusters, hardpoints and weapons to a specific ship part. I've also recoded the breaking part functionnality and the collision bodies.

A lot of people have been working on their parts, too. Juan is advancing quite well in the hunter texturing, and today i placed it into the game (note: not the prototype) and adjusted the shaders to give it a nicer look; see screenshot underneath. John also sent the more or less final version for the sound fx and the quality is really good for mono sounds. Koshime's still making some fantastic sketches, and Russell's busy on the storyline.

Despite this, there is still a lot to do. I might get the "gameplay" done this week, but i'll probably need more time to add the HUD, 3D sound, particle / shaders effects, balancing, etc.. which means it's now quite likely that it'll get delayed again by a week.





A side view:



Sign in to follow this  


15 Comments


Recommended Comments

Effing hell, that ship rocks. What kind of shaders are you running on it? Congrats to both you and the modeler.

Share this comment


Link to comment
Just had another look... I presume the lighting on the spaceship are from a local sun/star, right?

If so, what does your model look like when it's behind a planet?

Jack

Share this comment


Link to comment
As nice as that spaceship is, as well as the lighting, it looks like you're getting a bit of internal aliasing on it. Have you looked much into fixing that, or are you going to leave it as is?

(btw, nice reflection of the planet on the ship as well)


Oh, something I just noticed: What's with the white specs on the planet? Are those lights on the ground, or are we seeing space on the other side of the planet?

Share this comment


Link to comment
Quote:
That thing's probably high enough to retract its landing gear.
I thought that... but then I thought that it doesn't matter if its a spaceship because theres no drag/resistance [oh]

I suppose it'd be more aesthetically pleasing if it didn't have landing gear down, but from an accuracy POV it doesn't matter - does it?

Jack

Share this comment


Link to comment
well landing gears == landed on the ground (don't need them when docking in zero-g) as such, logic would dictate that the ship had to travel through the atmo to get up there, and friction at that point defenitly matters.

Share this comment


Link to comment
Wow, lots of comments:

Quote:
What kind of shaders are you running on it?


Per-pixel diffuse, bump and specular+gloss mapping, anisotropic lighting (i now LERP between specular and aniso lighting, gives nicer results), fresnel + cube map reflections, self-illumination mapping.

Quote:
I presume the lighting on the spaceship are from a local sun/star, right?


Yes, the sun is actually in the top-left (outside the screen) in this picture.

Quote:
If so, what does your model look like when it's behind a planet?


Assuming the same orientation, it looks the same (i do not handle the shadowing due to the planet.. yet, if that was your question).

Quote:
That thing's probably high enough to retract its landing gear.


Oh yes, but that ship isn't playable yet. It's actually "static" in the scene, so it doesn't have any animations and doesn't move (yet).

Quote:
it looks like you're getting a bit of internal aliasing on it. Have you looked much into fixing that, or are you going to leave it as is?


Indeed. This screen was taken with mipmapping all the textures and antialiasing x4. The aliasing seems to come from the pixel shader, when all the maps are combined together. I think the specular mapping, when exponentiated, is the when problem. Suggestions to fix this are welcome :)

Quote:
Are those lights on the ground, or are we seeing space on the other side of the planet?


If you are speaking of the gray dots, these are particles of dust in space. The large white blobs are clouds, they're at a very low res right now, to debug more quickly.

Share this comment


Link to comment
Quote:
I think the specular mapping, when exponentiated, is the when problem. Suggestions to fix this are welcome :)


It'll require a bit of a change to your specular setup (i.e. moving from exponential lookup to texture lookup) but NV's mipmapping normal maps article is something that I half came up with myself during some idle thoughts, and the idea is fairly sound and looks like it'll be effective. I haven't played with it myself, but I don't see any reason against it breaking or looking wrong.

Share this comment


Link to comment
The TM after "A Good Thing" kinda breaks the RSS feed for your journal, so if you could remove it I can keep up to date on these beautiful screenshots again :)

Edited: It's working now, thanks!

Share this comment


Link to comment

Thats awesome mate. It's looking better and better. Keep up the good work. Can't wait to play it. Honestly, getting bored with Eve Online.

Share this comment


Link to comment
Guest Anonymous Poster

Posted

While looking neat, I would like it better without those metallic reflections on it. I saw the textured ship on the forum and it looked perfect to me. It was much in the style of Star Wars. Think about an X-Wing from the movies and than think about it with a shiny hull. In this case, I think, less is more.

Share this comment


Link to comment
Ditto to Rob Loach. At most, maybe add a bit of dirtying up, changing the exponent and coef of parts of the ship, but aside from the specular light aliasing, I think it looks flawless, really.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement