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Author |
Thread Statistics | Show CCP posts - 23 post(s) |
Cannibal Kane
Viziam Amarr Empire
4472
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Posted - 2014.12.09 06:39:39 -
[61] - Quote
I was looking at the idea of a ship showing its age that mentioned in the Blog. Why not take that idea further?
What if scarring was introduced? I mean CCP has the ability to identify how many ships a certain ship killed. Why not use that to make a ship that has survived countless of battles show some sort of scarring? Imagine seeing 3 or 4 ships engage you showing scars of surviving countless battles? I would happily die to people in those ships.
(Only VS Ships that shoots back and PVP Only, not red Crosses. That would defeat the purpose of showing off a battle scarred warrior)
"Kane is the End Boss of Highsec." -Psychotic Monk
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Timai Mutex
Leprosorium Flex Point
0
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Posted - 2014.12.09 07:22:13 -
[62] - Quote
That is a little strange formula for BRDF. Second part look like Beckmann distribution, but were is 'e' it thats case? And whole top part is seems like oversimplified, isn't it should be e^(((n.h)^2-1)/C^4*(n.h)^2)? Assuming that C^4 = roughness^2?
And the third part kinda looks like Cook-Torrance geometric function (because using 'min'), but also look strange. So, i'm just curious, what distribution/geometry term did you use? |
Josef Djugashvilis
2731
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Posted - 2014.12.09 08:14:46 -
[63] - Quote
Timai Mutex wrote:That is a little strange formula for BRDF. Second part look like Beckmann distribution, but were is 'e' it thats case? And whole top part is seems like oversimplified, isn't it should be e^(((n.h)^2-1)/C^4*(n.h)^2)? Assuming that C^4 = roughness^2?
And the third part kinda looks like Cook-Torrance geometric function (because using 'min'), but also look strange. So, i'm just curious, what distribution/geometry term did you use?
I was thinking the very same thing myself good sir
This is not a signature.
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CCP BunnyVirus
C C P C C P Alliance
1353
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Posted - 2014.12.09 08:18:53 -
[64] - Quote
Jon Dekker wrote:"dynamic dirt levels (older ships showing their age?)"
YES PLEASE! I can also think this would allow dynamic damage on the hull, right?
On the dirty ships idea, I've always thought about what EVE would be like with a system that allowed a ship to "get old". Sort of like that trusty Corellian freighter that looks like crap but can still make the Kessel run in only 18 parsecs! It's not a gamechanger, but I think it would add a whole new dimension to ship ownership. It's the little things that make me excite! :)
Dynamic hull damage is unfortunatly something else and not included but i might be able to convince ccp mankiller to think of a way to use the dirtmap for stuff like that.
3D Artist
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Altrue
Exploration Frontier inc Brave Collective
1456
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Posted - 2014.12.09 08:25:10 -
[65] - Quote
CCP BunnyVirus wrote:Jon Dekker wrote:"dynamic dirt levels (older ships showing their age?)"
YES PLEASE! I can also think this would allow dynamic damage on the hull, right?
On the dirty ships idea, I've always thought about what EVE would be like with a system that allowed a ship to "get old". Sort of like that trusty Corellian freighter that looks like crap but can still make the Kessel run in only 18 parsecs! It's not a gamechanger, but I think it would add a whole new dimension to ship ownership. It's the little things that make me excite! :) Dynamic hull damage is unfortunatly something else and not included but i might be able to convince ccp mankiller to think of a way to use the dirtmap for stuff like that.
That would honestly be more realistic than dirt in space...
Signature Tanking - Best Tanking
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Valeo Galaem
Dutch East Querious Company Phoebe Freeport Republic
87
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Posted - 2014.12.09 08:43:45 -
[66] - Quote
(I've also asked this on reddit...)
I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! |
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CCP BunnyVirus
C C P C C P Alliance
1353
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Posted - 2014.12.09 09:57:53 -
[67] - Quote
Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on!
First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file.
3D Artist
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Xindi Kraid
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
849
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Posted - 2014.12.09 10:00:04 -
[68] - Quote
The formulas posted in this dev blog mean jack squat to me, but I do understand texture files somewhat, and would LOVE it if we could get an update on the devlog that is quoted above in case anything has changed and to mention how it affects the new rendering engine.
Also: about that ship customization? How's it coming? and high res textures: will we ever see any (I also wouldn't say no to models with extra polys as well)? |
Aineko Macx
317
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Posted - 2014.12.09 10:06:35 -
[69] - Quote
Yes, pls turn down nebulas. Also turn down the chrome on gallente ships.
iveeCore: PHP library for calculation of industrial activities, now with Phoebe support.
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CCP Antiquarian
C C P C C P Alliance
113
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Posted - 2014.12.09 10:12:52 -
[70] - Quote
Tarsas Phage wrote:I guess you can say that the new light modeling looks pretty... Schlick.
This is pretty good.
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for limited fulfillment of your social media needs.
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Valeo Galaem
Dutch East Querious Company Phoebe Freeport Republic
87
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Posted - 2014.12.09 10:32:58 -
[71] - Quote
CCP BunnyVirus wrote:Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file.
I mean the *_ap.dds files, just like I said...
http://i.imgur.com/0wSxcG1.png
I do understand that large models (capital ships, etc) have ambient occulsion maps in the *_ao.dds files. But, smaller ships do not. All ships using PBR have the *_ap.dds files.
Those files have greyscale texture data on the RGB channels with some colored data for "weathering" and fine painted details (as seen in the image I linked), and a mask for said fine painted details in the alpha channel. |
Zaand Schtvaal
SUNDERING Goonswarm Federation
20
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Posted - 2014.12.09 10:34:28 -
[72] - Quote
From what I'm seeing I'm not crazy about this. Sure, it looks really nice, but it just doesn't feel very EVE. Where's the grit, the tarnish, the noir. Everything is so damn, shiny and clean looking. I don't want a spaceship with studio lighting and a fresh wax job, I want a burnt out rusty hulk with scorch marks and rust floating desolately in the empty darkness of space.
But maybe that's just me.
Now if you start to add some wear and tear, especially if you make it dynamic, then you will have earned my eternal undying love. |
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CCP BunnyVirus
C C P C C P Alliance
1355
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Posted - 2014.12.09 10:37:27 -
[73] - Quote
Valeo Galaem wrote:CCP BunnyVirus wrote:Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file. I mean the *_ap.dds files, just like I said... http://i.imgur.com/0wSxcG1.png
I do understand that large models (capital ships, etc) have ambient occulsion maps in the *_ao.dds files. But, smaller ships do not. All ships using PBR have the *_ap.dds files. Those files have greyscale texture data on the RGB channels with some colored data for "weathering" and fine painted details (as seen in the image I linked), and a mask for said fine painted details in the alpha channel.
In that case its the albedo map + a new mask map
3D Artist
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CCP Mankiller
C C P C C P Alliance
377
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Posted - 2014.12.09 10:38:44 -
[74] - Quote
Timai Mutex wrote:That is a little strange formula for BRDF. Second part look like Beckmann distribution, but were is 'e' it thats case? And whole top part is seems like oversimplified, isn't it should be e^(((n.h)^2-1)/C^4*(n.h)^2)? Assuming that C^4 = roughness^2?
And the third part kinda looks like Cook-Torrance geometric function (because using 'min'), but also look strange. So, i'm just curious, what distribution/geometry term did you use?
So, the first part of the shown equation is the fresnel term and it's based on Schlick's approximation, nothing special here.
The second part is the distribution model and this one is called GGX, it's good for all non-organic surfaces like metal, plastic, etc. Please find a good explanation here, it's equation (3)
The final part then is the Schlick-Smith based visibility function, a bit optimized for performance.
I hope that helps a bit. |
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Valeo Galaem
Dutch East Querious Company Phoebe Freeport Republic
87
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Posted - 2014.12.09 10:40:04 -
[75] - Quote
CCP BunnyVirus wrote:In that case its the albedo map + a new mask map
Perfect, thanks!
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Valeo Galaem
Dutch East Querious Company Phoebe Freeport Republic
87
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Posted - 2014.12.09 10:43:29 -
[76] - Quote
CCP BunnyVirus wrote: last all material definitions are in the data.red file.
Off the top of your head, do you know the resource path for this file? It's not turning up anywhere...
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CCP Mankiller
C C P C C P Alliance
377
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Posted - 2014.12.09 10:44:02 -
[77] - Quote
Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on!
Hi!
_ap stands for albedo and paintmask: three channels for a color albedo map plus the alpha channel holds a special paint mask, which indicates small paint jobs on the hull.
The change from _pgs to _pgr indicates the switch from specular maps to using roughness maps.
And finally the black files for ships are all gone because all of this data moved into the SOF, as explained in this devblog!
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CCP Antiquarian
C C P C C P Alliance
115
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Posted - 2014.12.09 10:59:37 -
[78] - Quote
CCP Mankiller wrote:And finally the black files for ships are all gone because all of this data moved into the SOF, as explained in this devblog!
((stagewhisper)) ...which I also got to edit! ((/stagewhisper))
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for limited fulfillment of your social media needs.
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Xindi Kraid
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
849
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Posted - 2014.12.09 10:59:45 -
[79] - Quote
Would you folks care to give us a list of all the maps (and specific channels/masks) and other files you guys are using to texture with? |
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CCP Vertex
C C P C C P Alliance
299
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Posted - 2014.12.09 11:01:04 -
[80] - Quote
Lil' Brudder Too wrote:Sooo, i had just looked at those same ships on SiSi moments before i read that blog.... While i was looking at the new ships i kept saying, that looks nothing like it...the one i'm seeing has no color minus a few spots... Then my borther looks at them on his PC...his looks MUCH different....so we compare graphics settings... As it was, most ships looked absolutely terribad on my PC...with these settings (note, not exactly 'everything at lowest possible' ) A-A = medium P-P = Low Shader = Medium Texture = High LOD = High Shadow = Low Interior EFX = Medium Interior Shader = Low --- Now once i changed everything to max did the ships look decent. Brutix still looks like i'm flying a chrome Christmas tree ornament. I'm sorry, but did you even consider those of us that don't run our clients on full max GFX settings before you made the non-full versions? Very disappointed. -- Okay, so i narrowed the biggest "ugliness" culprit down....its the "shader quality" With everything else set on "high"...here is what happens with the model when changing "shader quality" from high-medium-low....something is off here.... HighMediumLowMaybe someone (i don't know, maybe the Imbedded QA????) should test their stuff before saying its 'done'. Good form CCP. I suspect it is like this for numerous other ships as well. But since i'm paying you (CCP) to test these sort of things while you are developing them...and not the other way around...i have other things more important to do.
Hi Lil' Brudder Too,
We most certainly consider and go to great lengths to investigate the visual and performance impact of our graphic features on a wide range of hardware, specifically using our minimum & recommended specification machines as control points.
You have discovered yourself that the ships don't look as good on Medium shader quality, this is because we do not include the dirt map in that shader model. This reduces the instruction count by roughly 50%, this was done purposefully to ensure players with mid-range hardware that cant cope with high settings can have improved performance at the cost of reduced visual fidelity.
I can see your GPU should be more than capable of running the client with high shader quality, if there is a reason such as performance issues that is forcing you to run on medium shader quality then we'd love to see a bug report from you so we can investigate.
CCP Vertex-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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CCP Mankiller
C C P C C P Alliance
380
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Posted - 2014.12.09 11:08:24 -
[81] - Quote
Xindi Kraid wrote:Would you folks care to give us a list of all the maps (and specific channels/masks) and other files you guys are using to texture with?
Hmmm, I would have explained that in the devblog, but we have some brand new idea here for how to pack these channels and we are investigating this right now. So as soon as we have something solid, I'll let you know!
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Xindi Kraid
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
849
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Posted - 2014.12.09 11:21:46 -
[82] - Quote
CCP Mankiller wrote:Xindi Kraid wrote:Would you folks care to give us a list of all the maps (and specific channels/masks) and other files you guys are using to texture with? Hmmm, I would have explained that in the devblog, but we have some brand new idea here for how to pack these channels and we are investigating this right now. So as soon as we have something solid, I'll let you know! Good to know. I look forward to seeing what you guys do. Just don't skimp on the details.
Last time you showed off the new file format you did a great job showing WHAT was possible, but didn't do as good on demonstrating WHY. There was mention of textures boiling down to hull, faction and race, but didn't really get into what each of those entailed (I am assuming hull has monochrome texture and stuff like glow and normal maps while the faction has the factional skin, but am not as sure where race fits in or how generic faction and race map to specific hulls)
The earlier dev blog about the Scorpion and new red files what actually showed example textures were great.
Is the new way of packaging related specifically to PBR, or is it just assorted ongoing improvements (or maybe to help another project like factional skins and ship repainting)? I figure PBR requires some textures to be reworked since some are kinda meh when actually lit up, but you've been working on other stuff as well it's hard to tell. |
Arcos Vandymion
White Beast Inc.
94
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Posted - 2014.12.09 11:31:30 -
[83] - Quote
A great shot to compare would be if you could do the one from the SOF devblog with the PBR system in place. It only has one hull (the Impairor) but has a LOT of ships with clearly vissible differences in how different factions reflect the light.
It would also be useful as a general overview and to determine which factions could use a look at first (the Gallente being the most obvious imo judging by the Thron shot... just looks off). |
Xavos Shihari
KMXS
8
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Posted - 2014.12.09 11:42:06 -
[84] - Quote
I've been really excited for PBR to hit the Unity engine. Was over the moon when I heard you guys were beginning the big job of transitioning eve to PBR ^_^
good work, and I cant wait to see stations up close in PBR!! |
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CCP Vertex
C C P C C P Alliance
299
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Posted - 2014.12.09 12:01:23 -
[85] - Quote
pinelope1 wrote:I smell a min spec increase on its way.
We have no change planned currently. :)
CCP Vertex-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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Zheng'Yi Sao
DIRTY MONEY INC. Silent Infinity
56
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Posted - 2014.12.09 12:54:34 -
[86] - Quote
CCP Vertex wrote:Murashj wrote:When will PBR be added to T3 cruisers, stations and other structures? SoonGäó
Will this eliminate the "shadow problem," as I call it?
The day I got up close to a station, and saw the shadow of my ship reflected thereon, the "Hollywood moment" was ruined. The illusion of scale was shattered, and I have never gotten it back. It would help if maybe the shadows of the ships were somehow miniaturized when reflected on the skin of a station. Then a larger sense of scale might return.
"It's funny the things you people think are mandatory for us, as if we don't do what we do because it's a hilarious good time in a space video game." - Johnny Marzetti
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Timai Mutex
Leprosorium Flex Point
0
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Posted - 2014.12.09 13:56:08 -
[87] - Quote
CCP Mankiller wrote:Timai Mutex wrote:That is a little strange formula for BRDF. Second part look like Beckmann distribution, but were is 'e' it thats case? And whole top part is seems like oversimplified, isn't it should be e^(((n.h)^2-1)/C^4*(n.h)^2)? Assuming that C^4 = roughness^2?
And the third part kinda looks like Cook-Torrance geometric function (because using 'min'), but also look strange. So, i'm just curious, what distribution/geometry term did you use? So, the first part of the shown equation is the fresnel term and it's based on Schlick's approximation, nothing special here. The second part is the distribution model and this one is called GGX, it's good for all non-organic surfaces like metal, plastic, etc. Please find a good explanation here, it's equation (3) The final part then is the Schlick-Smith based visibility function, a bit optimized for performance. I hope that helps a bit.
Thanks for response and refs! |
Indahmawar Fazmarai
3372
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Posted - 2014.12.09 14:21:30 -
[88] - Quote
If CCP artists fancy a realism challenge, here it is:
Implement stars that don't look exactly the same from 100 AU and 1 AU, rather scale all the way from "massive raging inferno" to "small dot too bright to look at".
The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! Ingame chat channel: The Greater Fool Bar
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Nirnaeth Ornoediad
GoonWaffe Goonswarm Federation
206
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Posted - 2014.12.09 16:31:33 -
[89] - Quote
Since you may have to re-do some of the normal maps in the near future, is there any disadvantage to releasing the HD textures now as an optional download?
Fix POSes.-á Every player should want one (even if all players can't have one).
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Ranger 1
Ranger Corp Vae. Victis.
6061
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Posted - 2014.12.09 17:19:57 -
[90] - Quote
CCP Vertex wrote:Lil' Brudder Too wrote:Sooo, i had just looked at those same ships on SiSi moments before i read that blog.... While i was looking at the new ships i kept saying, that looks nothing like it...the one i'm seeing has no color minus a few spots... Then my borther looks at them on his PC...his looks MUCH different....so we compare graphics settings... As it was, most ships looked absolutely terribad on my PC...with these settings (note, not exactly 'everything at lowest possible' ) A-A = medium P-P = Low Shader = Medium Texture = High LOD = High Shadow = Low Interior EFX = Medium Interior Shader = Low --- Now once i changed everything to max did the ships look decent. Brutix still looks like i'm flying a chrome Christmas tree ornament. I'm sorry, but did you even consider those of us that don't run our clients on full max GFX settings before you made the non-full versions? Very disappointed. -- Okay, so i narrowed the biggest "ugliness" culprit down....its the "shader quality" With everything else set on "high"...here is what happens with the model when changing "shader quality" from high-medium-low....something is off here.... HighMediumLowMaybe someone (i don't know, maybe the Imbedded QA????) should test their stuff before saying its 'done'. Good form CCP. I suspect it is like this for numerous other ships as well. But since i'm paying you (CCP) to test these sort of things while you are developing them...and not the other way around...i have other things more important to do. Hi Lil' Brudder Too, We most certainly consider and go to great lengths to investigate the visual and performance impact of our graphic features on a wide range of hardware, specifically using our minimum & recommended specification machines as control points. You have discovered yourself that the ships don't look as good on Medium shader quality, this is because we do not include the dirt map in that shader model. This reduces the instruction count by roughly 50%, this was done purposefully to ensure players with mid-range hardware that cant cope with high settings can have improved performance at the cost of reduced visual fidelity. I can see your GPU should be more than capable of running the client with high shader quality, if there is a reason such as performance issues that is forcing you to run on medium shader quality then we'd love to see a bug report from you so we can investigate. This just in:
CCP Vertex has to explain to a rude player that Low and Medium graphics settings don't look at good as high graphics settings.
Patience of a Saint...
View the latest EVE Online developments and War Thunder game play by visiting Ranger 1 Presents.
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