Difference between revisions of "Griff's No Shaders Shipset"
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Shipdata coordinates, models and original textures by Griff | Shipdata coordinates, models and original textures by Griff | ||
− | Diffuse Texture Modification: | + | Diffuse Texture Modification:<br> |
− | 1) Decomposed to RGBA | + | 1) Decomposed to RGBA<br> |
− | 2) Copied and removed Alpha channel | + | 2) Copied and removed Alpha channel<br> |
− | 3) Recomposed RGB | + | 3) Recomposed RGB<br> |
− | 4) Minor adjustments to brightness, contrast, hue, and saturation | + | 4) Minor adjustments to brightness, contrast, hue, and saturation<br> |
− | 5) Pseudo relief layer from desaturated, high contrast, RGB normal map | + | 5) Pseudo relief layer from desaturated, high contrast, RGB normal map<br> |
− | 6) Seamless metal texture layer for enhanced grain | + | 6) Seamless metal texture layer for enhanced grain<br> |
− | 7) Layers merged down with soft light blending at 70% - 80% | + | 7) Layers merged down with soft light blending at 70% - 80%<br> |
− | 8) Greyscale glow map composite from texture set (diffuse, effects and normalmap) | + | 8) Greyscale glow map composite from texture set (diffuse, effects and normalmap)<br> |
− | 9) Diffuse texture decomposed to RGBA | + | 9) Diffuse texture decomposed to RGBA<br> |
− | 10) Glow map anchored to alpha channel | + | 10) Glow map anchored to alpha channel<br> |
− | 11) Final texture composed to RGBA | + | 11) Final texture composed to RGBA<br> |
− | Materials section of shipdata.plist: | + | Materials section of shipdata.plist:<br> |
− | diffuse_map | + | diffuse_map<br> |
− | specular_color | + | specular_color<br> |
− | shininess | + | shininess<br> |
− | emission_map - alpha channel of diffuse map | + | emission_map - alpha channel of diffuse map<br> |
emission_modulate_color | emission_modulate_color | ||
Revision as of 22:41, 8 May 2012
Contents
About
Griff has made some fantastic models of ships which use normalmapping and shaders to produce some of the best looking ships available in Oolite. They look as intended on hardware that supports full shader capabilities. This OXP began as a personal project to bring Griff's ship set to a shaderless Ooniverse. Methods are outlined below. Announcements are made on the forum, so keep an eye on this thread.
Gallery
Click on thumbnails to view full size images
Methods
Shipdata coordinates, models and original textures by Griff
Diffuse Texture Modification:
1) Decomposed to RGBA
2) Copied and removed Alpha channel
3) Recomposed RGB
4) Minor adjustments to brightness, contrast, hue, and saturation
5) Pseudo relief layer from desaturated, high contrast, RGB normal map
6) Seamless metal texture layer for enhanced grain
7) Layers merged down with soft light blending at 70% - 80%
8) Greyscale glow map composite from texture set (diffuse, effects and normalmap)
9) Diffuse texture decomposed to RGBA
10) Glow map anchored to alpha channel
11) Final texture composed to RGBA
Materials section of shipdata.plist:
diffuse_map
specular_color
shininess
emission_map - alpha channel of diffuse map
emission_modulate_color