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Ali Fish

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Everything posted by Ali Fish

  1. Indeed. Its so not funny or acceptable that the game seems designed around it by default and explicitly to accomodate such mentality, Small towns requiring persistant loading by design! sheesh. what that means is they couldnt concieve a larger than simcity 4 or cities xl city building sim because of what stood in the way. the technology is fine its there for sure and ready and waiting but no, EA, origin and drm all stood in the way. its lame but only because i was so interested before the reality came. it could have been more but i understand its probally great for what it is. i`ll enjoy youtube lets play video for this though. theres another not so grand but unique city/town thing that captures my eye is WildFireWorlds a create a rioting city simulator. it has this pretty nice papercraft design behind its elements.
  2. by trial and error you shall percieve it then.
  3. i could try balance an intended metallic skin for you via my methods equivalent as possible to the 51 based upon the same processes, that could leave you to get the model settings right and dcs setup. but your best to look at the default bare metal skin for the p51 for your reference othherwise with attention payed to each individual channel. its effectivly the same thing as i offer.
  4. why thank you sir,TBh i felt that i spammed them (posted before) glad you enjoyed !. the pic of 2 similar 51`s has a real one for comparison. can you tell which one at first glance ? There is still to much specular power and width over the black antiglare section on the lower insim 51 man o war. i imposed the real picture over the sim picture, all im saying is i believe my understanding of whats possible at the highest peak level is within the understanding of this specular fiile.it has convinced you has it not :) and i hope ive explained it to an understandable degree, thanks for the appreciation on the work. and whilst proving it by your response with my work associated to the files in question. reality is whhat we are after, even if it is just at the first glance ;) and well referring to the colour percieved when using it is really really irelevant which is my contribution to the topic in question in the preceeding posts. yet everyone refers to it. consider them individually is the way forward here. incidentally, my 32 bit photoshop when displaying individual channels somtimes shows monochrome, and 64 bit viewing in same ciircumstance shows monochrome dictated by the colourbase that is the chosen channel, either way if you load any image into thhat individual channel you can start to understand whats happening on an individual channel level. sounds complicated, but just percieve each channel as a black and white canvas. why? u may ask, a single channel holds 255 grades of shade between its extremes Black & White and thus is interpreted to make colour. so lets say red is at shade B&W 150, green is at shade 175 and blue is at shade 15, now we have colour codes, RGB colour codes... make sense ? at the end of the day its just a conveniant container for working alpha style channels in an extended way. i say alpha because people understand that, a black and white texture effectivly. most importantly also is tat direct x read these things this way and max plugins for ed models allow this too... in simple terms. regards pixel art, consider those 255 grades of difference, 255 grades of shader power. just 1 is enough to produce an effect. like a scratch only visible in real life to due to lets say a rather shallow angular bounce of light, or the dulling affect of a smudge next to a polished section, or where the pilot climbed in. a fiinger print lol. (pending super high resolution textures like 8192 lol) then its a consideration of absolutely anything hinting at its materialistic presence. and then its how many bounces of light and which direction, its a deep old world of varying degrees of artistic freedom in there and its pixel art that can make it come alive imo. at amounts to absolute attention to every aspect of every pixel. that is not a talent photosop can achieve. much of the time i understand quite fundamentally how most plugins work, and i can replicate them sometimes to higher degree myself. but its just so time consuming at the end of the day. i think what ive done was worth it at most and thats the only reason i dabled there. i may dable again lol if its of bennefit some day. start with a blank canvas, white. pick a single channel. load a B&W image in there, load a different B&W to each other channel and look at the effects whilst viewing all channels RG&B select top channel for this. its irelevant. lol. in the context of the p51 it seems relevant simply because all the channels are similarly designed. again that colour is irrelevant folks ! i`ll demonstrate it with 3 individual channels if anyone wants. or why dont you reverse engineer it so to speak. take a spec channel, view and copy a single channel to a new canvas, and look at them all and compare them. what you could see is how the original artist conceptualised them. when i did this, i had lightbulb moments pinging everywhere, because its not often i get to work as a modder on a shader system implemented in this way, and my knowledge graphically lent its hand there in a big way. so i went at the highest level i could concieve. to not totally change the plane, but use that to enhance what was there already with pixelart. to totally chhange the plane the way i do it would probally be another 100 hours work imo. and i apologise for a lot of the edits, its just hard to explain because its quite deep.
  5. so come on and beat me at my own game purrrrrrrrrrlease ! Rock is getting close. i hope if he heeds this he brings out some super skins, blaze too ! come on gents ! and well Rudel i think should be producing a whole new template for folks to skin with i hope. i cant do this anymore it drives me into a nutter because of how i do it and percieve it. i employ pixel art techniques whichh equates to absolute control of every single pixel on the canvas. it gaines higher fidelity over and above any photosop procedure, for example i personally anti alias any pixels i need to which involves extensive understanding of colours and for a scratch i consider how many pixels a metallic scratch requires at this scale etc. also the normal map is pixelart too. and it is the primary effect that allows the spec and reflect to work well in conjunction with itself. learn pixel art, its insane but its true understanding regards the way of the pixel lol. and te only route to getting the most out of your shaders IMHO. hoever it takes your mind into very deep tunnel like realms trying to manage 2048x 2048 texture, lets alone another 4 because of the shaders, doing that all at the same time becomes fanatical and insane at times, its caused me to loose alot of people i wanted to be friendly with around here. so to you lot that involved yourselves with me about all this specular work, im trully sorry. graphics for 1.2.0/1 except first image, thats 1.2.2, something still not right with 1.2.3 shader base for p51 imho.
  6. And if you paint them individually you get much much MUCH better results, not doing so is misunderstanding the three files completely ! FACT. Editing them all together at once, for e.axmple colour editing is not an option here folks. BTW: contained within the p51 template is an explanation of how DGambo has made his files independantly of each other via monochrome editing and using assetts independant to the diffuse layers, please have a look and consider what i will now state in my next 2 posts. ------------- i know its of no consequence to anyone really but referring to this file as 1 and associating the colour as 1 overall colour isnt really whats happening, and its leading most astray with true understanding about how to work these files. Robo`s link you posted there isnt the correct way to assume understanding of this file. but his later posts on that page are more accurate. ------------- this is how i assume it. and as far as i can see its not done any harm to my artwork all my rep there comes from whhat i made, asides that people seem to not like me much. anyway.. on with my understanding and explanations. It`s just a visual bi-product of the 3 channels just coincidentaly stored in a conveniant container file which happens to be a graphics file. this file uttilising 3 channels in this case. your playing with or using 3 independant monochromatic channels individually to create this method that the sim uses for presenting 3 independant graphical effects, those being. specular sunshine power, specular width of sunshine power and reflection power. consider them individually and wonders will happen artisticly. just like creating an alpha channel so to speak. except youve got 3 of them in the 1 rgb file(TYPE), a dds file. (it could be any rgb based file in theory or how about a 5 channel CMYK & alpha!) you could have upto 4 in some cases for RGB type (inc ALPHA). you are likely confusing things by trying to associate yourself with this file by reading its colour. there is ZERO colour that works in this file, colour is not an aspect within this files operation. 3x B&W files is precise stored together is precise by means of conveniance. once you get this solidly in your minds you`ll knock out beautifull shiny skins like i did last august. the reason why, is because youll be designing them independantly in black and white, and not editing 3 seperate texture together as 1 by making adding or manipulating any colour at all. FACT! also this is basicly a tutorial for just exactly how to percieve this file.
  7. i thought vivoune did these. and SHH ! dont tell anyone. but really the game doesnt exist yet, and i believe its complementary to DCS and what dcs is as well. but if someones got a beef/horse with it, i understand, just trying to help Mr Juliano and awareness of his Kickstarter campaign for the hardcore simulation scene.
  8. its the reflection channel that makes it shine, thats the blue channel on the 51. so if yours is the same it`d the B channel. but i think confusion for you has come round from not having them assicated the same skatezilla, the bump map is again just like a spec map or diffuse (just processed by dds plugins) it simply depends on how much power is used on whatever channel is reflection. if pink makes it more shhinney then try full red texture etc. the percieved information that generates thhat colour is only associated with either R,G or B values, try full red or blue or green. hell try white and test them all. thats full red, green and blue after all.
  9. no its on hold. recent podcast on DCS: quite informative.
  10. i see there being a way to test these issues, ONLY paint in either R, G or B channels. never 2 or 3, just paint in 1 channel. that way you know what channel is doing what exactly and wether its associated correctly.
  11. most titles just need 1 killer video to sell its features. heres what i think is a good route. a list of features worked into a story board written video and edited down to a level where a lot is shown visually with possibly some naration. or bullit point info. people generally want to see stuff blow up and if thats good visually its half the battle of selling it. whilst our interests come in a different form due to whatever reasons, it still needs to pander to the ignorant viewer that doesn`t know what he`s really looking at. Telling them what they are looking at wont necissarily sell it to "those" that arn`t so interested in the aspects we that we are for example. if it looks good, kills stuff, sounds good, then its a winner. so im basicly saying there needs to be some element in the marketing /advertising to those that.... well you know. people that buy anything just because it looks good and seems fun. i dont agree with my reasoning by any means but its how i see such shit being sold by the bucketload everday. RS is not shit and could never be confused as in my eyes. so therefore my reasoning is that there is no harm in selling it by whatever means possible and by these standards because at the end of the day its a hardcore spacesim. rightfully that is the crowd to tout it to, but being so niche, its possibly just not enough factually speaking.
  12. so you all fine with EA mining your data via origin ? or is that inconsequencial ? i also see it as a more of a town builder now, because anti piracy methods have interfered with game play to such an extent that you cant build just anywhere on the maps. dont get me wrong "i wants it", but on my terms. and please. no smart comments about my opinion, you will likely just show your ignorance.
  13. yep another great video from you. great to see you just floating away from the station and i strangely like your placeholder art to be honest. the more i see it the more it does make sense in a clinical sort of basic way. appropriate even. its not all fancy trim in combat vehicles by any means. i think in some respects its hard to take all the information about the sim in over a range of videos. but saying that, it`ll naturally come together the more complete it is and especially in the videos. KS maybe early but im convinced you have the makings of a great great game here alongside the braben and roberts game styles.
  14. rgr rgr. tommorow ill get me buddy to fire max up with this ww2 model i have and test it aswell. edit: what about objects without description.lua ?
  15. if this is being used as a multi channel texture, you shouldnt be painting any colour at all. only black and white and the grey in between over the multiple channels. and if its not a multi channel texture i dont tink you should be painting colour. PM sent.i think the prob is knowing how its to be set as multichannel ? edit: explicit map channel. try change from channel 1 to 3 for reflection based channel,1 for specpower,2 for spec width. and also fill the R &B channels with detail and......this G channel is specular width, NOT specular power. R= spec power. G= spec width, B= reflection power. but i bet you can set thhem as you wish. which leads me to think that the map channel association you have set there might just need changed to 3 as i said earlier. but im theorising here in all honestly with these max settings. im very familiar with how it works, i just dont model or use max directly as a friend does that explicitly. but i learned it for me texturing work. whcih means im probally wrong but ya never know. just trying to help coz i`m crazy about shinny shaders lol :)
  16. yes 680/690 is recommended for uttilizing more than 1 monitor. higher the memory= better. i believe there are a mixture of types ports. definetly 2, 670 is best for 1 monitor.
  17. VVere you expecting something rotortastic RedRain ?
  18. couldn`t resist doing a simple banner to possibly generate more interest around here for those thhat dont frequent this area. :music_whistling: [ATTACH]77657[/ATTACH] [ATTACH]77658[/ATTACH] [ATTACH]77659[/ATTACH]
  19. glad to confirm that 1.2.3 is better regards p51 shaders, but its still rather off, still garishly bright, pure white light destroying angled reflections and diffuse to quite an extent.
  20. not more than 100kb down speed on this torrent since it was released. i feel the need to vent. "rubbish torrent". only 4 hours to go. ahh well back to playing the shakuhachi for a few hours.
  21. yep its an FPS, the generic titles are now referred to as MMS, modern military shooter.
  22. * unless its an FPS made by ED within DCS and along side CA. i think thats an FPS we might all be interested in i reckon. But i totally agree.
  23. yep i like this video more than any of the rest, with emphasis on the ship occupant it has a more apparent grounded feel with reality. i also wonder if we could get dual cockpits & shared systems in such a sim?
  24. i`d be more than happy to help anyway i can anyway. its an avenue ive been itchhing to work in graphically. space that is. pm`d you my idea there MJ. EDIT: ive noticed 1 post on the powerfull userbase that is reddit regards RS, might be an idea to have a sub reddit there.the information on reddit comes in the form of 1 post linking to a rockpapershotgun article. and the little feedback is that they dont like the hud. and lol the fact they were expecting a roguealike (FTL) game. i have asked a friend who writes for a scifi magazine to have a look too.
  25. I would like to, over time, concept design my own ship for this, systems `n` all, then see if integration is possible. It`d be great to have some ideas for when its released (pending release ofcourse). that last vid really gave me a few ideas. and i`d just love to design a spaceship lol
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