A concept called Z buffering should sort this out nicely but it seems logical that it was avoided for the large number of texture instances stars have. Is there any way to stop the the partially dark planet-bodies from showing stars behind them (skybox planets, not the real planet)? Their dark areas become transparent, showing starlight in them.I did look into this but can't remember what was the findings, it was either not possible/hardcoded or complex in the shader stuff to not be worth it. If you want links and such I can provide, or if you have an example of a texture I can explain how I made it.Īlpha Centauri wrote:2. Currently I am doing more manual brushwork and layer blending than before so can make more original results. Photoshop I am less familiar with but it is much more powerful and has excellent plugins for automation and heavy duty work, so I used it for this type of thing, its extensive layer blending and integrated NVidia. I used Gimp alot for the "manual" work combining source, brushing, erasing, clone brushing, blending layers, colour/hue/sat balance, contrast/brightness and much used "colour to alpha". Skybox nebulas: The current version most came from the REL eyecandy mod mentioned in the OP, but in the new WIP these have all been "remastered" to greatly improve quality and I added a large number of my own and ones modified from Freespace2 mvp, in addition to an all new lighting mechanic they look awesome. Skybox background planets: About half came from FreeSpace 2 mvp, and required little change and the rest came from google source textures (like NASA) and commonly just needed the background removed and resizing. The atmospheres were made in the same way as for the race planets. A few, like the gas giant, took more manual work. Extra "Dead" planets: I spent a long time googling source material and many came from one Deviant Art source with many nice hires samples. Combining and colouring these results in the wide variety. I got a few atmosphere textures from google and made the rest in that plugin mentioned above (has a atmosphere generator function). Racial planets (atmospheres): The stock ones were pretty crap IMO so I redid most. I also added 1 extra per race and some I had to make from scratch, luckily I came across what seems to be the exact plugin (LunarCell) that Kerb used to generate the stock textures so could get the same style without too much effort. Racial planets (land): These are based off stock ones then I used Photoshop (CS5) with the high quality rescaling, post-processing and export plugins to "increase" the quality of stock ones. Asteroids and moon: Google source textures then lots of Gimp touchup. how do you process themDepends on the texture: The chief limitation to these planets is in the degree of color variations available.Alpha Centauri wrote:1.b. When used to create small planets within Photoshop, as shown in Figure 3, LunarCell can do a very nice job. These maps can then be individually brought into a 3D graphics application so that the final planet can be created there. In addition to these output options, LunarCell has a very nice feature that allows you to create a multi-layer Photoshop PSD file, with each layer representing one of the output types in the form of a terrain map. All the other output options are used to produce rectangular terrain maps for subsequent manipulation. The Normal and Composite options are those that would be used to output the final spherical planet in Photoshop. The full range of output options is shown in Figure 2. LunarCell has a number of different output options. As you can see from the dialog, settings are grouped by their functional relationships: Planet, Climate, Air, Clouds, Cities, and Synth Clouds
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |