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Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 12:16 pm
by F4wk35
Talvieno wrote:
Mon Jun 04, 2018 7:22 pm
devastation
Excitement! Whooohoo :D

Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 2:45 pm
by Talvieno
[IC]Test[/IC]
You know how I usually kill a bunch of people right before the end of the mission?


edit: pointless test edit out of curiosity

Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 2:48 pm
by Dinosawer
You don't, so no
:ghost:

Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 2:58 pm
by Hapchazzard
Talvieno wrote:
Tue Jun 05, 2018 2:45 pm
You know how I usually kill a bunch of people right before the end of the mission?
Just hope I didn't end up blowing the entire facility up... or rather, that I didn't blow myself up. Either way, this is going to be an interesting turn.

Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 3:02 pm
by Talvieno
Dinosawer wrote:
Tue Jun 05, 2018 2:48 pm
You don't, so no
:ghost:
Well, I do do a lot of bodily harm if nothing else. Like in mission 1, there were at least two people that got severe injuries right before the end and barely made it out, and in mission 2, pretty sure I killed four different people (Dinosawer, Aegagrus, Taepilus, Blake) and wounded a lot of others in the last few turns...

Anyway, you're right, I shouldn't spoil anything.

Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 3:07 pm
by Dinosawer
Mission 1: nope, just me, everyone else was pretty fine
Mission 2: then you did it yes, but one out of two is not "usually" :ghost:

Re: REKT: Beyond The Edge (Main Thread)

Posted: Tue Jun 05, 2018 3:11 pm
by Talvieno
Dinosawer wrote:
Tue Jun 05, 2018 3:07 pm
Mission 1: nope, just me, everyone else was pretty fine
Mission 2: then you did it yes, but one out of two is not "usually" :ghost:
Ah, okay. Well, I liked it enough that I decided to do it in mission 3 too, so it would've happened there. My brain didn't last long enough though.

Re: REKT: Beyond The Edge (Main Thread)

Posted: Wed Jun 06, 2018 7:25 pm
by Talvieno
Meant to post this earlier today. Have been working on getting a good map system done for post-mission.

Image

Update to the mission thread coming soon!

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 3:10 am
by Hapchazzard
Talvieno wrote:
Wed Jun 06, 2018 7:25 pm
Meant to post this earlier today. Have been working on getting a good map system done for post-mission.

Image

Update to the mission thread coming soon!
A fellow Stellaris player, I see :)

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 8:42 am
by Talvieno
Indeed! Using it as placeholder until I can find some way to make my own textures - which is actually a lot more difficult than I expected it would be. If anyone knows of any free software with which I can create a proper 2x1 equirectangular projection map (with specular maps, gloss maps, and normal maps), I would be very appreciative. :D I don't know if I'd get in trouble with Paradox - probably wouldn't, I think - but I'd prefer not to risk it if there's any chance.

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 9:36 am
by Hapchazzard
Talvieno wrote:
Thu Jun 07, 2018 8:42 am
Indeed! Using it as placeholder until I can find some way to make my own textures - which is actually a lot more difficult than I expected it would be. If anyone knows of any free software with which I can create a proper 2x1 equirectangular projection map (with specular maps, gloss maps, and normal maps), I would be very appreciative. :D I don't know if I'd get in trouble with Paradox - probably wouldn't, I think - but I'd prefer not to risk it if there's any chance.
SpaceEngine, perhaps? It has both a planet editor and a planet exporter (that AFAIK exports all of the things you mentioned). It won't let you place individual features (such as putting down individual mountains and craters in specific locations), at least in-game, but it lets you customize the general look of the surface to a great extent (color, sea levels, flora, cratering level, volcanism, cloud cover, etc.). Additionally, you could just export from the near-infinite supply of procedural planets in the engine itself, so you at least wouldn't have to waste your time making a texture for every individual generic, lifeless rock.

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 10:20 am
by Talvieno
An excellent suggestion! I'll have to give that a go. :D In the meantime, does the map itself look "decent"? Easy to tell world types and sizes, good lighting, scale? (Not asking about the planet positions - I made a few planets and popped them in there just as a test of the lighting system, along with proper reflections/gloss/specular/bumps. Properly lighting a star system is tricky business. Who knew!)

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 10:49 am
by Hapchazzard
Talvieno wrote:
Thu Jun 07, 2018 10:20 am
An excellent suggestion! I'll have to give that a go. :D In the meantime, does the map itself look "decent"? Easy to tell world types and sizes, good lighting, scale? (Not asking about the planet positions - I made a few planets and popped them in there just as a test of the lighting system, along with proper reflections/gloss/specular/bumps. Properly lighting a star system is tricky business. Who knew!)
Looks good to me. You could probably even make the rocky planets even smaller (if you need more space on the map for more planets/moons) and their type would still be discernable, but it would by no means be necessary. Lightning is fine, also.

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 10:54 am
by Talvieno
All right, that's great to hear. :D I plan to have moons and space stations on the map, too - just small representations, I think, for the most part. Moons will need to be significantly smaller.

I'm working on what is sort of a log scale, which is interesting. Works a lot better for star system maps than trying to represent real distances. :D

Space station = 1 unit
Noteworthy asteroid = 2 units
Moon = ~5 units
Small planet = ~8 units
"Normal" planet = ~10 units
Gas giant = ~17 units
"Normal" star = ~26 units

Re: REKT: Beyond The Edge (Main Thread)

Posted: Thu Jun 07, 2018 11:15 am
by 0111narwhalz
I have a procedural gas giant texture for Blender Cycles if you're interested.
Spoiler:      SHOW
Image
Not sure how well it translates to your application, but it could be of utility.