Nexus Skirmisher

Nexus Modding => Mod Development / Released Mods => Topic started by: The Old Dragon on January 22, 2016, 00:57:07

Title: New Asteroid Pack
Post by: The Old Dragon on January 22, 2016, 00:57:07
Hi Folks,

After some big problems on my LT, I've taken up Geo's suggestion and begun rebuilding the asteroids into higher poly models. The old ones look to angular, here's a preview...

(http://i289.photobucket.com/albums/ll204/TheOldeDragon/as_002_Old_New_zpsh7y68cwr.jpg) (http://s289.photobucket.com/user/TheOldeDragon/media/as_002_Old_New_zpsh7y68cwr.jpg.html)

Still trying refine the textures as there are still some seams and stretch marks, but an overall improvement.

Quick question, do you think the higher poly count would have much of an impact?
I seem to remember having lots (and I do mean lots) of asteroids could cause a bit of lag.
In the above pic, there's about a 360 difference in the poly counts.

Edit: 16/02/2016  Asteroid Pack 1 added. Contains astreroids 1 to 5.
As they are reworked models, they are free to use in whichever project you wish.  All I ask is that you give proper credit to the Mithis team for the original models and myself for the rework in your project.

Installation:
Simply unpack the file and put the .msh your /meshes/asteroids folder and the textures in the /textures/meshes folder.

I would recommend backing up the original files in a new folder incase you wish revert to the original models.
Enjoy :)
Title: Re: New Asteroid Pack
Post by: Sargoth on January 22, 2016, 11:23:25
Well aren't you a sweetie. I was just doing the background ones

http://imgur.com/a/wHZfu (http://imgur.com/a/wHZfu)

 ;)
Title: Re: New Asteroid Pack
Post by: Sargoth on January 22, 2016, 15:29:28
If you would give me the texture your using, I can incorporate that into the background asteroids. Would be much appreciated :)
Title: Re: New Asteroid Pack
Post by: GeoModder on January 22, 2016, 21:54:25
Oh, wow. Way more then I bargained for. :o
I was merely hinting at making copies of the existing planetoids in the planets folder and linking these to other planetoid textures in the texture folder. But this is, to say it in Dr. Veltman's words, unbelievable!

With the converter working again, I thought of trying to recreate the Aerospace logo and putting it on those generic corporation textures made in the past. Combined with Kendo's Stiletto variation meshes that would give us the opportunity to have at least one other corporation with its own logo'd ship (the ISA stiletto), and the variations used as the ISA's ships.
Title: Re: New Asteroid Pack
Post by: The Old Dragon on January 22, 2016, 23:35:58
Certainly Sargoth, as long as the email I have for you is still valid, it should be in your inbox now. If not, pm me your email and I'll send it through :)

Thank you Geo, trying a different style on the next one to remove the seams and stretched patches. Hopefully look better. Arparso's NexTexC program should allow you to merge new details into the old textures.
Title: Re: New Asteroid Pack
Post by: Sargoth on January 23, 2016, 00:04:22
Thanks, got it ;)
Title: Re: New Asteroid Pack
Post by: Sargoth on January 23, 2016, 13:14:54
Might have gone a bit overboard here

http://imgur.com/a/9z6Nm (http://imgur.com/a/9z6Nm)
Title: Re: New Asteroid Pack
Post by: The Old Dragon on January 23, 2016, 14:35:34
Maybe just a little, hope whoever's at the controls wasn't partying last night, hehe  ;)

Title: Re: New Asteroid Pack
Post by: GeoModder on January 23, 2016, 15:53:08
Heh, crowded place there.
Its almost like the rings of Saturn suddenly became silicate instead of icy. ;)
Title: Re: New Asteroid Pack
Post by: Sargoth on January 23, 2016, 18:35:27
http://imgur.com/a/ntZcs (http://imgur.com/a/ntZcs)

Well, I tried to remove some of the bigger ones and match the color a bit better. Now it looks like its ready to form a new planet. Gotta declutter ;D

Edit:

Think we got it down to an acceptable cluster

http://imgur.com/a/Jbk0J (http://imgur.com/a/Jbk0J)

have at it: https://dl.dropboxusercontent.com/u/20010147/textures2.rar (https://dl.dropboxusercontent.com/u/20010147/textures2.rar)
Title: Re: New Asteroid Pack
Post by: GeoModder on January 23, 2016, 23:48:05
Seeing is believing. Beautiful work, Sargoth.
I definitely need The Old Dragon's texture file too now.

Pretty please, Old Dragon? :)

(http://i5.photobucket.com/albums/y174/GeoModder/New%20asteroid%20background_zpsuqbanqkn.jpg~original)
Title: Re: New Asteroid Pack
Post by: The Old Dragon on January 24, 2016, 00:31:37
Certainly Geo, should be in your inbox now  :)
Title: Re: New Asteroid Pack
Post by: GeoModder on January 24, 2016, 08:45:22
Certainly Geo, should be in your inbox now  :)

Thanks! 8)
Title: Re: New Asteroid Pack
Post by: Sargoth on January 26, 2016, 16:32:23
Quick question, do you think the higher poly count would have much of an impact?
I seem to remember having lots (and I do mean lots) of asteroids could cause a bit of lag.
In the above pic, there's about a 360 difference in the poly counts.

I don't think so. I believe you can go hog wild with it. But just to be sure, keep it under a thousand and you should be fine.
Most people are running 2Gb video ram now a days, as opposed to 256mb of 2004 era. And what takes up that is large texture files, graphic effects like Anti-Aliasing, Screen-space occlusion and stuff like that. None of which Nexus has.
Title: Re: New Asteroid Pack
Post by: GeoModder on January 26, 2016, 17:06:30
Nevertheless, I keep thinking that none of the big(ger) space battles in Nexus took place within an asteroid field. With the possible exception of the Theta Gate mission. But even there the patrolling ship and platforms were removed once the Gorg support fleet jumped in.
So I reckon they count towards this upper ship/object limit the engine can handle.
Title: Re: New Asteroid Pack
Post by: Sargoth on January 26, 2016, 20:05:25
Nevertheless, I keep thinking that none of the big(ger) space battles in Nexus took place within an asteroid field. With the possible exception of the Theta Gate mission. But even there the patrolling ship and platforms were removed once the Gorg support fleet jumped in.
So I reckon they count towards this upper ship/object limit the engine can handle.

Yeah, I always found that to be a bullshit statement. That the engine couldn't handle it. So I tested it.

Here's over 3000 asteroids in a scene. (https://dl.dropboxusercontent.com/u/20010147/nexus%20shot%200126%20200136.png) It took the FPS down from about 750 to 60. And it took about 5 seconds from skipping the ingame briefing to actual play lmao
Title: Re: New Asteroid Pack
Post by: The Old Dragon on February 12, 2016, 14:59:02
I've got a problem with this, might be the converter needs some work to fix it. But at the moment, the model viewer (and ingame) only shows the lowest LOD even though it can see the other levels...

(http://i289.photobucket.com/albums/ll204/TheOldeDragon/Asteroid%20problem_zpsmq3jcafo.jpg) (http://s289.photobucket.com/user/TheOldeDragon/media/Asteroid%20problem_zpsmq3jcafo.jpg.html)

As you can see in the pic, it shows the lowest level and thinks there's only one layer but shows errors from the higher level LODs.

I'll try running it on my works pc, see if I get a different result. But this was done under windows 10 with the GOG version of Nexus. If anyone has any ideas, I'm all ears.

Was hoping to release the first pack of asteroids today :(
Title: Re: New Asteroid Pack
Post by: GeoModder on February 12, 2016, 16:39:41
I don't have an idea whatsoever what could cause this. :(
Title: Re: New Asteroid Pack
Post by: The Old Dragon on February 12, 2016, 23:34:19
Geo, Sargoth,

I've put the raw files in the CEP folder under "Dragon's Files". When you get a moment, please could you try to convert them and see what happens?
Title: Re: New Asteroid Pack
Post by: Sargoth on February 13, 2016, 01:22:36
Converted fine. Added to your personal for looksies

http://imgur.com/a/InaTX (http://imgur.com/a/InaTX)
Title: Re: New Asteroid Pack
Post by: The Old Dragon on February 13, 2016, 09:36:25
Thanks Sargoth, but still no go for me.
Although they look alright and properly converted (did you notice any LOD changes? Currently set to 2000 and 4000 distance) in your link, when I look at them, I only see the lowest level.

Either it's windows 10 or the GOG version has issues :(
Title: Re: New Asteroid Pack
Post by: GeoModder on February 13, 2016, 11:09:10
Seems to be the day for troubleshooting.
I'll test them a bit later today.
Title: Re: New Asteroid Pack
Post by: Sargoth on February 13, 2016, 12:05:55
LODs work. Hard to see on 1 and 5, but they work ;)
Title: Re: New Asteroid Pack
Post by: GeoModder on February 13, 2016, 13:59:17
I placed Sargoth's conversions in the game's demo mission.
Below a couple screenshots.

It's run in the original game, not the GOG version.
Title: Re: New Asteroid Pack
Post by: GeoModder on February 13, 2016, 14:03:02
And here's one more as seen in the viewer.
Title: Re: New Asteroid Pack
Post by: The Old Dragon on February 13, 2016, 23:49:00
Hmmm, sounds like the problems definitely with me. Time to get the steam version, if that doesn't work then I'll have to try rolling back to an earlier version of windows (again) :(
Title: Re: New Asteroid Pack
Post by: The Old Dragon on February 14, 2016, 00:45:55
Yep, confirmed. GOG version of Nexus has issues where it won't always read the model correctly (at least in windows 10).  Just installed the steam version and the asteroids now show as intended... though I think the __spec maps needs toning down.

Edit:

Hmmm, take that back. Steam version now giving me the same problem. Time to roll back windows :(

Title: Re: New Asteroid Pack
Post by: GeoModder on February 14, 2016, 23:27:18
Graphic card drivers/settings can't be an issue?
Title: Re: New Asteroid Pack
Post by: The Old Dragon on February 17, 2016, 00:25:29
Not sure what the issue was, Geo. But I'm back under windows 8.1 with my original retail version and things appear to be working well again :)

Asteroid Pack 1 has now been added to the very first post in this topic.
Title: Re: New Asteroid Pack
Post by: Sargoth on February 17, 2016, 00:41:33
Might as well add my background ones to it ;)