GSB 2.0 Graphics Experiment...

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GSB 2.0 Graphics Experiment...

Postby cliffski » Sun Aug 11, 2013 4:13 pm

Here's a thread for my graphics experiments with GSB 2.0.

Just fiddling, but happy with very early test stuff for a single mornings work :D
http://positech.co.uk/cliffsblog/2013/0 ... y-day-off/

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Re: GSB 2.0 Graphics Experiment...

Postby cliffski » Sun Aug 11, 2013 8:15 pm

Better image:
screenshot_11-08-2013_21-04-38.jpg
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Re: GSB 2.0 Graphics Experiment...

Postby Eich » Mon Aug 12, 2013 4:39 pm

Looks quite nice. Just make sure to make this height map business optional. Otherwise it may become too hard for modders to create their own ship hulls. I personally have no idea how to create a height map with a 2d image program (like Photoshop). I suspect it may not be possible.
Last edited by Eich on Mon Aug 12, 2013 4:48 pm, edited 1 time in total.
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Re: GSB 2.0 Graphics Experiment...

Postby Praetors » Mon Aug 12, 2013 4:47 pm

i guess... 3D modelling, here i come!
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Re: GSB 2.0 Graphics Experiment...

Postby cliffski » Thu Aug 15, 2013 4:17 pm

Yeah that's a good point. It shouldn't be too hard. In fact my little test case already has it as optional, so I can test the game with just one ship implemented :D

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Re: GSB 2.0 Graphics Experiment...

Postby flavoredpickle » Sat Aug 17, 2013 12:07 am

Never fret modders ,
I have used crazy bump for creating decent normal maps based on 2-d textures, a free 30-day trial exists, so you can just use it as a 'final pass' for when you have all of your sprites completed/ near completion.I have also read that there are auto-normal mapping plugins for Photoshop, or gimp. If you are a paint.net user, Idk how it works, if it has plugins etc.

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I also noticed that turrets did not get a shading pass and look, imho quite ugly, would it be possible to overlay the ships normal on top of the turrets. Another potential solutions is just giving the turrets their own normal maps, but I have no idea how the shading would interact between the two.
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Re: GSB 2.0 Graphics Experiment...

Postby lkohime » Sun Aug 18, 2013 1:28 am

Given the thread title, I think it's safe to assume that GSB2.0 is coming. What's more, given the higher quality of the sprite, i'm going to go ahead and call it 3D. I'm probably all wrong, but...
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Re: GSB 2.0 Graphics Experiment...

Postby cliffski » Mon Aug 19, 2013 6:13 pm

More teasing :D
gsb2_experiment.jpg
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Re: GSB 2.0 Graphics Experiment...

Postby AcePalarum » Mon Aug 19, 2013 6:52 pm

I love the radiation effect against the heavily shadowed hulls. It looks profoundly unhealthy. :)
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Re: GSB 2.0 Graphics Experiment...

Postby Praetors » Fri Aug 23, 2013 2:23 am

AcePalarum wrote:I love the radiation effect against the heavily shadowed hulls. It looks profoundly unhealthy. :)

+1, Looks great! But also looks harder to give the same effect to turrets, though
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Re: GSB 2.0 Graphics Experiment...

Postby cliffski » Fri Aug 23, 2013 9:06 pm

I won't get tedious by pointing out what I've done here, but interested in general opinions. The effects need toning down and tweaking, but this marks a milestone where some stuff I long wanted to get done now works...
screenshot_23-08-2013_22-02-40.jpg
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Re: GSB 2.0 Graphics Experiment...

Postby darkstar076 » Sat Aug 24, 2013 1:01 am

General Opinion - Looking Awesome, somewhat too dark, but Awesome none the less.

It will be interesting to see if the Turrets get the same treatment with the bump mapping or some other blending effect. (Currently they look a little out of place)

Now correct me if I am wrong, but are those beams lighting up the hull ?!?! o.O
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Re: GSB 2.0 Graphics Experiment...

Postby Archduke Astro » Sat Aug 24, 2013 1:48 am

cliffski wrote:I won't get tedious by pointing out what I've done here, but interested in general opinions. The effects need toning down and tweaking, but this marks a milestone where some stuff I long wanted to get done now works...

I have to share a dissenting opinion. While I think that the overall shadowing effect that cliffski is aiming for is a cool one, the hulls in the latest screenshot are too dark; dark enough to be aggravating even on a S-IPS monitor that has absolutely no trouble with color fidelity or high dynamic range. :/ I found the hull shadowing in the 2nd screenshot (the pic with the radiation damage) to be so shadowed as to be very unattractive to my eye. The hulls in this 3rd screenshot seem to have been marginally lightened since then, but...the ultra-high contrast from the neon-bright red background makes this super-shadow effect even less pleasant; the Tribe ships appear as if they're almost wholly drained of color, which I don't enjoy at all. I'm hopeful that the presently-heavy shadowing will soon be diluted somewhat - it is interesting, yes, but let's not over-spice the soup. :)

darkstar076 wrote:It will be interesting to see if the Turrets get the same treatment with the bump mapping or some other blending effect. (Currently they look a little out of place)

I would love that. Right now, the legacy GSB turret sprites detract from the shadowed hulls. If the entire ship (hull + turrets) exhibited roughly the same overall luminance, it would be mighty sweet. Just make sure that the turrets' coloration are a wee bit brighter than the hull, though.

It's good to see the results of some very early sprite/ambiance experiments for GSB2 - thanks for sharing these with us, cliffski.
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Re: GSB 2.0 Graphics Experiment...

Postby cliffski » Sat Aug 24, 2013 7:55 am

Yeah the turrets are just not done at all right now. i can basically turn the ambient and directional lighting up and down on a per-mission basis (or even let the player adjust it mid battle) so hopefully everyone will be happy :D
Yeah the lasers light up the hull. Right now even the repair bot welding beams light up the hull :D

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Re: GSB 2.0 Graphics Experiment...

Postby cliffski » Sun Aug 25, 2013 8:14 am

Oh and all of this will not be until next year. It's a total revamp planned, but so far I am experimenting with the existing game rather than starting from scratch. A lot of improvements are planned, and I'll go into more detail when I'm working on it full-time.


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