Thread: [WIP] Lighthouses mod
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Old 12-29-16, 03:08 PM   #29
Kendras
Stowaway
 
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Quote:
Originally Posted by gap View Post
In general, my idea is having a few basic lighthouse models which can be placed in various locations in game (where real lighthouses are/were to be found during the 40s), and then slowly replacing at least a few of them with realistic representations of real lighthouses. SHIII has not a Real Navigation mod yet, but in SH5 with RN, landmarks can be as important for the calculation of position fixes as they were in real life before the GPS era
I have exactly the same ideas as you !

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Originally Posted by gap View Post
Once I release the model as La Vieille, it will be easy for me creating another generic light house model based on the previous one.
Could this generic model be a little different in aspect (3D and texture) ?

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Originally Posted by gap View Post
It is. If you look closely at the detail of the gallery in the picture at the bottom of my previous post, you will be able to see the lantern (a Fresnel lens) through it glasses.
Ah, I saw it ! But I though it was a texture ! I didn't dare to ask you to model a Fresnel lens, and that's just great that you've already done it !

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Originally Posted by gap View Post
An ambient occlusion map is a texture featuring prerendered shadows, calculated by some 3D editing programs based on the geometry of an object, and it is meant to represent the shadows that the various parts of the same object would cast on each other under a diffuse light. Simplifying, you can see it as a texture with shadowing, enhancing the perception of 3-dimensionality of a model rendered on a 2D surface.
Usually I overlay AO maps on the diffuse map (the one which is currently referred to as "texture"), but due to the complexity of the current model I had to make its diffuse UV map overlapping, otherwise its textures should have been gigantic. As a consequence, if we want the model to have an AO map I will need to create a secon channel (i.e. a non-overlapping UV projection) that the AO map will be rendered on (due to its topological nature, AO map "baking" doensn't work well with overlapping UV projections). Doing that is relatively easy in SHIV-5, but it is my understanding that this feature is only partly supported in SHIII. The lack of AO maps is why most stock ships look "flat" in SHIII compared to its later reincarnations (besides its models having a lesser number of polygons)
Thanks for these explanations ! Really interesting !
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