The background is are not a big deal. It’s a sphere model with stars and a nebula texture. I use HDR with a little overexposure.
The station is stored with smoothing group flags on each face (like 3dsmax has). I render it simply with a per vertex specular and diffuse lighting from the sun. The specular level is additionally controlled by a grayscale texture.
Last and least the window lights on the station are made by additional self illumination textures.
Looks good. Actually I’m very interested in your project. It seems as of late the space combat genre is sorely lackly. I grew up on the Elite, Wing Commander, and Privateer. X3 is very visually appealing and has alot of good stuff, but I prefer the dogfight feel. This is one of the reason I started modding Freelancer a couple years ago. Do you mind if I contact you via email regarding a few questions?
Alesto, this is fascinating. I’m working on a space sim too, but I’m quite time constrained. I’ve added you to Google Reader to stalk you.
Congrats on importing the content, but I would really recommend you to use free content such as Blender Texture CD and some quickly assembled content in excellent little tool Misfit Model 3D, or even Blender. I’m no artist, yet I threw in a few models of my own, and got a friend to do a shuttle for me. I think that depending on commercial content in any stage of your project should be avoided if possible in any way.
If you’re interested in my project, I have a YouTube channel with same name as under which I posted here; I’ve currently restricted myself to GL 1.1 features only, so it’s not very visually impressive, yet…
And if you want, we can exchange binaries. I’d love to stay in constant contact with a fellow space-sim-developer.
Backgrounds look good
Wow, this is excellent. How hard was this to do?
The background is are not a big deal. It’s a sphere model with stars and a nebula texture. I use HDR with a little overexposure.
The station is stored with smoothing group flags on each face (like 3dsmax has). I render it simply with a per vertex specular and diffuse lighting from the sun. The specular level is additionally controlled by a grayscale texture.
Last and least the window lights on the station are made by additional self illumination textures.
Looks good. Actually I’m very interested in your project. It seems as of late the space combat genre is sorely lackly. I grew up on the Elite, Wing Commander, and Privateer. X3 is very visually appealing and has alot of good stuff, but I prefer the dogfight feel. This is one of the reason I started modding Freelancer a couple years ago. Do you mind if I contact you via email regarding a few questions?
If you have questions, I can try to answer them as good as I can.
My email is alesto[at]simerge[dot]com
Alesto, this is fascinating. I’m working on a space sim too, but I’m quite time constrained. I’ve added you to Google Reader to stalk you.
Congrats on importing the content, but I would really recommend you to use free content such as Blender Texture CD and some quickly assembled content in excellent little tool Misfit Model 3D, or even Blender. I’m no artist, yet I threw in a few models of my own, and got a friend to do a shuttle for me. I think that depending on commercial content in any stage of your project should be avoided if possible in any way.
If you’re interested in my project, I have a YouTube channel with same name as under which I posted here; I’ve currently restricted myself to GL 1.1 features only, so it’s not very visually impressive, yet…
And if you want, we can exchange binaries. I’d love to stay in constant contact with a fellow space-sim-developer.
That’s right, about the usage of content. But in my case, the project is a mod. Then it means that X3 and I-War2 should be preinstalled.