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BC Forums => BC Modding => Topic started by: metalnick on January 26, 2011, 09:55:43 PM

Title: Damage Texture Experiment
Post by: metalnick on January 26, 2011, 09:55:43 PM
Hey guys. I've been fooling around with my BC install and one thing that has always bugged me is the way the damage textures look. So I figured I'd try and get something I was happy with. So what I did was use fluxcapacitor's Damage.tga for the base stuff and then used Chris Larkin's Fiery Nanofx textures for the inside.This actually turned out a lot better than I expected. So, What do you guys think of the results?

Title: Re: Damage Texture Experiment
Post by: DJ Curtis on January 26, 2011, 09:56:24 PM
I like the mix of crispy and cooking.
Title: Re: Damage Texture Experiment
Post by: metalnick on January 26, 2011, 10:23:34 PM
Thanks DJ. I was trying to get as close as possible to these pics.
Title: Re: Damage Texture Experiment
Post by: Captain_D on January 26, 2011, 10:41:37 PM
I like the mix of crispy and cooking.

Yea, I like BBQ too,,, :D

That actually looks pretty nice metalnick for damage. :thumbsup:
Title: Re: Damage Texture Experiment
Post by: metalnick on January 27, 2011, 12:47:57 AM
Thanks guys. I tried it the other way around with fiery edges and burnt inside but it looked kinda goofy.  :P Anyways Here's some more with DJ's Enterprise D.
Title: Re: Damage Texture Experiment
Post by: DJ Curtis on January 27, 2011, 02:09:41 AM
I think you're on the right path with this last update.  If you could have one main large fire for each big hole, and then some smaller fires around them?
Title: Re: Damage Texture Experiment
Post by: JamesTiberiusKirk on January 27, 2011, 06:36:13 AM
might use the flux texture as a base, put the nanofx as a second layer, then use the eraser to make only small blobs of the nanotexture and smudge the edges, so that they blend in. that might work.
Title: Re: Damage Texture Experiment
Post by: Lurok91 on January 27, 2011, 07:36:02 AM
Think those are looking good  :)  *cookie*     Just curious: what size tga are you using?  The fire-section looks a little low-rez and think could look a lot better/realistic if you go larger.   And are these to replace the NanoFX textures or the stock ones? 
Title: Re: Damage Texture Experiment
Post by: El on January 27, 2011, 08:17:58 AM
You might want to consider making the edges of the burned areas glow. Similar to the effect when you set fire to paper after the flames have gone out.
You have a charred area that still glows on the edges.....

I really like this so far, and I agree with DJ that your on the right path with this.
See if you can increase the res for the glowing bit to match the quality of the charred area.
Title: Re: Damage Texture Experiment
Post by: metalnick on January 27, 2011, 04:28:04 PM
Ok. Thanks for all the kind words guys but I think I should make it clear that I did not make these, I just mixed together 2 textures I really liked. I'm not too sure but I think the glowing part is 64x64 and the charred image is 128x128. Can't say for sure since I'm away from my home PC atm. Will see what I can do.
Title: Re: Damage Texture Experiment
Post by: Lurok91 on January 27, 2011, 05:35:15 PM
Ok. Thanks for all the kind words guys but I think I should make it clear that I did not make these, I just mixed together 2 textures I really liked.

That means you made them  :)  Like sampling: taking pre-existing stuff and mixing together to make something new.  Originality is in having idea in first place -- no-one else did -- and getting it done. And it's not like you're going to take credit that it's all your own original work. So kudos to you and keep going.

I think the glowing part is 64x64 and the charred image is 128x128. Can't say for sure since I'm away from my home PC atm. Will see what I can do.

If you're going to carry on with this definitely up the rez if you can as it will look sooo much better. 
Title: Re: Damage Texture Experiment
Post by: tiqhud on January 27, 2011, 06:04:16 PM
Not bad at all.
Title: Re: Damage Texture Experiment
Post by: metalnick on January 27, 2011, 07:31:31 PM
Ok, I've upped the res to 256. Also Took some more screenies. Although I'd like to have the charred part be animated as well so there could be some kind of glow effect or maybe like an electrical plasma effect like in TWoK shot there. But that is a little bit beyond my scripting abilities.
Title: Re: Damage Texture Experiment
Post by: Lurok91 on January 27, 2011, 08:05:42 PM
Looking good.   You say you want animated effect?   That's why asked before if these were for NanoFX or stock.  If stock, nothing much can do.   If NanoFX, you have 30+ TGAs to use which would allow you to 'paint-in' any animated fx  (glow, sparks, plasma, anything you want  lol)  like old fashioned cel animation.
Title: Re: Damage Texture Experiment
Post by: metalnick on January 27, 2011, 08:35:29 PM
Well the interior is NanoFX and animates. I'm just wondering whether or not there is a way to do the same thing with the surface damage.
Title: Re: Damage Texture Experiment
Post by: Captain_D on January 30, 2011, 01:45:35 AM
Wish you luck on this. I made an attempt at it few years back along with some other effects,

http://bridgecommander.filefront.com/file/Intresting_Stars_and_Nano_Effects;79371

did an electrical arc, but never figured a way around the edge effect either. Meant to do a version 2, but got side tract around that time and never went back to it. Had actually slipped my mind until I caught this thread.

May get inspired to take a stab at it again sometime, after seeing the good stuff your coming up with.


Title: Re: Damage Texture Experiment
Post by: CJLarkin on January 30, 2011, 11:39:16 AM
Ohh nice, this looks great! Fantastic idea, combining the two. :)
Title: Re: Damage Texture Experiment
Post by: Lurok91 on January 30, 2011, 12:22:47 PM
Well the interior is NanoFX and animates. I'm just wondering whether or not there is a way to do the same thing with the surface damage.

So are you currently using two separate textures ingame?   The damage texture in Textures and the Nano textures?   If you physically combined the two in a Nano texture, then you would be able to do simple anims on the surface damage. 
Title: Re: Damage Texture Experiment
Post by: metalnick on January 30, 2011, 12:49:56 PM
Yeah I had thought of that. But I'm a little fuzzy on how I could do that without scripting it in through NanoFX (Maybe cannibalize/add something from NanoFX to use two seperate series of animated textures for damage inside and out or combine the two like Lurok suggested?  :idk:). But I really like that electrical arc damage texture, D and how you have the little guys flying off  :funny. I'll do some more tweaking and see if I can get something figured out. But yes, Lurok, I am using two different textures. One for the charred area which shows up on the outer hull and the NanoFX textures which show up as the animated glow on the interior.

I've got some ideas that I'll try out as soon as I get home. I don't suppose anyone knows what particular file controls the surface damage texture? I know where the NanoFX one is but can't seem to find the handler for the surface damage texture. I'm using KM with the newest update 2010.02 I think.
Title: Re: Damage Texture Experiment
Post by: Lurok91 on January 30, 2011, 01:31:41 PM

There's a script 'EffectTextures'  in scripts/Tactical.   At bottom is code:
Code: [Select]
def LoadDamageTextures(Icons = None):

if(Icons is None):
Icons = App.g_kIconManager.CreateIconGroup("DamageTextures")
App.g_kIconManager.AddIconGroup(Icons)

kTexture = Icons.LoadIconTexture('data/Damage1.tga')
Icons.SetIconLocation(0, kTexture, 0, 0, 64, 64)
kTexture = Icons.LoadIconTexture('data/Damage2.tga')
Icons.SetIconLocation(1, kTexture, 0, 0, 64, 64)
kTexture = Icons.LoadIconTexture('data/Damage3.tga')
Icons.SetIconLocation(2, kTexture, 0, 0, 64, 64)
kTexture = Icons.LoadIconTexture('data/Damage4.tga')
Icons.SetIconLocation(3, kTexture, 0, 0, 64, 64)

Not sure if these are the stock textures you're using?  As far as I know, the actual hole/scorch value is handled by the ship script file but willing to stand corrected.

I think in theory one might be able to re-script Nano to use two separate textures but tbh it's one of those things prob best left to experts.  Though no harm in trying  :)  Best to ask at BCS.   
Title: Re: Damage Texture Experiment
Post by: metalnick on January 30, 2011, 01:45:53 PM
Yeah I saw that. But I have not seen those textures anywhere in the game at all with NanoFX enabled  :hithead:. So I'm guessing there's an override somewhere. But I'll see about adding some more to these textures and seeing what you guys think. Edit: I'll see about incorporating Kirk's idea and seeing how that works.
Title: Re: Damage Texture Experiment
Post by: metalnick on January 31, 2011, 01:33:13 AM
Did a lot of tweaking and still could not get results much better than my initial attempt although I did alter the alpha channel of the surface texture so there's more bleed through from the Nano textures underneath. Screens below. You guys like it better like this or the way it was before?
Title: Re: Damage Texture Experiment
Post by: 007bashir on January 31, 2011, 01:55:55 AM
I quiet like those. Thought the first pic is from st generations.
Title: Re: Damage Texture Experiment
Post by: fox105 on February 01, 2011, 01:16:45 PM
These look fantastic  :D
Title: Re: Damage Texture Experiment
Post by: metalnick on February 25, 2011, 09:21:10 PM
Update time. One thing that always kinda bugged me was the purpley-grey tint to the one texture. So converted to black and white and voila! Seems like I have a thing for blowing holes in DJ's ships  :evil:
Title: Re: Damage Texture Experiment
Post by: Captain_D on February 27, 2011, 01:17:11 PM
Update time. One thing that always kinda bugged me was the purpley-grey tint to the one texture. So converted to black and white and voila! Seems like I have a thing for blowing holes in DJ's ships  :evil:

SHAME ON YOU!!!,,,,,,, :D

Damage is looking good, nice job. :thumbsup:
Title: Re: Damage Texture Experiment
Post by: metalnick on March 07, 2011, 11:56:15 PM
More Screens. This is what happens when you try and take on a superior enemy  :P Also a close up of a freighter so you guys can get a better look at the textures. I really like them where they are at and if you guys concur I'll see about releasing through the MoS or something.
Title: Re: Damage Texture Experiment
Post by: Killallewoks on March 08, 2011, 06:07:48 AM
Man great work i really like the combination of fire and just scorched hull, keep it up and these may well replace my stock Nano ones as im quite attached to those.  :funny
Title: Re: Damage Texture Experiment
Post by: 007bashir on March 08, 2011, 07:27:05 AM
Hm looks very interesting. Cant wait to test them.
Title: Re: Damage Texture Experiment
Post by: metalnick on March 08, 2011, 06:04:12 PM
http://www.mediafire.com/?js14d5t4c58ke4m

Here it is guys. Take a look since screens can't really do these justice imo. Any feedback is highly appreciated.
Title: Re: Damage Texture Experiment
Post by: Nihilus on March 08, 2011, 09:13:18 PM
http://www.mediafire.com/?js14d5t4c58ke4m

Here it is guys. Take a look since screens can't really do these justice imo. Any feedback is highly appreciated.

They look pretty good to me.
Title: Re: Damage Texture Experiment
Post by: metalnick on March 08, 2011, 09:15:44 PM
Thanks. I tried to do some bump mapping with the interior textures to give them a bit more flair but it didn't work too well. Might take another stab at it.  :thumbsup:
Title: Re: Damage Texture Experiment
Post by: Jb06 on March 09, 2011, 07:43:47 AM
Do you mean something like this? I havent tried it, but it you have normal mapping in PS, its pretty easy to do.

~Jb
Title: Re: Damage Texture Experiment
Post by: metalnick on March 09, 2011, 10:16:32 AM
yep that's what I tried to do. I did it with GIMP shop. But somehow the tga got corrupted and turned into a multi-colored static... :hithead:
Title: Re: Damage Texture Experiment
Post by: King Class Scout on March 09, 2011, 11:28:43 AM
Quote
yep that's what I tried to do. I did it with GIMP shop. But somehow the tga got corrupted and turned into a multi-colored static...

that happens a lot with some programs.  they read an image as a bunch of "same colored" pixels and overcompensate, i think.  and it's not just bump-mapping routines.  sometimes just trying to clean up something will result in that kind of mess.  i always work big because of that kind of thing.
Title: Re: Damage Texture Experiment
Post by: sovereign001 on March 11, 2011, 04:17:02 PM
Looks good! I tried it aswell in my early days (released it but was crap). The problem is always, its great for small damage spots, but if you damage a great part of the ship, its one big orange spot.

Is it possible for you, to recreate the particles that escape from the damage?
(http://i9.photobucket.com/albums/a74/royalpred/Siskos_jem_hadar_ship_descends9.jpg)

like you see here. Perhaps remove the plasma that escaped from the nacelles, and change it by small yellow/orange shapes?
Title: Re: Damage Texture Experiment
Post by: metalnick on March 12, 2011, 12:22:01 AM
As far as I know Nano FX already has an effect for that. But I might see if I can spruce up those particles a bit if I can find them.