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Pretty Planet Project

This is for Arghs various projects. You can ask questions and give some feedback on projects such as the XML Toolkit.

Post Thu Jul 07, 2005 10:43 pm

Pretty Planet Project

This download link (warning, it's 17MB- 56K beware) contains all of the files needed to make your very own custom Planets for the Freelancer game engine, including alpha-channel clouds and a high-resolution texturemap.

I have also included a finished CMP/SUR, so that you can take the SUR and resize it with FLModel Tool and make your planets any size you want to.

For those of you who're unfamiliar with the texturemapping techniques used to skin these spheres, please read my Tutorial, "How to Skin", which talks about uv-mapping and the DDS texture format.

There are a few things that are very different about DemoPlanet that weren't included in my Tutorial, however.

Firstly, the "atmosphere" is a Glass Material, but it uses a different texturemap than the planet's surface. The reason it does so is because we need to have alpha-channel transparency, and the DDS format, while it does a fine job with very simple 8-bit transparency, doesn't support the 16-bit alpha channels that we need for fine cloud details. So we're forced to use my least favorite format- 32-bit TGA. It's the only format supported by the FL engine that gives us what we need in order to present convincingly detailed high-resolution clouds. If you can live without clouds, or simulate them in the DTX1 DDS texture without the results looking terrible, I heartily recommend doing without, but if you want really nice, soft clouds, you have to put up with the huge filesize this entails.

Secondly, examination of the sample CMP included with this Tutorial material will show you several things. The most important is that the "Glass" texture, used for the "cloud layer" is a special Type. The Type is DcDtOcOtTwo . The "Two" is the most important part- it tells the FL engine to draw these polygons as if they were two-sided, instead of ignoring the "inside" face, like it normally would. This effectively doubles the polycount of the object, because every polygon gets drawn twice, before being printed to the frame buffer, so we don't want to use this where it's not necessary... here it's necessary.

Note that the main Material does not need to have this option- all of the "planetary surface" polygons are facing "out" or "back", and shouldn't be drawn by the renderer. This is a process called "culling", which is done by most game engines to speed up the processing of 3D geometry so that it can draw quite a bit faster, and after making it draw a big 32-bit TGA on over 1800 polygons we'd better make it go as efficiently as possible on the planet's surface

The Photoshop file included has the main layers you'd need to do a simple texturemap for a planet with continents and an ocean. Non-Earthlike worlds are actually much easier, because you can use the Offset feature in Photoshop to get rid of unsightly seams fairly easily, and most non-Earthlike worlds are going to be predominantly different flavors of line + noise and various effects.

Please feel free to ask questions if you're having trouble figuring out how to use these files to make your own custom Planets, but read my Tutorial about skinning before proceeding- it will give you a good background on the techniques being used here. Basically though... all you need to do is make a pair of square textures- one a DXT1 DDS, and the other a 32-bit TGA with an alpha channel, and import them in the Milkshape template file, name everything with a unique name, export the CMP, edit the Glass Material node with UTF Edit so that it matches the example CMP's entries (except for the Dt_name, and Ot_name, which should have the same name as the "WhateverTheGlassIsCalled.tga" entry which you will have to put into the CMP and import the alpha-channel texture. It all sounds fairly complicated, but it's not, I can assure you

Edited by - Argh on 9/4/2005 10:48:17 PM

Post Sat Jul 09, 2005 10:17 am

This is version 2. I have pretty much figured out all of the steps that people will need to take to make their own planets of any dimensions at this point- it's really not very hard. I'll be releasing a set of standard templates tomorrow, along with directions about how to go about making your own custom worlds



Version 3:



Version 4:




Edited by - Argh on 10/19/2005 11:37:56 AM

Post Sat Jul 09, 2005 10:46 am

this is very nice work, may i sugest make the tone of the blue a bit lighter, on these its like WOW

if u know what i mean

Post Sat Jul 09, 2005 12:31 pm

Argh, very nice work,as always

Post Sat Jul 09, 2005 11:03 pm

I think that the ocean needs to be a deeper shade of blue on the next ones to be a bit more accurate (at least to people who're expecting something to look like Earth), although I'll be the first to say that I'm not going for true photorealism- there are a number of technical challenges in that regard that are going to take some work to resolve properly, unless I want to spend days on a single planet's texturemap, which I don't

Basically though, what you're looking at is <2000 tris for two spheres... it's not quite perfectly round, and if you get really close you can see the facets, but it's surprisingly nice for the polycount.

Post Mon Jul 11, 2005 3:45 am

Argh,

I spent quite a lot of time on an arid planet, tho it needs an atmosphere to soften it, or I could 'burn' the tex a bit.. its earth sized but I used modified NASA high res images of Venus and played with overlaps and merging and lots of stuff till I got what I wanted, if you are interested .. I can send you some jpg's, they may interest you.

The planet is about 2k polys too... tho the texture is somewhat bigger

Harrier

Edited by - harrier on 7/11/2005 4:49:29 AM

Post Mon Jul 11, 2005 8:20 am

Take a look at the example files, and feel free to email me if you're stuck. It really isn't very hard to get a planet built, trust me- what was a little tricky was getting it to be easy enough for just about anybody who can read and use a paint program to use

Post Fri Jul 22, 2005 8:15 am

Argh, does FL automatically light the planet based on the suns position? Or do you need to darken half of the texture to make night on the other side.

Post Fri Jul 22, 2005 9:54 am

All objects in space are affected by directional lighting from the sun except inside a nebula which contains ambient lighting.

Post Fri Jul 22, 2005 11:41 pm

What Louva said. Oh yeah, and you can add lights to a planetary surface via alpha-channels, if you want to- it's fairly easy to do So we could do, say, glowing lava-worlds, etc., pretty easily.

Post Sat Jul 23, 2005 7:49 am

Is there a limit on texture size and resolution for planets?

Post Sat Jul 23, 2005 3:25 pm

Well, players with low-end video cards will not display DDS/TGA files over 2048/2048- the textures will show up as blank white. So I tend to not go over that size- that's more than large enough, imho, to make whatever you want with a single skin anyhow.

Post Sat Jul 23, 2005 11:39 pm

You could do planets torn by warfare...

Post Thu Sep 22, 2005 2:27 am

<bump>

Post Tue Oct 11, 2005 1:42 pm

Argh,

I just wanted to thank you for this incredibly useful work you did with the PrettyPlanet project. Using this as a solid basis, and implementing as much I could into it, I've been able to produce this :



Edited by - FriendlyFire on 10/11/2005 2:42:27 PM

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