
If you want, you can download the model from the link below (the SSC is temporary and used only to show the model with its glowing lights). Enjoy !
http://nho.ohn.free.fr/celestia/Cham/Enterprise.zip (508 KB zip file)
chris wrote:Is that emissive texture or material on the Enterprise model? Nice to see that feature getting some use. It's especially useful when a spacecraft slips into the shadow of a planet.
--Chris
Cham wrote:Chris, could you explain what we are supposed to do in the modeler, so Celestia could recognise the emissive textures/material ? And what about the normalMap ? I wasn't able to use that yet.
Code: Select all
material # 58
# diffuse 0.788 0.957 0.98
# diffusepower 1 # Kd
diffuse 0.788 0.957 0.98
opacity 0.8
specular 0.576 0.576 0.576
# specularpower 0.8 # Ks
specpower 204 # Ks*255
# emissive 0.992 0.945 0.627
# emissivepower 0.5 # Ke
emissive 0.496 0.473 0.314 # product
end_material
And what about the normalMap ? I wasn't able to use that yet.
selden wrote:I'm working on it! I'm working on it!
Patience!
Pictures of some of my earlier work on the model are on the Web at http://www.lepp.cornell.edu/~seb/celest ... index.html
My primary emphasis at the moment is to try to reduce the resources it requires. It's running at only 15 fps on my home system (3.4GHz P4 + GF6600GT) and half that on the system at work (2.4GHz P4 + FX5200).
I've got some more meshes that can be optimized, but I fear a large part of the problem is that it consists of a dozen separate models. Pieces will get left behind during the expedition to Mars.
selden wrote:...My primary emphasis at the moment is to try to reduce the resources it requires. It's running at only 15 fps on my home system (3.4GHz P4 + GF6600GT) and half that on the system at work (2.4GHz P4 + FX5200).
I've got some more meshes that can be optimized, but I fear a large part of the problem is that it consists of a dozen separate models. Pieces will get left behind during the expedition to Mars.
Code: Select all
# 284 materials (+ 0 unused); 106608 vertices, 128629 triangles
# 259 Shapes (+ 25 with no vertices; max: 6128, avg: 411,
# max Triangles/Shape: 5424, avg: 496)
selden wrote:Chris,
The largest model has about 300 meshes, so there are about 300 material definitions. Merging all the meshes into a single mesh reduces it to 14 materials, so eliminating duplicates would help a lot. Unfortunately, I can't merge all the meshes until Anim8or's export surface normal problem is fixed in the next beta. At the moment I need to use cmodfix to regenerate the normals, but it can't handle more than one material per mesh.
There seems to be about a 40% speedup when using the Basic render path compared to using the OGL2 render path with an FX5200 graphics card.
At one time I thought I had it up to 60fps on my home system, but I haven't been able to reproduce it. Maybe that was in the Basic path, I'm not sure.