1 (edited by Bandu 2008-05-29 13:31:34)

Topic: Visual/Graphical tweak suggestions

Ok, this is where I am going to plonk all my feedback regarding graphics and visuals as pertaining to FirstStrike. I'll continually update the list as and when I come across things that I think could be improved, or fixed. Most of them will be of the relatively quick to fix variety, rather than talking about re-unwrapping , for example, the Imperial Outpost or tatooine buildings.

1. Ryloth props
- The props such as Ryloth walls, bridges etc etc don't appear to have any bump/normal maps or specularity, resulting in a flat looking texture. I've looked at the files and the textures are great (as to be expected from teh biggzors) but are let down ingame by the lack of the above.
There are a few reasons why the normal and spec maps don't appear to show up, tho I wont go into them seeing how you'll already know them.

2. Rebel Troopers
- This goes for the brown/desert rebel troopers , for sure... whether it goes for the camo troopers aswell, I dont know off the top of my head. The issue here is the high specularity of them. I believe the spec needs toning down quite abit to stop them looking like they are wearing rubber... tho if you keep the rubber look on the female trooper you wont get any arguments from me wink

3. Imperial Base texture.
- From the Imperial Outpost to the Landing Pad, the base metal texture of the imp variety seems too messy and not sleek enough by Imperial standards. I believe the texture is "endor_metal_c".




To be continued...

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Visual/Graphical tweak suggestions

Bandu wrote:

1. Ryloth props
- The props such as Ryloth walls, bridges etc etc don't appear to have any bump/normal maps or specularity, resulting in a flat looking texture. I've looked at the files and the textures are great (as to be expected from teh biggzors) but are let down ingame by the lack of the above.
There are a few reasons why the normal and spec maps don't appear to show up, tho I wont go into them seeing how you'll already know them.

2. Rebel Troopers
- This goes for the brown/desert rebel troopers , for sure... whether it goes for the camo troopers aswell, I dont know off the top of my head. The issue here is the high specularity of them. I believe the spec needs toning down quite abit to stop them looking like they are wearing rubber... tho if you keep the rubber look on the female trooper you wont get any arguments from me wink

3. Imperial Base texture.
- From the Imperial Outpost to the Landing Pad, the base metal texture of the imp variety seems too messy and not sleek enough by Imperial standards. I believe the texture is "endor_metal_c".

1. Yeah this is a weird one..I did some experimentation locally and even if I make the normal maps insanelt bumpy (like in a not good looking sense) and make the specular map brighter, it doesnt affect it in the slightest. I suppose it may be something in the export or because the majority of the texture is light in color, thus not showing the specular highlights on the normal map. Not totally sure what it is.

3. Yeah

Re: Visual/Graphical tweak suggestions

I will add my suggestions to the graphical tweaks:

1. Endor maps. I heard grass causes lag. I still find this strange as BF2 easily supports grass, but anyway, you guys know best. What about sprites of the cloves above the ground level? Kinda like a pseudo grass? Also overall reduce the amount of pine needle textures and keep them isolated to around tree bases. Pine needles don't fall everywhere. Also if the clover texture is too repetitive, then add a fern like texture, vary it up. Also regarding the trees, add a hortizonal branch texture/sprite closer to the ground so that from below, it doesn't look like 4 vertical sprites. I also suggest added pine needles/branches textures to the tree trunks about 1/3 up to texture to make it blend into the tree trunks so it doesn't look liek an empty tree trunk texture to the top of the trees...

2. Smaller maps. I mentioned this before, but it is probably the most important... there's too much empty space between the flags. Either reduce the size (best idea) or add more objects to the maps (better yet, combine both). Example on Ryloth, add downed spaceships to the ground level and make paths more accessible to ground vehicles (especially the imperial walker!!!). Essentially every empty planet outside Tatooine experienced the Clone Wars.... show it! Wrecks, craters, etc.

3. Light maps. I realize this is still an early release, but too many objects don't cast a shadow. If it is 3D, then it should cast a shadow. Not to promote other mods, but Forgetten Hope does an excellent job of light maps and shadows, even in underground building and barren landscapes.

These again are just my suggestions....

Re: Visual/Graphical tweak suggestions

SurfingDoc-

1) Duno
2) Whole heartedly agree.  Might liven up the 1-2 minute hikes to get somewhere on the maps (or hopefully make them shorter).
3) That could lead to problems since I think each blaster bolt acts as a light source (correct me if im wrong).   If to many objects cast shadows you would get lag very very quickly in a battle.