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| | | |-+  Lunar Surface Meshing
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Author Topic: Lunar Surface Meshing  (Read 32891 times)
Artlav
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« Reply #15 on: January 14, 2006, 04:29:27 PM »

That looks very promising. If that's just an early beta, then the release one will definitely rock! Keep it going.

One small comment - Even the new Visosad engine cannot process an array of small boulders with 1000 polys per unit without a performance loss (that's what rocks in current NEP looks like), so it's a good idea to keep them simplier.
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jtiberius
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« Reply #16 on: April 10, 2006, 12:40:25 PM »

Hi guys after a lot of work, here a some screenshots:

Jack Schmitt on the way to crater camelot

Jack Schmitt looking inside Camelot crater

Jack Schmitt at Shorty's
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Swatch
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jasonims
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« Reply #17 on: April 10, 2006, 01:22:03 PM »

OMG....I saw the first photo of Tracy's rock and I was SHOCKED....I thought it was the comparison photo (real life prototype) at first.  jt, you and Ford do a beautiful thing.  Now I'm itching to get to work on the Lunar Module to look good on that background.....er....*looks left, looks right*....you didn't hear that from me. Wink
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My Project Apollo Work:
CM Visual
 -VC (~75% complete: texture work beginning again; mesh-78%; texture-70%)
Propulsion Particle Improvements (Focused on S1B right now, BETA 1.0 has been commited)
New Docking Method (~50% complete: research complete; coding partially completed, testing not underway)

Future Work:  (if it's here, it's deemed unnecessary to upcoming release)

Older Work:  (if it's here, it's fair game to whoever wants to improve)
EMS Implementation (committed: minor flaws, but groundwork is there, needs extensive testing)
EMS scrolls (committed: not refined, but usable)
SM Visual (committed: mesh-finished, texture-60%; possibly revisited in future)
J2 Texture (commited: room for improvement)
LRV (committed: mesh-finished, texture-90%; in future a ground up rebuild may be in order, but not on my plans)
Artlav
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« Reply #18 on: April 10, 2006, 01:52:41 PM »

This photos are fake - there are stars in the background Happy

Looks great! <Put some lot of "great" equivalents here>!
Any info on when?
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jtiberius
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« Reply #19 on: April 10, 2006, 02:42:46 PM »

I wish i could say "when".

when the new orbiter is out and we have all new features, if there are any, implemented.

when FordPrefect and I decided to release it. Unfortunately i did not talked to FordPrefect for at least 4 weeks now.

Some things have to be corrected. During roving with LRV and Jack
i became aware that some rocks and boulders are too big and seems to
"hover" over the surface, but all in all only small adjustments.

This all would not be possible without your famous visosad, artlav.
Again thank you very much, a dream come true.

Glad you enjoy it.

regards
jtiberius
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FordPrefect
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« Reply #20 on: April 10, 2006, 02:49:58 PM »

Hey Chris,

Sorry for my absence on our project. I got frustrated by a problem(see below).

Awesome detail you put into TL there! Looks fabulous. Nice screenies. I am still stuck with a texturing problem on the big LiVi Mesh. It is an optimized mesh (for the sake of reduced polycount) which renders fine in 3DS Max, but when exported as mesh in Orbiter, the texture is distorted to the faces (triangle) surfaces of the mesh, looking really bad. I really tried every option in MAX without success. Maybe you wanna try it with your software to do this step. I can send the .3ds file to you by mail. Although it is still not the final version of the LiVi (Littrow-Vitruvius) mesh, as I still do have to finetune the Sculptured hills region, with my own homemade bumpmap derived from the Apollo lunar photo maps.

Again, some great detail you have added to TL, wonderful!
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My Project Apollo work in progress:
* New detailed Lunar Module Ascent stage with virtual cockpit (VC currently planned as eye candy only) 18 % done

My Project Apollo work to be continued:
* new Service Module SPS engine bell
* various Saturn V textures, exhaust textures
* SIM Bay for the SM


My long-term plans are to create a:
* New detailed Lunar Module descent stage (eventually models of all flown LM's)
* New F-1 engines for the S-1C stage showing the foil (batting) insulation
* New LUT and launch pad (if nobody else does it)
jtiberius
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« Reply #21 on: April 10, 2006, 02:56:13 PM »

Hi FordPrefect,

of course send me the file. I have a new email
kopp.hattingenattfreenet.de

good to hear from you, how is it?
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Swatch
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jasonims
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« Reply #22 on: April 10, 2006, 03:15:16 PM »

You guys need a motto....how bout...

Modelling the Moon, One Rock at a Time!    :lol:

Ok, enough fun....keep up the good work guys, what you have done is simply above and beyond.
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My Project Apollo Work:
CM Visual
 -VC (~75% complete: texture work beginning again; mesh-78%; texture-70%)
Propulsion Particle Improvements (Focused on S1B right now, BETA 1.0 has been commited)
New Docking Method (~50% complete: research complete; coding partially completed, testing not underway)

Future Work:  (if it's here, it's deemed unnecessary to upcoming release)

Older Work:  (if it's here, it's fair game to whoever wants to improve)
EMS Implementation (committed: minor flaws, but groundwork is there, needs extensive testing)
EMS scrolls (committed: not refined, but usable)
SM Visual (committed: mesh-finished, texture-60%; possibly revisited in future)
J2 Texture (commited: room for improvement)
LRV (committed: mesh-finished, texture-90%; in future a ground up rebuild may be in order, but not on my plans)
Redburne
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« Reply #23 on: April 17, 2006, 12:32:16 PM »

Those two textures (AST_TEXT.dds, AST_TEX2.dds) are referenced in the lunar rover mesh (LRV.msh), but I could not find them in the CVS, the 6.4 release or NEP.

Is there anyone who, by chance, still has them?
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Swatch
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jasonims
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« Reply #24 on: April 17, 2006, 05:14:43 PM »

I'm on the hunt for the elusive textures....and in the process I'm finding some really good stuff from the past....more to share later!
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My Project Apollo Work:
CM Visual
 -VC (~75% complete: texture work beginning again; mesh-78%; texture-70%)
Propulsion Particle Improvements (Focused on S1B right now, BETA 1.0 has been commited)
New Docking Method (~50% complete: research complete; coding partially completed, testing not underway)

Future Work:  (if it's here, it's deemed unnecessary to upcoming release)

Older Work:  (if it's here, it's fair game to whoever wants to improve)
EMS Implementation (committed: minor flaws, but groundwork is there, needs extensive testing)
EMS scrolls (committed: not refined, but usable)
SM Visual (committed: mesh-finished, texture-60%; possibly revisited in future)
J2 Texture (commited: room for improvement)
LRV (committed: mesh-finished, texture-90%; in future a ground up rebuild may be in order, but not on my plans)
Swatch
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jasonims
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« Reply #25 on: April 17, 2006, 10:59:13 PM »

There are no such textures....they are a bogus bit of code (along with most of the current LRV).   The stuff I found involved the older versions of lunar stuff out there, including a better LRV and textures that I just reworked.  If you want to use it instead of the current one (which is a system hog), I can commit it and the new(old) textures.  I also found some new astronaut textures in the archives...which will be very nice when I get around to meshing people instead of just machines.



Previous LRV... 50,000 polys ....new... 15,000 (everything was doubled on the last one).

Ok, back to the VCCM...
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My Project Apollo Work:
CM Visual
 -VC (~75% complete: texture work beginning again; mesh-78%; texture-70%)
Propulsion Particle Improvements (Focused on S1B right now, BETA 1.0 has been commited)
New Docking Method (~50% complete: research complete; coding partially completed, testing not underway)

Future Work:  (if it's here, it's deemed unnecessary to upcoming release)

Older Work:  (if it's here, it's fair game to whoever wants to improve)
EMS Implementation (committed: minor flaws, but groundwork is there, needs extensive testing)
EMS scrolls (committed: not refined, but usable)
SM Visual (committed: mesh-finished, texture-60%; possibly revisited in future)
J2 Texture (commited: room for improvement)
LRV (committed: mesh-finished, texture-90%; in future a ground up rebuild may be in order, but not on my plans)
Redburne
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« Reply #26 on: April 18, 2006, 02:19:26 AM »

Do I want to use the better looking LRV with one third the polys, and a console that seems to have the right proportions?  Confused:

Let me think ...

Yes, I think I would like you to commit this one to the CVS!  Very Happy

Could you please replace the "LRV_no_console.msh" (I think that's the name), not the LRV.msh? The former is the one I use to merge with the console mesh.

That way, it won't break anything in the existing LRV console animations.
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Swatch
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jasonims
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« Reply #27 on: April 18, 2006, 06:27:19 AM »

RGR that, I'll commit this later today, In the meantime...could you upload the scenerio that you're using to test the LRV in orbiter?  I don't have a scenerio handy that I can test to make sure the mesh is clean in game...

I don't have access to the files from work at the moment, so figure on getting them around 7 or 8 EST.  Also, I'll do some quick optimization...there are still about 4000 extranious polys that are just gonna be a pain to correct.
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My Project Apollo Work:
CM Visual
 -VC (~75% complete: texture work beginning again; mesh-78%; texture-70%)
Propulsion Particle Improvements (Focused on S1B right now, BETA 1.0 has been commited)
New Docking Method (~50% complete: research complete; coding partially completed, testing not underway)

Future Work:  (if it's here, it's deemed unnecessary to upcoming release)

Older Work:  (if it's here, it's fair game to whoever wants to improve)
EMS Implementation (committed: minor flaws, but groundwork is there, needs extensive testing)
EMS scrolls (committed: not refined, but usable)
SM Visual (committed: mesh-finished, texture-60%; possibly revisited in future)
J2 Texture (commited: room for improvement)
LRV (committed: mesh-finished, texture-90%; in future a ground up rebuild may be in order, but not on my plans)
Redburne
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« Reply #28 on: April 18, 2006, 06:48:05 AM »

Great! No need to rush things!

I'm using the Apollo 14 lunar landing scenario that was released with the first meshland integration test. I simply let the autopilot take me down to Fra Mauro and quicksaved right after landing. The realsim setting is low, so you can switch to the rover regardless of the fact that it is actually half a year too early for an LRV on the Moon.

I'll try to remember it when I get home, and upload the scenario.

An easier way to test the mesh is probably to replace the original ShuttlePB mesh and run a scenario with the ShuttlePB ...
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Redburne
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« Reply #29 on: April 18, 2006, 07:03:27 AM »

Holy poly!

I've just found a NASSP3 Apollo 16 pack on AVSIM that contains
- a 3.5 MB "LRV.msh" (the current one weighs 1.6 MB)
- a 2.3 MB "newlrv.msh"
- and a 0.9 MB "newlrv_empty.msh"

I'll check them out in the evening. Maybe we'll be able to offer a high-poly and a low-poly version of the LRV.

(Edit: on second thought, you probably already know those meshes, if you've been "hunting through the archives" ...)
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