
Snes controller progress:
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- Trooper
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That's the way the real d-pad is, though I may have a little too much bend. As I said before, its adjustable, so I can change it. And thanks for the rather harsh way of putting it. :/franpa wrote:Think of 2 metal bars laid over each other to make a + sign, now bend all 4 extremities up so that none touch the ground. That is what your D-pad currently looks like FirebrandX :/
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
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Just fixed a major booboo I had missed, which is I left the baseplate of the d-pad black by accident. I kept wondering why it didn't look right, but now it looks a lot better.
Ok, now I can finally move on to making the last improvement to the d-pad of rounding the outer corners slightly more in line with the real thing.
Ok, now I can finally move on to making the last improvement to the d-pad of rounding the outer corners slightly more in line with the real thing.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
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I was able to redesign the D-button with the rounded corners I was after, and also was able to apply a better lofting modifier for the arms in the process. I've set it to just a hair of lofting for now. The new image now has my completed D-button and has maxed out my abilities. Its accurate to within a tenth of a millimeter based on the size of the original piece.
Next up is just to work on some reflection effects for the color buttons, but really I'm left waiting for my controller to arrive in the mail before I can do any new significant work.
Next up is just to work on some reflection effects for the color buttons, but really I'm left waiting for my controller to arrive in the mail before I can do any new significant work.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
Yeah I was just gonna ask about that. Idunno the first thing about modeling apps, but does your program allow you to specify like a bunch of images to use for the environmental light, like a cube map? I'm talking about something that affects every surface, be it highly reflective or dull (all surface lighting comes from the environment after all, whether you can see a clear reflection or not). It'd be fun if you'd actually have a silhouette of someone taking a picture, and I imagine it'd add to the realism.FirebrandX wrote:Next up is just to work on some reflection effects for the color buttons,
[size=75][b]Procrastination.[/b]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
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Yeah I can do that, and its a very good idea to add realism that way. When its all said and done for the exterior of the controller. I'll render a super-high-res version for 16:10 desktops.
I'll work on it today and then report back. Thanks!
I'll work on it today and then report back. Thanks!
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
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Ended up doing a little touchup work on the model. I reshaped the case lip around the d-button to be more accurate (my version had too large inner corner rounding). I also reshaped the buttons after having a closer look at them from Grin's photos, and I used the color schemes from his since the flash from his camera was a whiter source than the previous net-photo I used. The colors are now more accurate, but may appear less vivid than the previous color scheme. We can always consider reverting back if need be, though it would be sacrificing accuracy for the sake of effect.
Finally, I switched to ray-traced shadows, which really adds depth to the little crevices between the d-button and the case lip.
Edit: On a related note, I've not had a SNES in about ten years, so I just purchased a near mint Super Famicom that comes in original box with everything. I'm having it imported directly from Japan, so the shipping is more than the cost of the unit! Its cool though. I still have my MIB Kurono Toriga from way back in 1995 I think it was when I ordered it from a Gamefan ad.
What this means is I will be able to do a Super Famicom version of the controller, and also render the deck itself as an optional project.
Finally, I switched to ray-traced shadows, which really adds depth to the little crevices between the d-button and the case lip.
Edit: On a related note, I've not had a SNES in about ten years, so I just purchased a near mint Super Famicom that comes in original box with everything. I'm having it imported directly from Japan, so the shipping is more than the cost of the unit! Its cool though. I still have my MIB Kurono Toriga from way back in 1995 I think it was when I ordered it from a Gamefan ad.
What this means is I will be able to do a Super Famicom version of the controller, and also render the deck itself as an optional project.
Last edited by FirebrandX on Tue Mar 03, 2009 9:48 am, edited 3 times in total.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
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New update:
I started visually inspecting my new SFC controllers and made note of how the color "actually" looks on the buttons. This works so much better than looking at photos because there are no artifacts or interpretations going on, so I'm able to compare and adjust on the fly. These new button colors are pretty much the final tones I want to use. I have the buttons sitting on my desk, and they look identical in tone and saturation when I look at the render output now.
I also ajusted the tone and bump-mapping on the crosspad & middlebuttons as well.
Next, I really want to start re-shaping the case. It has an arc on the face that goes from top to bottom and peaks in the middle. I'll be working on that as a priority.
I started visually inspecting my new SFC controllers and made note of how the color "actually" looks on the buttons. This works so much better than looking at photos because there are no artifacts or interpretations going on, so I'm able to compare and adjust on the fly. These new button colors are pretty much the final tones I want to use. I have the buttons sitting on my desk, and they look identical in tone and saturation when I look at the render output now.
I also ajusted the tone and bump-mapping on the crosspad & middlebuttons as well.
Next, I really want to start re-shaping the case. It has an arc on the face that goes from top to bottom and peaks in the middle. I'll be working on that as a priority.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
Here's my redesign mockup for the input capture window:
Old:
http://img26.imageshack.us/img26/2338/capture1m.png
New:
http://img24.imageshack.us/img24/3808/capture2z.png
Ignore the margin / icon differences, it's a mock-up external program.
Opinions?
Old:
http://img26.imageshack.us/img26/2338/capture1m.png
New:
http://img24.imageshack.us/img24/3808/capture2z.png
Ignore the margin / icon differences, it's a mock-up external program.
Opinions?
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I agree.. I think I've seen this colour difference before, maybe they changed it at some point? Other than that, it could be down to monitor calibration. I have my gamma set to 2.2, but there's little else I can test objectively. If I take a few pictures in daylight, would that prove or disprove anything?
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- Trooper
- Posts: 376
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- Location: DFW area, TX USA
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Could be my monitor. Its fairly bright. I'll adjust them brighter until we get more of an agreement.
btw, byuu I just like the old design you had better. A matter of personal preference
Edit: I've increased the saturation on the green, yellow, and red buttons by 15 units. Let me know if this is closer or if I need to go higher.
btw, byuu I just like the old design you had better. A matter of personal preference
Edit: I've increased the saturation on the green, yellow, and red buttons by 15 units. Let me know if this is closer or if I need to go higher.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
I do not like the dropdown in the mockup. Use one tab per controller instead. It would make it easy to understand how to set things up in multiple controller configurations.
Also, I can not help but feel that it is easy to overlook the L and R buttons with them lacking area. How about some Picture in Picture thing to give them a fair amount of screen area?
Also, I can not help but feel that it is easy to overlook the L and R buttons with them lacking area. How about some Picture in Picture thing to give them a fair amount of screen area?
If it's just a preference issue, I'd rather greatly reduce the size of the capture window. The groupbox with lots of buttons makes that screen way too busy for what should just be a simple "press a key" window.btw, byuu I just like the old design you had better. A matter of personal preference
What do tabs have to do with that? That window is not configuring an entire controller, just a single button on one.I do not like the dropdown in the mockup. Use one tab per controller instead. It would make it easy to understand how to set things up in multiple controller configurations.
In this case, controller 1's select button. If you want right clicks inside the main window to correspond to that controller button, you use that menu and choose button 2 (right).
The biggest problem there is that we don't have pictures for the other three/four input devices.If I may make a suggestion, I always liked the way to configure the gamepad as shown in the sample below:
The next problem is that window is absolutely massive. It won't fit nicely with the panel layout I'm using to put all configuration settings in a uniform container window.
And it still doesn't allow for the 'rapid' method of assigning all keys back-to-back. Something I don't support now, but could with an extra button on the capture window like <Assign All Keys> that gets grayed out when you choose the UI config parts.
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- Trooper
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- Joined: Tue Apr 19, 2005 11:08 pm
- Location: DFW area, TX USA
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New update:
I've shaped the maincase to have the same contour curves as the real controller does. It doesn't change the image very much, other than how the light hits the bump-mapping from top to bottom. I also shaped the backcase to match the real controller as well, though I still have to cut a few holes into it before its complete.
Byuu, I'll render a bsnes version as well, and I assume you prefer the cordless png version based on your comments about the image size. give me a few mins and I will have it uploaded shortly.
I've shaped the maincase to have the same contour curves as the real controller does. It doesn't change the image very much, other than how the light hits the bump-mapping from top to bottom. I also shaped the backcase to match the real controller as well, though I still have to cut a few holes into it before its complete.
Byuu, I'll render a bsnes version as well, and I assume you prefer the cordless png version based on your comments about the image size. give me a few mins and I will have it uploaded shortly.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip