SGI has reached its 10th anniversary! We celebrate this in part with the Goa'uld release, a version of which is now available here on Moddb and will be updated from time to time. A lot of work went into preparing the Goa'uld for this initial release. I hope you all enjoy what is currently available, there will be more to come as we improve the textures and add more models/icons, balance etc.
SGI is available as a GitHub repository. These files are public and can be downloaded or synced freely, even without a GitHub account. Our experience with GitHub has been very positive so far.
In general, please refrain from attempting to push changes to the server. Instead, contact us on Discord to let us know what you have in mind.
Link: GitHub Repository
The order may change but we'll keep this section updated if it does.
For anyone that wishes to post spotlight videos featuring SGI:
Thanks for sticking to the above! Now for our change-log:
Many aditonal Goa'uld ships have been added and these have all received quick textures or have more advanced proper textures such as the Meltak capital ship. The quick textures can be thought of as elaborate placeholders and will be updated/improved as we go forward.
Goa’uld ships and structures fixed or added to SGI:
For Asuran Faction:
For Human Factions:
For Goa’uld Factions:
We welcome suggestions for possible Artifacts or research based on Artifacts both for currently available and potential new ones. These Artifacts should have considerable quasi game changing benefits for at least one, or possibly two faction. Post your ideas in the comments section of this progress report and we will see if they can be incorporated into the new Exploration research sections.
See Goa’uld section above
The texturing system has been implemented to some extent, in particular many of the quick textures for the Goa’uld used the Emissive filter part of the setup which allowed very rapid texturing. As an example of things to come, here is the entire texture system being applied to the Concordia. It is a Work In Progress setup so only the main material and the emissive are representative of the final texture. The additional colored materials seen here are still in the works and will have a more subtle final look:
The Goa'uld have also had a specific generator created for texturing their ships, the Egyprian Hieroglyph generator. It contains 97 individual hieroglyph image inputs combined through the extended generator:
To help with deails in certain sections of ships, another tool was created that works similarly to the one above. This is the ship hull creator and comprises over 70 input images across 4 separate generators:
And here is an extension of the ship hull creator with an additional Background Layer and a choice of 14 different backgrounds to switch between:
Further work is also underway to optimize the texturing system before it's put into full production use. Most of the generators inside the texturing system filters are custom made and very fast in comparisson to their vanilla counterparts which allows for fluid texturing with lower grade hardware, or more effects layering for increased texture complexity with better hardware.
One exception so far was the Mask Builder node that is used in two of the filters. This vanilla node is very heavy and is being applied twice so it accounts for about half the processing time of the entire system. In order to optimize for our purposes, the version that is available in Designer was rebuilt and customized. The new one is between 2 and 3.5 times faster than the vanilla version and is comfortably usable at 4K resolution even on a tablet. Here are some timings comparing the heaviest vanilla generators and our Custom Mask Generator (Green):
The available options have also been expanded in terms of functionality. The Grunge now has drop down selections offering all 15 variants (as bitmaps) available in Designer and not just the 007 map. We can also select a different map out of these 15, for the primary and secondary grunges and control their tiling separately as well as together:
Another addition is the updated Scratches node that Designer introduced in one of it's updates. These Scratches are not available in the vanilla Mask Builder but have been integrated as an option in our custom node:
A lot of further improvements were implemented to the texturing system over the past couple of weeks as it nears completion, these include reworked blending with better quality, soft alpha controls and the conversion of the Bridge material to a full ColorID (Black) material mask as well as the addition of a new ColorID material mask (White). The system is now in it's full implementation with the maximum planned material IDs.
Here it is, running on a desktop PC (i5-2500k (not overclocked) with Nvidia 1070 GPU). This is a compressed version where multiple filters were combined into System Levels for simplicity:
The options (a fraction of these is displayed) on the right are for the SystemL2 filter, a standard Substance Designer Mask Builder can be seen on the right for timing comparisson where Scratches and TriPlanar are activated on all nodes. The system is very fast as a whole considering the amount of options it offers. It's also sufficiently versatile to allow for the easy texturing of all the factions in SGI and beyond and can be expanded/refined further. Essentially, once the input maps have been assigned to create a base material setup for a particular type of ship look (like the Assuran one for instance, or the Concordia), all we have to worry about is creating a height map with colorID and setting up the appropriate tiling for each ship. The system will intelligently apply the effects based on the new height and colorID, both of which can either be painted inside Substance Painter or created elswhere and imported/applied as maps.
Some of the latest refinements have seen the addition of multiple live Ambient Occlusion variant nodes and the ability to choose whatever works best for the situation.
In addition to the standard AO node in designer, two new versions as well as a third blended option are now available to us:
Custom (LVs) version is best used for accentuating details without flooding the whole model with AO:
Here it is on the Isis ship:
The next one is our Custom (PP) AO variant, this one is similar to the Standard AO in Designer but is better at maintaining relative shape size and depth of larger elements:
The final Custom AO is a blend between the Standard and Custom PP variants. The Custom PP is used to get the larger shapes and the Standard for the details.
Standard Designer AO:
Custom PP AO:
And the Blended result:
The Ambient Occlusion drives many of the texturing system effects, this is why the time was spent to make sure we have appropriate variants depending on the situation and ship/station design being textured.
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