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by Scarecrow
Thu Mar 04, 2010 4:05 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

WAIT!

I had shininess and spec set to zero. I just ramped them up and it's now loading the spec map. Let me just have a play with it in game and I'll report back!

Crow
by Scarecrow
Thu Mar 04, 2010 3:56 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

iiiiinteresting.... but sadly, no! PNG's don't have an alpha channel as such. They just sort of remember when something is transparent. So my spec map is at 100% opacity by default. I tried a chequered pattern with red squares and transparent squares but it made no difference. The log is saying (and...
by Scarecrow
Thu Mar 04, 2010 9:48 am
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

Goooooood morning Ooliters! Okay, then. Today's conundrum: I made the corrections to the code that the Commander and Eric spotted. I imagine that's probably fixed the position of the laser on the ship if nothing else. My primary concern this morning is the specular map, specular and shininess settin...
by Scarecrow
Wed Mar 03, 2010 8:18 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

So let me see, Commander McLane, you are saying that I need to remove the comma from end of the last 'FLASHER' line, yes? And Eric, you are saying that I need to remove one of the decimal points? I assume you mean this one: 23.5.33 <edit>Yes, checking the position in Maya, it's the .33 that shouldn'...
by Scarecrow
Wed Mar 03, 2010 4:17 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

Oops. I had the emission map set to load the specular map.

It appears to be working now but It's so small in the title screen, I need to run debug and look at it in-game I think to get a good look at it.

Crow
by Scarecrow
Wed Mar 03, 2010 4:04 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

hmmmm...

I added an emission map to that list and it loaded in the diffuse, normal and specular. It's as if it loads in all but the last map, nomatter what that map is.

Crow
by Scarecrow
Wed Mar 03, 2010 3:58 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

Ooooookaaaaay... So, now I'm in full shader mode. That certainly helps, though it's still refusing to load the specular map. I have this code: materials = { "seraphim.png" = {shininess = 100; normal_map = "seraphim_n.png"; specular_map = "seraphim_s.png"; }; }; and it o...
by Scarecrow
Wed Mar 03, 2010 3:43 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

No, I put that code in that you see above but it refuses to load the specular map. It also only loads the normal map if I also put in the emission map.

I am almost certainly running simple shader mode. How do I find out and how do I change it?

Crow
by Scarecrow
Wed Mar 03, 2010 3:31 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

Okay, I removed the emission map and it now appears to only load the diffuse and normal. It doesn't load the specular. The body of the Seraphim (That the material applies to appears darker than the other objects). The code looks like this: materials = { "seraphim.png" = {shininess = 20; no...
by Scarecrow
Wed Mar 03, 2010 3:20 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

ooookaaaaay....

I added the emission map and that showed up. Equally, it's now loading the normal map and specular map too.

hm....

Crow
by Scarecrow
Wed Mar 03, 2010 3:07 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

@Ahruman

No, amongst all the other textureloader lines, all I get related to the Seraphim is this:

Code: Select all

[textureLoader.asyncLoad]: Loading texture seraphim.png

[textureLoader.asyncLoad.notStall]: Texture seraphim.png loaded asynchronously.
It doesn't mention the normal map

Crow
by Scarecrow
Wed Mar 03, 2010 2:30 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

Okay, that didn't work. However, I noticed that the close bracket above the line thrust = 32 appeared to be unnecessary - which would explain my previous errors. I deleted that, and it's now compiling without any complaints. YAY! \0/ However, the Seraphim is once again showing up with apparently no ...
by Scarecrow
Wed Mar 03, 2010 2:20 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

AARGH! I think I've just realised what's wrong. I think I've put it inside the sub-entities section, haven't I?

sigh.

I'll test it. brb.

Crow
by Scarecrow
Wed Mar 03, 2010 2:18 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

That makes the most sense :) Here you go. This is the Shipdata.Plist: { viper = { aft_eject_position = "0.0 6.5 -28.0"; ai_type = "route1patrolAI.plist"; cargo_type = "CARGO_NOT_CARGO"; energy_recharge_rate = 4; exhaust = ("0.0 0.0 -12.5 3.0 3.0 12.0"); forwar...
by Scarecrow
Wed Mar 03, 2010 1:27 pm
Forum: Expansion Pack
Topic: The Seraphim - A custom Ship OXP from start to finish.
Replies: 220
Views: 66402

Okay, further to my last post on the previous page, I retried the code. I decided not to try and be too clever and instead of interpreting it, I used the lines from the Dredgers OXP exactly, swapping out my own texture names and is still doesn't like it. materials = { "seraphim.png" = {shi...