[Release] gsagostinho's Texture Pack: Cobra Mk III

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

[Release] gsagostinho's Texture Pack: Cobra Mk III

Post by gsagostinho »

gsagostinho's Texture Pack: Cobra Mk III
========================================

Version: 1.5
Required Oolite Version: 1.80
Author: Gilberto Agostinho (gsagostinho)
Credits: based on Dertien's Z Groovy's Variety Packs and Griff's Cobra Mk III.
License: CC-BY-NC-SA 3.0

=============

Hi all,

I am happy to release a bundle which adds 23 new paint jobs for the Cobra Mk III for both the player and the NPCs. This work is based on Dertien's Z Groovy's Variety Packs and Griff's Cobra Mk III.

Image

Image

Image

Paint Jobs
==========

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Link
====

Download it via the extension manager in the game.

Version history
===============

19/01/2018 - Version 1.5:
- adjust prices to be the same as the default Cobra Mk III at 150000 Cr so that a paintjob won't inflate the ship value.

29/11/2017 - Version 1.4:
- small fix to shipdata.plist.

18/07/2017 - Version 1.3:
- added Griff to credits.
- individually set the shininess and specular colour properties for each livery.
- removed the references to *-NPC variants from all *-PLAYER variants, so that it becomes easier to have the new liveries available only for the player.

17/07/2017 - Version 1.2:
- added new pirate and white paint jobs.
- improved scratch marks on camo paint jobs.
- improved camo4.
- renamed OXP to gsagostinho's Texture Pack: Cobra Mk III.
- fixed dates in version history.
- pirate paint job only used for pirate roles by NPCs.

14/07/2017 - Version 1.1:
- added 11 NEW paint jobs.
- fixed wrong colour on the nose of some paint jobs.

13/07/2017 - Version 1.0:
- initial release.
Last edited by gsagostinho on Wed Jul 04, 2018 7:19 pm, edited 9 times in total.
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

Link above updated, added 11 new paint jobs and made some very minor cosmetic changes to some of the first paint jobs (some had the wrong colour for the square piece just above the gun).
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by pagroove »

Fantastic work. Well done. Looks like a nice addition to the Ooniverse.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

Thanks a lot for the positive feedback, P. A. Groove! :D
Astrobe
---- E L I T E ----
---- E L I T E ----
Posts: 609
Joined: Sun Jul 21, 2013 12:26 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by Astrobe »

Three letters: OMG
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

Much appreciated, Astrobe! :D
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by phkb »

They are seriously cool!

If I can throw a suggestion at you, it would be awesome to have paint job options for Pythons, FdL's and Asp's as well!
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

@phkb Many thanks :D As for the other ships, I was going to ask today what other ships do you guys fly so thanks for the suggestions, I will start working on them :)
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by spara »

Awesome looking paint jobs. Really nice. 8)

I (still) wish the game would have some easy way of adding variants without changing the balance of ships and roles. As you're probably aware, adding new CobraIIIs with defined roles makes CobraIIIs more probable to be spawned in roles they are defined subtly changing the balance of the game. Not much can be done about it though, since it's pretty much impossible to predict the combination of variants the player has installed and roles are a write-only property.

But anyways, well done :).
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

Thanks a lot, spara, really appreciate it.
spara wrote: Sun Jul 16, 2017 8:58 pm
I (still) wish the game would have some easy way of adding variants without changing the balance of ships and roles. As you're probably aware, adding new CobraIIIs with defined roles makes CobraIIIs more probable to be spawned in roles they are defined subtly changing the balance of the game. Not much can be done about it though, since it's pretty much impossible to predict the combination of variants the player has installed and roles are a write-only property.
I was actually not aware of how the game worked in that regard, but now that you mention it becomes obvious that the game sees every new variant as a new ship altogether and the balance of ships can be shifted. Do you have some suggestion on how to tackle this on my side? I could make these liveries available only to the player for instance, but that would be not ideal in my opinion as it is really nice to encounter these different liveries in the Ooniverse.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by spara »

gsagostinho wrote: Sun Jul 16, 2017 9:25 pm
Thanks a lot, spara, really appreciate it.
spara wrote: Sun Jul 16, 2017 8:58 pm
I (still) wish the game would have some easy way of adding variants without changing the balance of ships and roles. As you're probably aware, adding new CobraIIIs with defined roles makes CobraIIIs more probable to be spawned in roles they are defined subtly changing the balance of the game. Not much can be done about it though, since it's pretty much impossible to predict the combination of variants the player has installed and roles are a write-only property.
I was actually not aware of how the game worked in that regard, but now that you mention it becomes obvious that the game sees every new variant as a new ship altogether and the balance of ships can be shifted. Do you have some suggestion on how to tackle this on my side? I could make these liveries available only to the player for instance, but that would be not ideal in my opinion as it is really nice to encounter these different liveries in the Ooniverse.
Good question. With Griff's normalmapped replacement ships it was easy, I just redefined all the roles so that the balance won't change. This one is harder and would need something more creative. Could something be done with a suitable ship script in templates? This needs a bit experimenting.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by Smivs »

I have the same issue with the Classic Ships suite, where the 'variety pack' in particular does have a slight effect on weighting. TBH my club-hammer fix :roll: was just to try to include a selection which I guessed would come close to 'balancing' the roles.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

Well, if someone has a concrete idea on how to tackle this then I would be happy to try it. In the meantime, if a player feels that this OXP disturbs the balance in his/her game, then an easy fix is to only use the *-PLAYER ships and not the *-NPC ships, so that the new liveries are only available to the player.
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Cobra Mk III Variety Pack

Post by gsagostinho »

Hi all, I just released a new version of this OXP, link updated in the first post. Here is the changelog for version 1.2:

- added new pirate and white paint jobs.
- improved scratch marks on camo paint jobs.
- improved camo4.
- renamed OXP to gsagostinho's Texture Pack: Cobra Mk III.
- fixed dates in version history.
- pirate paint job only used for pirate roles by NPCs.
User avatar
gsagostinho
---- E L I T E ----
---- E L I T E ----
Posts: 573
Joined: Sun Jul 19, 2015 1:09 pm

Re: [Release] gsagostinho's Texture Pack: Cobra Mk III

Post by gsagostinho »

Version 1.3 is released, here is the changelog:
- added Griff to credits.
- individually set the shininess and specular colour properties for each livery.
- removed the references to *-NPC variants from all *-PLAYER variants, so that it becomes easier to have the new liveries available only for the player.
Post Reply