Release: Vampire MkVI
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- Killer Wolf
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Release: Vampire MkVI
Hi all.
Here's a tarted-up, higher poly [2700 faces compared to 350ish] rework of the Vampire;
Civilian version has one main cannon
Naval version has the usual pair;
Those are renders from Blender, the Oolite version looks better w/ Griff's shaders working but i got sick of trying to chase one of the buggers down to get a beauty shot
Player version HUD:
First OXP in about a decade so i might well have effed something up, but it seems to play okay on my machine.
Download from; https://app.box.com/s/fto0vru44vw6amqfrfpa6ig6ra3fo06v ~ hopefully. i used 7zip which sometimes seemed to unzip all the innards seperately the last time i did this stuff so keep an eye out for that.
feedback etc welcomed!
Here's a tarted-up, higher poly [2700 faces compared to 350ish] rework of the Vampire;
Civilian version has one main cannon
Naval version has the usual pair;
Those are renders from Blender, the Oolite version looks better w/ Griff's shaders working but i got sick of trying to chase one of the buggers down to get a beauty shot
Player version HUD:
First OXP in about a decade so i might well have effed something up, but it seems to play okay on my machine.
Download from; https://app.box.com/s/fto0vru44vw6amqfrfpa6ig6ra3fo06v ~ hopefully. i used 7zip which sometimes seemed to unzip all the innards seperately the last time i did this stuff so keep an eye out for that.
feedback etc welcomed!
- Cholmondely
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Re: Release: Vampire MkVI
Congratulations!
Downloaded. Will give it a whirl. Looks impressive...
This must be the first new ship.oxp with a HUD for at least half a decade!
1) Do you intend to add it to the in-game Expansions Manager?
2) What do you want done about a wiki page?
Downloaded. Will give it a whirl. Looks impressive...
This must be the first new ship.oxp with a HUD for at least half a decade!
1) Do you intend to add it to the in-game Expansions Manager?
2) What do you want done about a wiki page?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cody
- Sharp Shooter Spam Assassin
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Re: Release: Vampire MkVI
Bit camera-shy, your Vampire...Killer Wolf wrote: ↑Thu Jun 02, 2022 4:14 pm... i got sick of trying to chase one of the buggers down to get a beauty shot
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Cholmondely
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Re: Release: Vampire MkVI
How about flying it and using an external camera to get the shot?Cody wrote: ↑Thu Jun 02, 2022 6:31 pmBit camera-shy, your Vampire...Killer Wolf wrote: ↑Thu Jun 02, 2022 4:14 pm... i got sick of trying to chase one of the buggers down to get a beauty shot
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- montana05
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Re: Release: Vampire MkVI
Scars remind us where we've been. They don't have to dictate where we're going.
- phkb
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Re: Release: Vampire MkVI
Can't help with the graphics, but can offer a couple of suggestions:
1. Add a manifest.plist file (put at the same folder level as the "read me.txt" file
2. Update the subentity definitions to the current standard:
In your original shipdata.plist these:
would become these:
And these
Would become these:
You'll get less warnings in your latest.log file that way.
Ship is looking great, though!
1. Add a manifest.plist file (put at the same folder level as the "read me.txt" file
Code: Select all
{
identifier = "oolite.oxp.Killer_Wolf.Vampire_MkVI";
required_oolite_version = "1.80";
title = "Vampire Mark VI";
version = "1.0";
category = "Ships";
author = "Killer Wolf";
license = "...whatever suits...";
}
In your original shipdata.plist these:
Code: Select all
"*FLASHER* 65.3 4.9 -51.3 500 2 0.0 2",
"*FLASHER* -65.3 4.9 -51.3 360 2 0.0 2"
Code: Select all
{
type = "flasher";
position = "63.3 4.9 -51.3";
color = {hue = 500;};
frequency = 2;
phase = 0.0;
size = 2;
},
{
type = "flasher";
position = "-63.3 4.9 -51.3";
color = {hue = 360;};
frequency = 2;
phase = 0.0;
size = 2;
},
Code: Select all
"v6_rgun 0 0 0 1 0 0 0",
"v6_lgun 0 0 0 1 0 0 0",
Code: Select all
{
type = "standard";
subentity_key = "v6_rgun";
position = "0 0 0";
orientation = "1 0 0 0";
},
{
type = "standard";
subentity_key = "v6_lgun";
position = "0 0 0";
orientation = "1 0 0 0";
},
Ship is looking great, though!
- Killer Wolf
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Re: Release: Vampire MkVI
thanks for the feedback.
no idea about the expansion manager, will look if i've got some time. hadn't considered the wiki either, never thought about it as i'd usually do a page on my own site but that's long gone.
meh, that screenshot looks like the triangulating export has effed up the side of the ship :-/
i'm not getting any warnings in my log :-/ that looks a whole new style of plist, i'll look into that for my next ship.
cheers
no idea about the expansion manager, will look if i've got some time. hadn't considered the wiki either, never thought about it as i'd usually do a page on my own site but that's long gone.
meh, that screenshot looks like the triangulating export has effed up the side of the ship :-/
i'm not getting any warnings in my log :-/ that looks a whole new style of plist, i'll look into that for my next ship.
cheers
- Killer Wolf
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Re: Release: Vampire MkVI
i've uploaded a tweaked hull version to the OXP, same Box link should work i believe.
cheers
cheers
-
- Quite Grand Sub-Admiral
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Re: Release: Vampire MkVI
And here is the Vampire under the new Oolite materials system:
Here is how to get this to appear in your game:
The shaders entry in shipdata.plist is replaced with this materials one:
The required v6SKIN-spec.png specular and gloss file can be downloaded from here: https://drive.google.com/file/d/1JiA_MM ... sp=sharing
It is a quick and dirty job based on the diffuse texture and just grayscaling it and slightly tweaking the gray levels for the specular and gloss textures.
I did not make use of the effects file since the default shaders don't make use of it either, hope it is still good enough. Also, this is the first revision of the model, I see KW just posted a new one, but I had already done the work on this.
There is some room for improvement in the default textures. The "smudges" visible on the wings and elsewhere on the hull could be removed from the diffuse map and entered as details in the gloss map instead. I think this would result in a more natural looking "dirty" metal.
@Killer Wolf: To get close-ups of the ships, just use the debug console with a developer's version of the game, like 1.91. Then launch the console,. launch the game and launch from the station. Following that, just type these commands in the console:
This will spawn a Vampire or any ship with the shipdata key inside the brackets.
This will cause the last object spawned to stop whatever it is doing and start rotating in place.
(Optional):
This will cause the last object spawned (i.e. your ship) to be targeted so that you can locate it easily.
Once done, you can approach the ship and move around it taking as many pics as you like. Alternatively, you can take the player version of the ship for a ride and use the external views plus directional keys with Caps Lock on, which will cause the external camera to move around the ship. Again, take pics at your leisure.
Here is how to get this to appear in your game:
The shaders entry in shipdata.plist is replaced with this materials one:
Code: Select all
materials =
{
"v6SKIN.png" =
{
diffuse_map = "v6SKIN.png";
normal_map = "v6NORMALS.png";
specular_map = "v6SKIN-spec.png";
emission_map = "v6LITES.png";
gloss = 1.0; //anything between 0.85 and 1.0 is ok, depending on personal preference
};
};
It is a quick and dirty job based on the diffuse texture and just grayscaling it and slightly tweaking the gray levels for the specular and gloss textures.
I did not make use of the effects file since the default shaders don't make use of it either, hope it is still good enough. Also, this is the first revision of the model, I see KW just posted a new one, but I had already done the work on this.
There is some room for improvement in the default textures. The "smudges" visible on the wings and elsewhere on the hull could be removed from the diffuse map and entered as details in the gloss map instead. I think this would result in a more natural looking "dirty" metal.
@Killer Wolf: To get close-ups of the ships, just use the debug console with a developer's version of the game, like 1.91. Then launch the console,. launch the game and launch from the station. Following that, just type these commands in the console:
:spawn [mark6npc]
This will spawn a Vampire or any ship with the shipdata key inside the brackets.
T.setAI("dumbAI.plist")
This will cause the last object spawned to stop whatever it is doing and start rotating in place.
(Optional):
PS.target=T
This will cause the last object spawned (i.e. your ship) to be targeted so that you can locate it easily.
Once done, you can approach the ship and move around it taking as many pics as you like. Alternatively, you can take the player version of the ship for a ride and use the external views plus directional keys with Caps Lock on, which will cause the external camera to move around the ship. Again, take pics at your leisure.
Re: Release: Vampire MkVI
a little materials play...
- Killer Wolf
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Re: Release: Vampire MkVI
damn, those are some great pics!
sounds like the whole shader thing's passed me by, the version i'm usuing still seems to work from what i've been able to see but it looks like i'll have to do a bit reading up.
am i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?
sounds like the whole shader thing's passed me by, the version i'm usuing still seems to work from what i've been able to see but it looks like i'll have to do a bit reading up.
am i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?
- montana05
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Re: Release: Vampire MkVI
I usually use Gallery: https://wiki.alioth.net/index.php/Gallery, it got much more options than the ship library.Killer Wolf wrote: ↑Fri Jun 03, 2022 1:24 pmdamn, those are some great pics!
sounds like the whole shader thing's passed me by, the version i'm usuing still seems to work from what i've been able to see but it looks like i'll have to do a bit reading up.
am i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Release: Vampire MkVI
That's a fine-looking, intimidating, aquiline ship there.
The library doesn't offer any control of spin axis or zoom. Depending if you want the ship's exhaust plumes in your shot, go with A_C.'s advice, if not, go with Montana's.Killer Wolf wrote: ↑Fri Jun 03, 2022 1:24 pmam i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?
I was young, I was naïve. Jonny Cuba made me do it!
- Killer Wolf
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Re: Release: Vampire MkVI
wow, i never knew about that Caps Lock trick thanks A.C.
yeah, that shininess definitely doesn't look how i imagined, in that shot, unless it's just the lighting from a quick snap test. needs a bit investigation.
Re: Release: Vampire MkVI
materials setting with darkened diffuse map...