Griff's normalmapped ship remakes

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

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Cody
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Post by Cody »

Oh good... that looks like a nice old rustbucket, perfect for a Python.
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!
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Post by pagroove »

Griff wrote:
Added an alternative model & texture for the Python, made it look closer in shape to the original Oolite version and textured it a lot nicer than the previous python attempt i made
Image
in one word: perfect!
That is a really nice rusty texture
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Post by Cody »

Griff, the new Python throws up a lot of these errors in the log.
(At least I think they're errors.) This is a small sample:

Code: Select all

[shader.uniform.set]: Set up uniform <OOShaderUniform 0xc7eb318>{22: int uEffectsMap = 2;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0xd5783e0>{0: vec4 DecalColor = (0.0116324, 0.499494, 0.019249);}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0xcd7bce8>{18: float uDecalSelect = [<ShipEntity 0xc2734e0> entityPersonality];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x1a2dfa60>{20: int uColorMap = 0;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0xd18dbe8>{17: int nearly_dead = [<ShipEntity 0xc2734e0> throwingSparks];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x92b9bf8>{23: int uNormalMap = 1;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0xc22f940>{19: float uTime = [<ShipEntity 0xc2734e0> universalTime];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x901e9d0>{16: float laser_heat_level = [<ShipEntity 0xc2734e0> laserHeatLevel];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0xc3c7d70>{3: float engine_power = [<ShipEntity 0xc2734e0> speedFactor];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x19c6f1a8>{21: int uDecalMap = 3;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x19d8d710>{15: int isHostile = [<ShipEntity 0xc2734e0> hasHostileTarget];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x8f97320>{14: float hull_heat_level = [<ShipEntity 0xc2734e0> hullHeatLevel];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x92e8e90>{1: vec4 PaintColor1 = (0.0959077, -0.276711, 0.272457);}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x66a7898>{2: vec4 PaintColor2 = (0.358155, 0.0806466, 0.158812);}
[shader.uniform.unSet]: Did not set uniform "tex0"
[shader.uniform.unSet]: Did not set uniform "tex1"
[shader.uniform.unSet]: Did not set uniform "tex2"
[shader.uniform.unSet]: Did not set uniform "tex3"
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!
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Post by JensAyton »

El Viejo wrote:
Griff, the new Python throws up a lot of these errors in the log.
(At least I think they're errors.) This is a small sample:
None of those are errors. You shouldn’t be seeing them unless you’ve been fiddling with logcontrol.plist, though.
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Post by Cody »

Nope, unless I was doing it in my sleep, I haven't been fiddling with the logcontrol.plist.
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!
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Post by Griff »

you can also get those messages in the log if you switch on 'Shader Debug mode', which i think is pause then 's' whilst in game, if you keep seeing them all the time El Viejo, try pausing the game then pressing 'n', you should get the message 'All debug flags OFF' and they should be gone then hopefully
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Post by Cody »

Thanks Griff... however they were caused (possibly by me, but I don't know how), they seem to have gone away without me changing anything.

I know this much... the first alt-Python I found had a right old go at me, even ramming me.
Love the way it looks close up... off to find a screenshot of one now.
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!
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Post by pagroove »

How many more ships now till completion party?
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Post by Griff »

Just a certain ship the navy were careless with and the alloy/fragment object :D oh, and possibly another redo of the fer-de-lance and the cargo pods
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Post by Simon B »

lookee ... I've been playing with the isoc station again, and experimenting with dock designs.

There's a lot of scope but bottom line must be that all the player ships actually fit! (Though, one could have a oxp of a small station for small ships only - a sign on the dock says "max beam 100m, max height 32m" )

I've also completely redone the fdl - sorry. I'll put up a textured version when I get a chance.
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Post by ADCK »

Griff wrote:
Just a certain ship the navy were careless with and the alloy/fragment object :D oh, and possibly another redo of the fer-de-lance and the cargo pods
And don't forget the rock-hermit :P

And are you going to do things like missile/qbomb/asteroid/splinter/boulder/buoy?

Also are the dodo/ico stations from that other OXP you worked on considered part of this set?

I know all these questions are annoying, but i love this set.

Oh and another question, is the Viper Interceptor going to get a diff model than the standard Viper?

<EDIT> added the Boa Mk I and the Thargon to the Griff Industries wiki page, couldn't find a pic of your thargon on the front page of this thread so i took my own and added it:

Image

Would it be possible for you to grab a Screenshot of it in the same style as the other on the front page?
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Post by Griff »

Image
Image
Thanks for all the work both you and JazHaz have done sorting out a page for these on the wiki, it looks really great!

oh yes, i think i'll have a go at a rock hermit, i want to try and get something that looks like it's been made out of bits from a scrapyard, so it'll be a fun project to experiment with clipmap texture for the polygons, and i'm sure there's been a new shader uniform boolean added into trunk a lights on/lights off flag that ties in with the similar command in the AI, so it might be possible to have the hermits light up when you get closer to them, a bit like the sinister ship does in the disney 'black hole' film - i assume hermits would keep the lights off most of the time - oo - the blink on/off code in the shaders could be used to make faulty bulbs :)

the coriolis station will probably get a remake mainly because it's such an early normal map attempt i think i might be able to make something a bit more polished now i've had a bit more practise - i think i'll ditch that big bevel i've done around all the surfaces, it doesn't look that great in hindsight, plus i'll ditch any extra towers and other bits and bobs and have something much smoother.

The viper interceptor was a bit of a cheat on my part, it's just the usual griff_viper in a different colour scheme with a 3rd engine subentity added to the back, i'm not sure i like the idea of a bigger fatter viper though, i would have assumed an 'interceptor' version would have been sleeker and faster looking in shape!

I'd forgotten about things like missiles and the nav buoy, yes i'll probably have a go at those to after the ships are done, i've seen much better rock textures that i could do posted on the forum so i'll leave all of that to the better artists and see whether i can link to those if i need an asteroid etc for the rock hermit, although it might be fun to mess around with asteroids - i was wondering about experimenting with glow maps and stuff on them so they'd have freaky glowing space moss on them or running lava rivers on them (although i suspect this would be more suitable for moons)

edit:
Here's the viper interceptor
Image
and this one is the Viper 'Pursuit' - i've no idea what these are, i don't think my game of oolite has ever conjured one up for me - i'm obvioulsy too well behaved a commander :roll: - judging from their name they're some sort of chase viper so i textured them in a mysterious matte grey with 2 red flashers instead of the usual blue and purple, i thought it made them a bit more like the American FBI, you know you're in serious trouble if they show up :)
Image
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Post by Cody »

The Interceptor has puzzled me for a while. According to the core reference sheet, it has a very different appearance to the Viper, which makes some sense as it’s jump-capable, making it a long range ship, not a system ship. It mounts a mil laser and three missiles, as opposed to a beam laser and one missile on the Viper, and of course, it’s much faster than the Viper, making it a fearsome ship. But it has exactly the same dimensions as the Viper. Is the reference sheet wrong?
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!
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Post by JensAyton »

Griff wrote:
i would have assumed an 'interceptor' version would have been sleeker and faster looking in shape!
Looks faster = bulkier engines. (The Interceptor is, by a good margin, the fastest non-mission ship in the core game.)
Griff wrote:
and this one is the Viper 'Pursuit' - i've no idea what these are, i don't think my game of oolite has ever conjured one up for me - i'm obvioulsy too well behaved a commander :roll:
The pursuit Viper has role “wingman”, which is the default escort role for police ships (i.e. ships whose scan class is CLASS_POLICE). Vipers and Viper Interceptors on patrol in strong-government systems can have wingmen. The Interceptor also appears as a wingman.

The only difference from the standard Viper is that the pursuit variant is slightly faster and doesn’t have flashers. It’s supposed to look the same as the normal type.
El Viejo wrote:
But it has exactly the same dimensions as the Viper. Is the reference sheet wrong?
Now that you mention it… yes. In fact, all the measurements I checked are wrong. At least some of the screen shots predate the new models Giles made somewhere around 1.50ish.

Most of the data files contain correct sizes in the comment at the top.
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Post by Cody »

Ahruman wrote:
El Viejo wrote:
But it has exactly the same dimensions as the Viper. Is the reference sheet wrong?
Now that you mention it… yes. In fact, all the measurements I checked are wrong. At least some of the screen shots predate the new models Giles made somewhere around 1.50ish.

Most of the data files contain correct sizes in the comment at the top.
Ah... thanks Ahruman.

edit to add: just had a look in the data files... those dimensions make much more sense.
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!
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