It could be shader related, all the missing parts use the same fragment shader.
I sent Tivva a version of the oxp with my fancy cobra model swapped out for the built in cobra model and that didn't appear either, so that probably rules out the model .dat file. we've also tried shrinking all the textures down to 256x256 pixels but the missing part of the ship still didn't appear then either.
I've just sent Tivva another version of the oxp with a drastically simplified version of the fragment shader used by the missing pieces, we'll see how that turns out, if a simplified shader makes the missing pieces come back, i'll try adding effects back into the shader untill Tivva says it's not working again
WooHoo
We're on the right track Griff- that simplified oxp worked.
Like before I d/l the new zip file, replaced the oxp in the addons folder, rebooted the mac, started Oolite with a shift hold to refresh the cache & started a virgin Jameson.
With about 7 offender Griff Cobra's my front shields & energy banks didn't last very long
Here's a pic, not as cool as your intended version but better than standard...
Edited to say wrong image added for the first 30 seconds oops
yay!
Tivva, I'll pm you another fragment shader with the glows & illumination maps back in, we'll see if that works.
<clutching at straws> Ahruman, is there a limit on the number of shader uniform bindings you can use? the cobra shader is pretty much the same as the griff_boa one except there's an extra uniform, the 'hashostiletarget' one, could that extra one be too many for some types of graphics cards? </clutching at straws>
oh wait, i just noticed the player version of the shader is using the hashostile target uniform binding too, this is probably a bad thing to do - hashostiletarget is an NPC thing isn't it? I wonder if that's waht's breaking the shader
<clutching at straws> Ahruman, is there a limit on the number of shader uniform bindings you can use? the cobra shader is pretty much the same as the griff_boa one except there's an extra uniform, the 'hashostiletarget' one, could that extra one be too many for some types of graphics cards? </clutching at straws>
Yes. However, hitting that limit should either cause the shader to fail to link, resulting in a log message, or cause the OpenGL stack to switch to software mode, which (in OS X) would look right but run very slowly.
Griff wrote:
oh wait, i just noticed the player version of the shader is using the hashostile target uniform binding too, this is probably a bad thing to do - hashostiletarget is an NPC thing isn't it? I wonder if that's waht's breaking the shader
Shouldn’t be a problem, but it will always be false for the player.
oh wait, i just noticed the player version of the shader is using the hashostile target uniform binding too, this is probably a bad thing to do - hashostiletarget is an NPC thing isn't it? I wonder if that's waht's breaking the shader
Shouldn’t be a problem, but it will always be false for the player.
Actually, it's not always false for the player. It can be either true or false and that's how the player turrets decide whether to fire or not. However, this should not affect anything, as I can see the player Cobra's lights turning red whenever the player locks on a hostile target, which is what the shader is designed to do.
@gogz69 - are you running 1.73 then - I ask because I thought the normal mapped cobby3 only worked in 1.73 and your shots have to be of a normal mapped ship! Don't they?
Not to fond of Griffs Krait. Even though it looks great, it's to far from the Elite original. Really love his Boa though, but it should be called Boa Mark 2, as it is quite far from the original as well, but oh so beautiful. Now if he could just make a complete set of all the built in ship. That would be great and the Cobra is awesome.
Good thing though, with Oolite and OXP's I get to choose.
I have a family crest that I want on my Cobra, so I guess I have to try to learn a little bit now.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).