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Griff's normalmapped ship remakes

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

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RustiSwordz
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Post by RustiSwordz »

I cant wait to see what you do with the Imp trader/ Courier. (massive hint hint. ;) )

Top top work Griff. :D
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Cody
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Post by Cody »

Here's a good one Griff... got into a firefight and somehow I managed to get my laser shot-off.
It still worked, luckily, and was back again after I'd exited and restarted Oolite.

Image

Nothing in the log, btw.
Last edited by Cody on Thu Jun 24, 2010 7:52 pm, edited 1 time in total.
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 DaddyHoggy »

Surreal.

And I thought it was only Brave Sir Smivs that suffered from impotent weaponry! :wink:
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Apparently I was having a DaddyHoggy moment.
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Post by Cody »

I put it down to the 'omnidirectional lager'.
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 Smivs »

DaddyHoggy wrote:
Surreal.

And I thought it was only Brave Sir Smivs that suffered from impotent weaponry! :wink:
Oi ! You're only allowed to take the p**s out of me in the other thread.
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Post by Griff »

El Viejo wrote:
Here's a good one Griff... got into a firefight and somehow I managed to get my laser shot-off.
It still worked, luckily, and was back again after I'd exited and restarted Oolite.Nothing in the log, btw.
I'm not sure, but i think as of Oolite 1.74 'frangible' (the ability to shoot off and destroy ship subentities) now defaults to 'True', annoyingly it appears that i haven't been setting it to False for the player ships although i have been for the NPC ones, i don't know why i've been forgetting to do that, I've got it sorted for the next Dizzy update, but i haven't been through the individual ship downloads yet and fixed them, the fix is to the add the line

Code: Select all

frangible = "false";

to any player ship that has subentities in their entry in the shipdata.plist, this is the same sort of thing Falconeer was reporting here https://bb.oolite.space/viewtopic.php?t=8051 with the back of the griff_boa_mk2 being shot off leaving a hole right through the ship
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Post by ADCK »

Griff wrote:
El Viejo wrote:
Here's a good one Griff... got into a firefight and somehow I managed to get my laser shot-off.
It still worked, luckily, and was back again after I'd exited and restarted Oolite.Nothing in the log, btw.
I'm not sure, but i think as of Oolite 1.74 'frangible' (the ability to shoot off and destroy ship subentities) now defaults to 'True', annoyingly it appears that i haven't been setting it to False for the player ships although i have been for the NPC ones, i don't know why i've been forgetting to do that, I've got it sorted for the next Dizzy update, but i haven't been through the individual ship downloads yet and fixed them, the fix is to the add the line

Code: Select all

frangible = "false";

to any player ship that has subentities in their entry in the shipdata.plist, this is the same sort of thing Falconeer was reporting here https://bb.oolite.space/viewtopic.php?t=8051 with the back of the griff_boa_mk2 being shot off leaving a hole right through the ship
I think it's always defaulted to 'true' i remember shooting the engines off the imperial courier before 1.74 and it doesnt have a 'frangible' line, surpirsed no ones noticed until now though.
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Post by tonyhippy »

Ahh! I came across (and was still able to dock with) a behemoth the other day with its rear end blown away! I thought it was odd. So that's why!
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Post by JensAyton »

ADCK wrote:
I think it's always defaulted to 'true' i remember shooting the engines off the imperial courier before 1.74 and it doesnt have a 'frangible' line, surpirsed no ones noticed until now though.
Yep. The default is surprising, but there it is.

In principle, subentities (other than flashers) should only be used in the following cases – none of which apply to Griff’s ships (or, for that matter, the “arc details” on the standard Coriolis):
  • To specify docks for stations/carriers.
  • For rotating bits.
  • For frangible bits.
  • For extra weapons.
Historically, splitting models into static subentities allowed you to work around the vertex and face limits, but those are gone now.

Currently, there’s another potential advantage: sufficiently complex shapes may load faster when split into subentities, especially if they’re smoothed. I intend to fix this for 1.75. For currently-practical Oolite ships, the extra overhead of using multiple models is likely to outweigh that advantage anyway.
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Post by ADCK »

Upon further investigation, I've noticed alot of Griffs ships do have 'Frangible' set to false (and oddly some of them don't even have subentities like the Cobra Mk I NPC anaconda escort, yet have a 'frangible' line)

Griff will have to go though every single ship of his to check their frangibility, sounds fun >.>
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Post by Killer Wolf »

one of the reasons i'm splitting up my mew creation is that they're fairly complex and it's easier to split them and use texture maps for them, rather that trying to cram everything onto one texture map. that'd make everything tiny and hard to do decent skinning.
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Post by ADCK »

Killer Wolf wrote:
one of the reasons i'm splitting up my mew creation is that they're fairly complex and it's easier to split them and use texture maps for them, rather that trying to cram everything onto one texture map. that'd make everything tiny and hard to do decent skinning.
You can use multiple texture maps on a singular model without having to split it up. In wings for example, highlight the faces you want as one texture and and set its material to 'material A' then highlight the faces you want as another texture and set its material to 'material B' create UV maps for both sections and tada done. I use this on a few of my ships, for example the behemoths and bulk haulers with nameplates, their nameplate is a seperate texture but it's all done on one model.

Or if thats too much work, use bigger textures, 2048x2048 textures can be very detailed.
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Post by Smivs »

ADCK wrote:

Or if thats too much work, use bigger textures, 2048x2048 textures can be very detailed.
Just be aware that having several objects using 2048x2048 textures in-game simultaneously can slow some computers right down or make things really jerky. :(
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Post by Killer Wolf »

ADCK wrote:
Killer Wolf wrote:
one of the reasons i'm splitting up my mew creation is that they're fairly complex and it's easier to split them and use texture maps for them, rather that trying to cram everything onto one texture map. that'd make everything tiny and hard to do decent skinning.
You can use multiple texture maps on a singular model without having to split it up. In wings for example, highlight the faces you want as one texture and and set its material to 'material A' then highlight the faces you want as another texture and set its material to 'material B' create UV maps for both sections and tada done. I use this on a few of my ships, for example the behemoths and bulk haulers with nameplates, their nameplate is a seperate texture but it's all done on one model.

Or if thats too much work, use bigger textures, 2048x2048 textures can be very detailed.
might try that, i take it the OBJ2DAT has no issues w/ this so it might be worth a go. as for the 2048 texter, or the widescreen version Griff used in his Strictor, i dunno : UU has values of 512 or 1024 when exporting the UV map, i haven't seen other settings.
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Post by ADCK »

Hmm, never used UU before, I just use wings 3D's built-in UV mapping functionality. It can make UV maps up to 4096x4096.

Wings can be hard to use though, takes some getting used to.
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