Griff's normalmapped ship remakes
Moderators: winston, another_commander
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Thank you, Admiral.
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!
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Oolite 1.74.2, all-in-one shipset: if I take a virgin Jameson out in the standard Griff Cobra III, the gun now protrudes into view… is this a new thing, Griff?
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!
- Phantom Hoover
- Dangerous
- Posts: 100
- Joined: Mon Mar 22, 2010 9:06 pm
Re: Griff's normalmapped ship remakes
It's always done that, although it's more prominent on different window sizes.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
It doesn't do that with the individual oxps, at least not the ones on my machine (which I've had for a while, admittedly).Phantom Hoover wrote:It's always done that, although it's more prominent on different window sizes.
It's been a while since I used the all-in-one... there have obviously been changes at some time.
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!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
That's not right, you're not supposed to see the laser gun, i haven't changed any of that stuff, i wonder what i've gone and done now!
El Viejo can you check the front view positions for the player cobra's in the shipdata.plist oxp, the settings i've got are
"griff_normalmapped_cobra_mkIII_player"
view_position_forward = "0.0 7.25 31.0"; - line 2614
and
"griff_normalmapped_cobra_mkIII_scuffed_player"
view_position_forward = "0.0 7.25 31.0"; - line 3102
and i don't see the gun
El Viejo can you check the front view positions for the player cobra's in the shipdata.plist oxp, the settings i've got are
"griff_normalmapped_cobra_mkIII_player"
view_position_forward = "0.0 7.25 31.0"; - line 2614
and
"griff_normalmapped_cobra_mkIII_scuffed_player"
view_position_forward = "0.0 7.25 31.0"; - line 3102
and i don't see the gun
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
I seem to have the same numbers as you in both cases... it must be me, then.
Edit to add: same numbers in the individual oxp, as well, and in the multi-decal Cobra (which doesn't have the problem).
This is with the default hud:
Exactly the same in trunk r4087.
Edit to add: same numbers in the individual oxp, as well, and in the multi-decal Cobra (which doesn't have the problem).
This is with the default hud:
Exactly the same in trunk r4087.
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!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
i doubt this is an oolite problem, it's something i've done in the oxp. hmm, i wonder if there's a clash between this pack and the multidecal, it's possible that the models were re-centered then re-exported as .dats somewhere along the line and in your game there are 2 griff cobra 3's, both with the same file name but with their points & polygons in different places. If possible, could you take out all your oxps apart from the ship pack then try oolite again
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Virgin Jameson, with your all-in-one shipset oxp only... the gun is still there.
Same in trunk r4087... and that 'unpermitted method' error message is there in trunk, as well.
Same in trunk r4087... and that 'unpermitted method' error message is there in trunk, as well.
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!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
this is weird, I'm not seeing the gun in the front view at all
It's very likely though that i might have messed up the upload at deep horizons with some last minute bungling, just to rule out anything in the shipdata.plist here's the one from the bundle oxp on my pc that (for me) is working fine, can you copy this into your all-in-1 oxp overwriting the one that's in there then restart oolite after holding down shift?
http://www.box.net/shared/s2g0mfutfa (25Kb)
i checked the positions of the points & polys in the cobra III model in this oxp against the model in the multidecal oxp and both are exactly the same
It's very likely though that i might have messed up the upload at deep horizons with some last minute bungling, just to rule out anything in the shipdata.plist here's the one from the bundle oxp on my pc that (for me) is working fine, can you copy this into your all-in-1 oxp overwriting the one that's in there then restart oolite after holding down shift?
http://www.box.net/shared/s2g0mfutfa (25Kb)
i checked the positions of the points & polys in the cobra III model in this oxp against the model in the multidecal oxp and both are exactly the same
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Nope... the gun's still there. You wanted to up your post count, didn't you, Griff.
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!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
well i don't understand what's going on here i'm afraid, i've played this oxp on 2 pc's - my home one with a screen res of 1920 x 1080 and on the pc at work with a screen res of 1024x768 and i don't see that front gun on either.
when you look at the ship in the external views is the gun still in the right place at the front of the ship? just trying to work out if it's just the forward view that's gone wrong, and it's not that the gun subentity model is being positioned incorrectly.
i suppose if you want to fix this for the time being, you could up the Y co-ordinate in the forward view by a couple of meters, it's the 2nd number in the list of 3
eg, line 2614 (line 3102 for the scuffed cobra) view_position_forward = "0.0 7.25 31.0"; change the 7.25 to 9.0 or something, or you could take the weapon_position_forward key value of "-0.0961 0.9367 43.4655"; and add 3-4 meters to the Y co-ordinate, that would put the camera right at the tip of the laser gun so it definately won't appear in view anymore
when you look at the ship in the external views is the gun still in the right place at the front of the ship? just trying to work out if it's just the forward view that's gone wrong, and it's not that the gun subentity model is being positioned incorrectly.
i suppose if you want to fix this for the time being, you could up the Y co-ordinate in the forward view by a couple of meters, it's the 2nd number in the list of 3
eg, line 2614 (line 3102 for the scuffed cobra) view_position_forward = "0.0 7.25 31.0"; change the 7.25 to 9.0 or something, or you could take the weapon_position_forward key value of "-0.0961 0.9367 43.4655"; and add 3-4 meters to the Y co-ordinate, that would put the camera right at the tip of the laser gun so it definately won't appear in view anymore
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
The gun is perfectly positioned in all external views. It's no real problem for me... I'll be using the multi-decal Cobra anyway, but from what Phantom Hoover said a few posts back, it's not just me... hey-ho. Thanks for the help, Griff.
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!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
yeah that is worrying, so everyone is seeing the gun model in the forward view apart from me? what makes it worse is that the camera is clipping through the model which just looks really crap and why does it not appear in the multidecal cobra when the models & the viewposition settings are exactly the same as the problem ones
Last edited by Griff on Tue Jan 18, 2011 9:13 pm, edited 2 times in total.
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Yeah... it looks worse with the default hud. The Cobra III from the individual oxps has no problem... I just checked again.
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!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
ah man, i think it might be something to do with what i said earlier about like_shipping cobra3-player to the griff one so that it appears on the title screen, i just changed this oxp cobra to use the same view position as the default cobra and now it looks just like the problem you're getting.
might be worth changing this line back in the original shipdata.plist ( it said originally like_ship = "cobra3-trader"; ) it's line 946 or thereabouts, then re-start oolite holding down shift and see how it goes, if this does fix it then i'm really really sorry about all this hassle!
might be worth changing this line back in the original shipdata.plist ( it said originally like_ship = "cobra3-trader"; ) it's line 946 or thereabouts, then re-start oolite holding down shift and see how it goes, if this does fix it then i'm really really sorry about all this hassle!
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries