Griff's normalmapped ship remakes

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

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Re: Griff's normalmapped ship remakes

Post by Cody »

Sorry Griff... I didn't get that quite right... restoring that line has fixed the problem.

Edit to add: and removed the 'unpermitted method' message... for the moment.
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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Re: Griff's normalmapped ship remakes

Post by Griff »

sorry about all the hasstle El Viejo, thanks for taking all that time to work through what i was suggesting!
if you think about it it makes sense that this was the fault, when you start a new game you're put inside the cobra3-player ship, this was like_shipped to the griff one for some stuff, but since cobra3-player still has all it's own settings listed in it (including viewport settings) these then overwrite the ones inherited from the griff version and we end up with gun viewport weirdness, odd that the model stayed as the griff one and didn't get overwritten back to the default cobraIII. i suppose the fix would be to hack up the cobra3-player entry in the original shipdata so that it only contains the like_ship, role and model lines
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Re: Griff's normalmapped ship remakes

Post by Cody »

No need to apologise, it's partly my fault... I should have realised... cheers Griff.
Still, it would be nice to have a spinning Griff Cobra at start-up.
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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Re: Griff's normalmapped ship remakes

Post by DaddyHoggy »

El Viejo wrote:
Griff wrote:
something like 128 pixels tall 256 pixels wide although we can check this when the shader is ready
That's the same size as all the YAH adds, isn't it?
Yes, although orientation varies and of course sometimes the "logo" is quite a small part of the Ad...

(So actually the 128x128 Avatars might be a good place to start.... pictures sword wielding crow on the side of a pod as the shadow of a Cobra Mark III looms over it and sucks it greedily into its fuel scoop)
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Re: Griff's normalmapped ship remakes

Post by Griff »

Here's a link to a version of the 'alternative barrel' oxp with random decals on them.
http://www.box.net/shared/n24v379fx5
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Re: Griff's normalmapped ship remakes

Post by DaddyHoggy »

I love the barrel logos Griff - lovely little addition to the Ooniverse!
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Re: Griff's normalmapped ship remakes

Post by Griff »

Thanks DH, it turned out that 128x256 pixel decals worked out best on the cargo pod, I struggle quite a lot trying to make clean graphic design stuff so if anyone has better designs they'd like to submit then please post them up here and i'll put them into the oxp.
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Re: Griff's normalmapped ship remakes

Post by DaddyHoggy »

I might produce a cleaner version of Oo-Haul, FedOox, Oops, OokMail and see what they're like... (I'll put that on the list of things to do!)
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Re: Griff's normalmapped ship remakes

Post by Cody »

The barrels are looking good, Griff:

Image
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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Re: Griff's normalmapped ship remakes

Post by Griff »

are you getting any frame rate drops or anything El Viejo? The shader is applying 2 copies of the same decal to each cannister (on as opposite sides) i could change this to just the one copy of the decal if things are stuttering when there's a lot of barrels being spawned
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Re: Griff's normalmapped ship remakes

Post by Cody »

Hi Griff... I've not noticed the new barrels causing a drop in fps as yet. I've still got them mixed-in with the other barrels, so I've not seen a whole bunch of them in one go. I'll switch back to the individual OXPs, and check for that later. I presume that you'll mix them into the all-in-one at some stage.

Did you see this thread, by the way... might be something to do with the all-in-one towards the end.
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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Re: Griff's normalmapped ship remakes

Post by Griff »

cheers EV, i hadn't noticed that thread, it looks like the 'exploding debris' in the bundle oxp is awarding a kill for every bit of wreckage it generates (20 or so pieces per ship) if they get caught up in a Qmine explosion
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Re: Griff's normalmapped ship remakes

Post by Cody »

Ah good... it makes no odds to me, as I never use a QCM anyway.
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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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote:
are you getting any frame rate drops or anything El Viejo?
I just gutted a nice fat Python Blackdog, which disgorged about a dozen of your new be-decalled pods.
Not a flicker in the fps... rock-steady at 64:

Image
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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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

ah cool, i was worried they'd stress the frame rate lots. When we get a nice set of decals made i'll add them into the bundle and the individual download version of the cargopod oxp
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