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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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Re: Griff's normalmapped ship remakes

Post by Thargoid »

They can follow through wormholes. Cheaper on fuel too, if somewhat random in destination.
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Re: Griff's normalmapped ship remakes

Post by DaddyHoggy »

Zireael wrote:
Griff wrote:
Added a small companion oxp to the box net folder - "griff_shipset_player_flyable_NPC_ships_v1.0.zip"

"An OXP for Oolite 1.75 and higher, adds player flyable versions of previously NPC only ships - Gecko, Krait, Mamba & Sidewinder"
Needs oolite 1.75 to work properly (makes use of the new 'hyperspace_motor' shipdata.plist key to ban these ships from being able to witchjump)

Ship pricing and equipment availability for the 4 new ships in this OXP hasn't had a lot of thought so if anyone has any ideas please let me know
*cough* so those aren't able to jump into witchspace? What use are they then?
Light and cheap escorts - Mother punches big hole in space/time continuum (i.e. makes a witchspace jump) - escorts tumble in after her...
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Re: Griff's normalmapped ship remakes

Post by Simon B »

Usefulness to a player is fairly limited ... but this leaves open the possibility of an escort missions OXP designed by some scripting genius. Though I note that with judicious choice of oxps, some systems can get quite busy... so one can still spend hours in-system. Do you still need 1T of cargo space to carry a few grams of gems?

On the other side - a +witchdrive model with a bigger price-tag is also an option. Give the ship some sort of bulge or pod to indicate the torus' presence.
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Re: Griff's normalmapped ship remakes

Post by Commander McLane »

Simon B wrote:
Do you still need 1T of cargo space to carry a few grams of gems?
Only to scoop them, not to carry them.
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Re: Griff's normalmapped ship remakes

Post by Simon B »

So one could also work the rock hermit and behemoth and other station markets... though I have noticed that I cannot just buy up all the gems at a station, there seems to be some restriction there. Maybe I'll look more closely.
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Re: Griff's normalmapped ship remakes

Post by Switeck »

If I had the money, I never had any problems buying them out.
Now...selling them later, often stations would only buy a fraction of the amount of Platinum I accumulated. (127 of an item limitation and all.)
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Re: Griff's normalmapped ship remakes

Post by Commander McLane »

Simon B wrote:
So one could also work the rock hermit and behemoth and other station markets... though I have noticed that I cannot just buy up all the gems at a station, there seems to be some restriction there. Maybe I'll look more closely.
Provided you have the money (and of course cargo space, which however doesn't apply to valuables), you can always buy all commodities from any station. If you're flying an Anaconda you will certainly need more than one station's complete commodity market to fill your hold. :wink:

As already discussed elsewhere, the limitations are as follows: no station can have more than 63 units of any commodity for sale on its creation (the number can be exceeded after you have sold your stuff to the station). And no station can have more than 127 units of any commodity at any one time. Which means that, if you should have amassed 1000 kg of gold, it will take at least eight stations to sell all that (depending on how much of the stuff you already meet in the market).

If you're interested in the dirty details, the documentation is [EliteWiki] here. If you want to understand what the technical stuff all means, I suggest this thread.
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Re: Griff's normalmapped ship remakes

Post by TGHC »

Simon B wrote:
So one could also work the rock hermit and behemoth and other station markets... though I have noticed that I cannot just buy up all the gems at a station, there seems to be some restriction there. Maybe I'll look more closely.
For "valuable" items, it's something like 125KG max.
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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff... is there any way you can append an update date, or version number, to the all-in-one download?
I can keep track of your other OXPs in your box as they have update info, but the AIO lacks this.
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 »

yes of course, i'll put a version number in the zip file name next time it gets updated and post here that's there's been an update.
still working on texturing the coriolis remake, must have been picking away at it for months now, i've still only managed to get most of the front panel & dock done, i have a feeling it's going to come out a bit of a lemon unless i can sort out something in the texture to give it a bit of scale, tiny windows to the rescue hopefully :lol:
Image
Last edited by Griff on Mon Mar 28, 2011 7:56 am, edited 3 times in total.
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thanks Griff... the coriolis is looking good. Were you thinking of putting doors at the end of the slot, as in the hermit?
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 »

it's more of a plain 'back wall' this time, although it sort of looks like it might open up..
Image
..those green-ish lights march along from the edges to the centre to help line up docking, and there's some lights that run along the walls a bit like the ones in the hermit. after sorting out this texture i played a bit of 'mass effect 2' and there was a space station level in it that had these lovely shiny floors and stuff, i wish i'd seen that for stealing inspiration before painting out this grey bland thing, definately needs something more.
The other stations types won't be as grey or rusty looking as this one, they'll be more high tech. looking and cleaner
Last edited by Griff on Sun Feb 27, 2011 4:00 pm, edited 1 time in total.
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Re: Griff's normalmapped ship remakes

Post by Cody »

Lovely... that'll pass the 'immersion' test.
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 »

looking at that screen shot i think i'll ditch those 4 buildings that look like garages or sci-fi garden sheds at the far end of the bay
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Re: Griff's normalmapped ship remakes

Post by Thargoid »

I quite like them, as kinda clamps or brackets for the back wall/door.

And personally I prefer the grimey and dirty look rather than a polished and reflective one. Indeed maybe a little more scuffed up and irregular might be nice.
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