Griff ships with player-defined decals

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Commander McLane
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Re: Griff ships with player-defined decals

Post by Commander McLane »

El Viejo wrote:
Let me know if you figure out how to manipulate those co-ords, please.
I have a specific view in mind, but can't get my old brain round them.
The position is simply xyz-coordinates from the origin of your ship. x = right-left; y = up-down; z = front-aft.

The orientation is a quaternion which specifies the direction of the view.
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Re: Griff ships with player-defined decals

Post by Cody »

I love the way you say 'simply' McLane... at my age, only falling over is simple.
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 ships with player-defined decals

Post by Commander McLane »

El Viejo wrote:
I love the way you say 'simply' McLane... at my age, only falling over is simple.
You note that I left the moniker out in the quaternions part. :wink:
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Re: Griff ships with player-defined decals

Post by Griff »

oops, the gun wasn't supposed to be destroyable, i'm glad El Viejo remembered the fix because i'd completely forgotten it, the same bug was in the player flyable companion oxp i uploaded the other day, and probably explains why the gun on the mamba wasn't showing up, i've updated that oxp and the cobraIII multidecal to add in the frangible=false line, the multidecal cobraIII has also had it's engine glowmap updated to take out the orangey glow
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Re: Griff ships with player-defined decals

Post by JensAyton »

Commander McLane wrote:
Is it possible in Oolite 1.75 to make only some subentities frangible?
No.
Commander McLane wrote:
Or will it be possible in the future?
Probably.
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Re: Griff ships with player-defined decals

Post by Eric Walch »

Commander McLane wrote:
El Viejo wrote:
I love the way you say 'simply' McLane... at my age, only falling over is simple.
You note that I left the moniker out in the quaternions part. :wink:
And even that is simple when using the console to do the calculations for you. Just type:

Code: Select all

Vector3D(x, y, z).direction().multiply(-1).rotationTo(Vector3D(0,0,1))
x, y, z are the 3 coordinates you used in the position. This will give a quaternion pointing to the centre of the ship. When you don't want to look to the centre but to a specific other point you need:

Code: Select all

Vector3D(x2, y2, z2).subtract(Vector3D(x1, y1, z1)).direction().rotationTo(Vector3D(0,0,1))
Point 1 is were you looking from and point 2 is were you looking at. This resulting vector must be transformed to a unit vector with the direction() method

No need to understand the math in it, just type it in the console and use the result you get. :D

(It could be that rotationTo() has a bug. At least something this function relied on had a bug that is fixed in the current nighties)
Last edited by Eric Walch on Sun Feb 27, 2011 1:38 pm, edited 1 time in total.
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Re: Griff ships with player-defined decals

Post by Cody »

Thanks Eric... I'm tempted to ask what console, as I've never used it, but that would be a bit flippant.
I will try and get my old brain round this stuff... one fine day.
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 ships with player-defined decals

Post by Commander McLane »

Eric Walch wrote:

Code: Select all

Vector3D(x2, y2, z2).subtract(Vector3D(x1, y1, z1)).direction().rotationTo(Vector3D(0,0,1))
Point 1 is were you looking from and point 2 is were you looking at. This resulting vector must be transformed to a unit vector with the direction() method

No need to understand the math in it, just type it in the console and use the result you get. :D
Now that's what I call convenience. :D
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Re: Griff ships with player-defined decals

Post by Eric Walch »

Commander McLane wrote:
Now that's what I call convenience. :D
The only dis-convenience could be that one parameter is missing. You look in the right direction, but you might look at it upside down :wink:
That means you still have to experiment a bit with it. Take the rotate command and rotate it as much around the vectorForward() of the found orientation, till it feels alright.

I must say I discovered that command only yesterday and used it today for view points for the first time. And now I hit the bug in 1.75.0 myself: I got back [1,0,0,0] as result. It is the same bug that sends the thargoid lasers sometimes in the wrong direction as reported by you yesterday. Both bugs are already fixed in the current nighty.
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Re: Griff ships with player-defined decals

Post by Cody »

At last, after being grounded for over a month, I’ve had a chance to fly your latest scuffed multi-decal Cobra III, Griff.
The fore gun subent doesn’t glow red when the laser overheats, as it did previously.

Line 150 of its shipdata.plist should read:

Code: Select all

"griff_cobra_mk3_scuffed_front_gun_diffuse_spec.png" =
not:

Code: Select all

"griff_cobra_mk3_scuffed_mainhull_diffuse_spec.png" =
(I think… it seems to fix it anyway).

Otherwise, it’s really great… Rolling Thunder looks terrific with the new ‘scuffed’ paintjob... thanks 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!
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Re: Griff ships with player-defined decals

Post by Gimi »

El Viejo wrote:
At last, after being grounded for over a month, I’ve had a chance to fly your latest scuffed multi-decal Cobra III, Griff.
The fore gun subent doesn’t glow red when the laser overheats, as it did previously.
Line 150 of its shipdata.plist should read:

Code: Select all

"griff_cobra_mk3_scuffed_front_gun_diffuse_spec.png" =
not:

Code: Select all

"griff_cobra_mk3_scuffed_mainhull_diffuse_spec.png" =
(I think… it seems to fix it anyway).
Otherwise, it’s really great… Rolling Thunder looks terrific with the new ‘scuffed’ paintjob... thanks Griff.
I think the same error is present in the normal cobra. Do you have the solution to that one as well
Edit: Hmm, just checked, and it looks ok, but I seem to remember it not working. Need to check again.
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Re: Griff ships with player-defined decals

Post by Griff »

El Viejo wrote:
Line 150 of its shipdata.plist should read:

Code: Select all

"griff_cobra_mk3_scuffed_front_gun_diffuse_spec.png" =
not:

Code: Select all

"griff_cobra_mk3_scuffed_mainhull_diffuse_spec.png" =
(I think… it seems to fix it anyway).
It's highly likely that i've made some sort of Copy & Paste error when i was putting together the oxp, i'll have a check this evening and get it updated, BTW, El Viejo did you have a look at the CobraIII with missiles OXP that Thargoid worked on? pretty cool stuff!
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Re: Griff ships with player-defined decals

Post by Cody »

I've installed that OXP Griff, but haven't spotted one yet.

Could some kind soul remind me which bit of code I have to change in Oolite core, in order 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 ships with player-defined decals

Post by Griff »

El Viejo wrote:
I've installed that OXP Griff, but haven't spotted one yet.
I forgot they might be rare, i kept spawning them in groups of 6 outside the station when i was testing the oxp.

Have a look here re: spinning cobraIII at startup
https://bb.oolite.space/viewtopic.ph ... 44#p133744
you might need to ammend the like_ship reference though if you're using the scuffed cobra or the multidecal one
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Re: Griff ships with player-defined decals

Post by Cody »

Thanks Griff... I missed that post while I was off-line recently.

I just named that code snippet 'shipdata.plist' and dropped it into the Config folder in my AddOns folder... perfect.
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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