[NEW-RELEASE] - ZGrOovy Griff System Stations AMENDED -

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dertien
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by dertien »

Commander Ragugaki wrote:
Commander McLane wrote:
Out of the five platonic solids we're now only missing the tetrahedron and the cube as station designs. But of course the cube is a little boring, and the tetrahedron quite small as a design. :)
Griff - You got the time and patience to come up with a tetrahedron? :idea:

What ? you mean something like this ?

Image

coming up my friend, coming up :D. A little bit smaller than an Octahedron. I think we have enough variety in the station department. Although there is another platonic solid that is worth considering, but.... Maybe...
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by Gibbon »

Very cool indeed :)
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by TGHC »

dertien wrote:
Commander Ragugaki wrote:
[coming up my friend, coming up :D. A little bit smaller than an Octahedron. I think we have enough variety in the station department. Although there is another platonic solid that is worth considering, but.... Maybe...
And we all know what shape that is but I daren't mention it, I don't want to be accused of derailing the thread again :wink:
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by dertien »

TGHC wrote:
dertien wrote:
Commander Ragugaki wrote:
[coming up my friend, coming up :D. A little bit smaller than an Octahedron. I think we have enough variety in the station department. Although there is another platonic solid that is worth considering, but.... Maybe...
And we all know what shape that is but I daren't mention it, I don't want to be accused of derailing the thread again :wink:
Aah, did you mean Jell..hmfghm...ies ?
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by Griff »

dertien wrote:
Image
That looks really great!
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by dertien »

Griff wrote:
dertien wrote:
Image
That looks really great!

Thanks a lot griff, wouldn't look half as great without your texture though, excellent. :) I am just playing with some flashers trying to recreate your flasher effect away from the station like some kind of landing slope tunnel, and then I'll realease the oxp. Thargoid had a go at coding it but the flashers didn't behave as they should alas.

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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by Griff »

ah yes, i saw that thread and the problems you were getting with ships exploding, i'm not sure how you can fix it really, i suppose one way would be to actually place the 'flasher' geometry inside the station out of harms way and then use some code in the vertex shader to actually draw them in place outside the station by adding an offset value to the Z coordinate of each vertex), oolite will think the flashers are still inside the station when it evaluates collisions but the graphics card will draw them outside the station. of course, if you play oolite with shaders disabled or unavailable this won't work
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by dertien »

Griff wrote:
ah yes, i saw that thread and the problems you were getting with ships exploding, i'm not sure how you can fix it really, i suppose one way would be to actually place the 'flasher' geometry inside the station out of harms way and then use some code in the vertex shader to actually draw them in place outside the station by adding an offset value to the Z coordinate of each vertex), oolite will think the flashers are still inside the station when it evaluates collisions but the graphics card will draw them outside the station. of course, if you play oolite with shaders disabled or unavailable this won't work

That is exactly what Thargoid suggested I should talk to you about since I have no idea on how to do/start that. My knowledge/coprehension of shaders is zero and scripting is ... beyond me. :?
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by Griff »

http://www.box.net/shared/cu6pl5qdqf
there's no textures included in the oxp so you'll need to have either the all-in-1 oxp or the standalon griff_coriolis oxp installed.
The 'flasher' model needed to be re-centered so there's a new version of that model included in the oxp, the original model had a built in offset to place it against the station wall which would have made it weird to calculate the positioning in this oxp
all the setup for the 'flashers' is done in the shipdata.plist, each flasher is it's own subentity, they are listed in the 'subentities' of the main station

Code: Select all

	subentities = (
			"griff_coriolis_flasher_set_1    0 0 0   1 0 0 0", 
			"griff_coriolis_flasher_set_2    0 0 0   1 0 0 0",
			"griff_coriolis_flasher_set_3    0 0 0   1 0 0 0",
			"griff_coriolis_flasher_set_4    0 0 0   1 0 0 0"
          	      );
then each flasher has it's own entry in the shipdata eg:-

Code: Select all

"griff_coriolis_flasher_set_2" = 
	{
	ai_type = "dumbAI.plist";
	model = "griff_coriolis_multi_flashers.dat"; 
	name = "Coriolis Station";
	roles = "griff_coriolis_subent";
	forward_weapon_type = "WEAPON_NONE";
	shaders = 
		{ 
			"griff_station_coriolis_flashers_effects.png" = 
			{ 
				vertex_shader = "griff_station_coriolis_multi_flasher.vertex"; 
				fragment_shader = "griff_station_coriolis_flashers.fragment"; 
				
				textures = ("griff_station_coriolis_flashers_effects.png"); 
				uniforms = 
				{ 
				uTime = "universalTime";
				ZOffset = { type = "float"; value = 300.0; }; // this puts the flasher 300m infront of the station
				}; 
			}; 
		};	
	};
the only bit you need to edit for each flasher is the

Code: Select all

ZOffset = { type = "float"; value = 300.0; }
line, that's the distance the flasher will be drawn infront of the docking bay, a Zoffset value of 0.0 put the flasher back in it's original position flush with the station wall
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Re: [RELEASE] - ZGrOovy Griff System Stations -

Post by dertien »

Griff wrote:
http://www.box.net/shared/cu6pl5qdqf
there's no textures included in the oxp so you'll need to have either the all-in-1 oxp or the standalon griff_coriolis oxp installed.
The 'flasher' model needed to be re-centered so there's a new version of that model included in the oxp, the original model had a built in offset to place it against the station wall which would have made it weird to calculate the positioning in this oxp
all the setup for the 'flashers' is done in the shipdata.plist, each flasher is it's own subentity, they are listed in the 'subentities' of the main station

Code: Select all

	subentities = (
			"griff_coriolis_flasher_set_1    0 0 0   1 0 0 0", 
			"griff_coriolis_flasher_set_2    0 0 0   1 0 0 0",
			"griff_coriolis_flasher_set_3    0 0 0   1 0 0 0",
			"griff_coriolis_flasher_set_4    0 0 0   1 0 0 0"
          	      );
then each flasher has it's own entry in the shipdata eg:-

Code: Select all



 :D  :D  :D Awesome work Griff as usual. Much obliged, Sir. Couldn't have made it easier on me uploading all the stuff now and enjoy a new release  :D 
"griff_coriolis_flasher_set_2" = 
	{
	ai_type = "dumbAI.plist";
	model = "griff_coriolis_multi_flashers.dat"; 
	name = "Coriolis Station";
	roles = "griff_coriolis_subent";
	forward_weapon_type = "WEAPON_NONE";
	shaders = 
		{ 
			"griff_station_coriolis_flashers_effects.png" = 
			{ 
				vertex_shader = "griff_station_coriolis_multi_flasher.vertex"; 
				fragment_shader = "griff_station_coriolis_flashers.fragment"; 
				
				textures = ("griff_station_coriolis_flashers_effects.png"); 
				uniforms = 
				{ 
				uTime = "universalTime";
				ZOffset = { type = "float"; value = 300.0; }; // this puts the flasher 300m infront of the station
				}; 
			}; 
		};	
	};
the only bit you need to edit for each flasher is the

Code: Select all

ZOffset = { type = "float"; value = 300.0; }
line, that's the distance the flasher will be drawn infront of the docking bay, a Zoffset value of 0.0 put the flasher back in it's original position flush with the station wall
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Re: [NEW-RELEASE] - ZGrOovy Griff System Stations AMENDED -

Post by pagroove »

Its a shame that it isn't compatible with my OXP. I wanted to add it for even more variation :(
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Re: [NEW-RELEASE] - ZGrOovy Griff System Stations AMENDED -

Post by dertien »

pagroove wrote:
Its a shame that it isn't compatible with my OXP. I wanted to add it for even more variation :(

Yeah I know, I love your stations too and I have tried it though, but I had to restart the shipdata.plist from scratch 3 times after hours of testing and it's getting complicated with the conditions as I stated earlier. Maybe I'll give it a whirl again next week. I am a bit tired of testing the stations mechanics now :D
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Re: [NEW-RELEASE] - ZGrOovy Griff System Stations AMENDED -

Post by TGHC »

dertien wrote:
Maybe I'll give it a whirl again next week. I am a bit tired of testing the stations mechanics now :D
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Re: [NEW-RELEASE] - ZGrOovy Griff System Stations AMENDED -

Post by dertien »

TGHC wrote:
dertien wrote:
Maybe I'll give it a whirl again next week. I am a bit tired of testing the stations mechanics now :D
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Looking forward to that :D make it two of each.
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Re: [NEW-RELEASE] - ZGrOovy Griff System Stations AMENDED -

Post by JensAyton »

Griff’s vertex shader idea is good, but it would be more efficient to put the “flashers” in a single model, scaled down on the z axis (perhaps by a factor of 100), then scaling them back in the shader. This way, they can all be rendered in one batch, and use less memory.

And, as I keep saying, there’s no need to use subentities for static things like this. Put the “flashers” in the same model as the base ship but with a different texture. Save as OBJ, convert to DAT, then you’ll have a DAT with two textures in and you can assign material properties to each texture name.
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