Griff's normalmapped ship remakes

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

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Cody
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Re: Griff's normalmapped ship remakes

Post by Cody »

ZygoUgo wrote:
Sorry need to change that back for the Zygoroids upload, I made a larger version of Griffs script for my own set.
Ah... I did wonder if that was the culprit.
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Re: Griff's normalmapped ship remakes

Post by Tichy »

Commander McLane wrote:
To be honest: I like the first version more. I even liked the orange colour. :)

A humble suggestion:
What I generally don't like so much about all Griff stations is the text/numbers on the texture. As other people already said, for instance the Ico conveys nicely a sense of size. But for me the big letters (or numbers) painted on it take this sense away again. Nobody would paint a word hundreds of meters long, or a number hundreds of meters big. Thus for me the big text makes the whole station optically smaller, which is a pity. So, is there any chance for alternative textures without text or numbers or symbols?
And what about including some human-size details? Doors, canisters and cargo pods inside the bay? In Oolite, sometimes, proportions are a little strange. For example, most of the ships "feels" smaller that they are. For this reason, I think, most stations feels also smaller.
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Re: Griff's normalmapped ship remakes

Post by Smivs »

Tichy wrote:
...canisters and cargo pods inside the bay...
:roll: Hell no! I'd probably squash them and have to spend even more time cleaning up after the batoids! :P
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Re: Griff's normalmapped ship remakes

Post by Tichy »

Smivs wrote:
Tichy wrote:
...canisters and cargo pods inside the bay...
:roll: Hell no! I'd probably squash them and have to spend even more time cleaning up after the batoids! :P
so, we must form a space debris section in every station. :mrgreen:
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Re: Griff's normalmapped ship remakes

Post by Commander McLane »

Tichy wrote:
And what about including some human-size details? Doors, canisters and cargo pods inside the bay? In Oolite, sometimes, proportions are a little strange. For example, most of the ships "feels" smaller that they are. For this reason, I think, most stations feels also smaller.
The strangeness of proportions is exactly the reason why it's difficult to add human-size details. There is no human size in Oolite. The station size is calibrated to fit to the ship sizes, and none of them are in proportion to human size. Thus, I think adding details that refer to human size would only make things worse.

Take for instance the white dots all over the station. I imagine them to be windows. Small as they are, they make the station look big. Compared to them, the docking bay is insanely huge. Adding any visible detail to the docking bay (= bigger than a single pixel) would break that illusion and make the by appear smaller than before.

Each "window" suggests a whole room behind it. Each cargo container suggests something much smaller than a room. So, if the actual cargo container model is bigger than the implied room, it would make the whole station look smaller, at least for me.
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Re: Griff's normalmapped ship remakes

Post by Cody »

This popped-up earlier:

Code: Select all

18:37:24.281 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (tgGeneric_externalMissiles.js 1.0): TypeError: this.ship.subEntities is null
18:37:24.281 [script.javaScript.exception.unexpectedType]:     ../AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp/Scripts/tgGeneric_externalMissiles.js, line 27.
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 Thargoid »

I'll add it to my to-do list, as it's my script in there. Should just need an additional sub-ent existence check.

Editted to add - if(this.ship.subEntities.length === 0) {return}; // if we've run out of sub-ents before we run out of missiles needs to be changed to

Code: Select all

if(!this.ship.subEntities || this.ship.subEntities.length === 0) {return}; // if we've run out of sub-ents before we run out of missiles
I'll try and send Griff a new scripted version tomorrow.[/color]
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Re: Griff's normalmapped ship remakes

Post by Griff »

Thanks for updating the script Thargoid :D Since the oxp needed a re-uploading I've taken the opportunity to change some of the textures - just added some more 'hull plate lines' to the top, 'de-grimed' the texture map a bit and changed the engine texture and glow effect
Image
Image

I havn't got around to adding Thargoids new script to my first cobra III remake oxp, i'll get it sorted on the weekend when my box.net account (hopefully) becomes available again :lol:
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Re: Griff's normalmapped ship remakes

Post by Wolfwood »

Is there any way I could persuade you to make your version of ships like Wolf Mk II (and Mk I) and perhaps even Cobra Courier and Cobra Rapier? :?
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Re: Griff's normalmapped ship remakes

Post by Griff »

I've got a version of the Wolf from the Amiga Elite on the go at the moment, still fiddling about with the model but it'll be my next oxp ship :D
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Re: Griff's normalmapped ship remakes

Post by Selezen »

Awesome - the Wolf is one of my favourites. Simple but elegant. I do look forward to seeing what you can do with it.

The new texture for the Cobra looks lovely. But then all your stuff is lovely.
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Re: Griff's normalmapped ship remakes

Post by Griff »

It certainly looks a bit better now than it did when the oxp first came out! back then i'd just made a new grime texture map and i was overusing it too much (see also my 'elite 2 bug ship' oxp - that one needs a clean up too). :D
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Re: Griff's normalmapped ship remakes

Post by Wolfwood »

Awesome! I'll be looking forward to that Wolf!

Please note that the Cobra Courier is also basically one of the alternate meshes for Mk III from the original Elite versions so it certainly deserves a Griffmake, eh? :)

As always, your work is phenomenal and I'd like to see all of it in the core game one of these days (at least as an option during install).
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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote:
... just added some more 'hull plate lines' to the top, 'de-grimed' the texture map a bit and changed the engine texture and glow effect
Image
Image
Very nice... will you be improving the multi-decal player version of the alt Cobra III too, Griff?
Commander Cody (along with Lord Effingham, of course) will soon be upgrading to one of those, you see.
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 only the multidecal version that's available now i think (griff_CobraIII_alternate_model.zip at my box.com site), i'm pretty sure i got rid of the single decal one - i've only used it in these screenshots because rendermonkey complained about a load of missing texture files when i tried running the multidecal shaders but the single decal shader worked ok :)
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