Ah... I did wonder if that was the culprit.ZygoUgo wrote:Sorry need to change that back for the Zygoroids upload, I made a larger version of Griffs script for my own set.
Griff's normalmapped ship remakes
Moderators: winston, another_commander
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Griff's normalmapped ship remakes
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.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?
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: Griff's normalmapped ship remakes
Hell no! I'd probably squash them and have to spend even more time cleaning up after the batoids!Tichy wrote:...canisters and cargo pods inside the bay...
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Griff's normalmapped ship remakes
so, we must form a space debris section in every station.Smivs wrote:Hell no! I'd probably squash them and have to spend even more time cleaning up after the batoids!Tichy wrote:...canisters and cargo pods inside the bay...
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Re: Griff's normalmapped ship remakes
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.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.
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.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Griff's normalmapped ship remakes
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 -
I'll try and send Griff a new scripted version tomorrow.[/color]
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
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
Thanks for updating the script Thargoid 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
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
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
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
Re: Griff's normalmapped ship remakes
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?
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
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
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Selezen
- ---- E L I T E ----
- Posts: 2530
- Joined: Tue Mar 29, 2005 9:14 am
- Location: Tionisla
- Contact:
Re: Griff's normalmapped ship remakes
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.
The new texture for the Cobra looks lovely. But then all your stuff is lovely.
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
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).
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
Re: Griff's normalmapped ship remakes
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).
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).
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Very nice... will you be improving the multi-decal player version of the alt Cobra III too, Griff?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
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
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
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries