ZygoUgo's OXPs!

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

Moderators: winston, another_commander

User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Griff wrote:
Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?
Just try it, I don't know if its possible. What is possible is defining materials completely in JS code. As you said, I use it in asteroidStorm 4.0. In shipdata I removed all the material directories (it felt strange to delete all the stuff in shipdata) and added an array of material directories in the JS script.
The material directories are quite at the start of the asteroid storm script, you can't miss it. In those material sets you can change all parameters by script and reapply the new material to the ship.

For asteroid storm I use the scripted material to make it possible to give random asteroids that are added as cluster, often have the same texture.
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Griff wrote:
Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?

Code: Select all

	materials = 
		{ 
			"myasteroidtexture.png" = 
			{ 

				diffuse_color  = {type = "randomUnitVector"; scale = 0.25;};

			}; 
		};
Kinda! There's the evilness of slightly different punctuation ( in js you must use JSON notation instead of openStep)

Assuming you've got the debug console, and you've just targeted the asteroid with myasteroidtexture.png, the following should work

Code: Select all

PS.target.setMaterial(		{ 
			"myasteroidtexture.png" : 
			{ 

				diffuse_color  : {type : "randomUnitVector", scale : 0.25}

			}
		});
but you can also completely replace textures, like you can inside the shipdata material section. Still on the js console, type:

Code: Select all

PS.setMaterials({
			"cobra3_redux.png" : { diffuse_map : "galaxy256.png" });
should completely retexture your ship, provided you're flying a standard cobby! ;)

...and that other OXP Thargoid mentioned should be butterflies! :)
Last edited by Kaks on Tue Nov 02, 2010 7:22 am, edited 1 time in total.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Kaks wrote:
...and that other OXP Thargoid mentioned should be butterflies! :)
Sounds right. I could recall I did it recently(ish) but not which one. But Butterflies was only a little demo OXP, which is probably why I didn't recall it directly.
User avatar
ZygoUgo
---- E L I T E ----
---- E L I T E ----
Posts: 406
Joined: Mon Nov 17, 2008 4:15 pm
Location: Blighty

Re: Zygoroids up for grabs

Post by ZygoUgo »

Ooooh, this new version of Blender's good, isn't it... :D
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Zygoroids up for grabs

Post by Switeck »

Is this a dead project?
...Because I think I've run across a couple minor problems with it.
These asteroids are always bounty=0.
Plus, they don't seem to fragment into boulders when destroyed by a mining laser.
These asteroids "smoke" when badly damaged, just like badly damaged npc ships do.

I think this is because like_ship = "asteroid"; has been commented-out in its shipdata.plist file.
User avatar
maik
Wiki Wizard
Wiki Wizard
Posts: 2028
Joined: Wed Mar 10, 2010 12:30 pm
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)

Re: Zygoroids up for grabs

Post by maik »

Switeck wrote:
Is this a dead project?
Well, it never made it beyond WIP stage. However, I saw ZygoUgo online not so long ago, so he might respond to PMs.
User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6312
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: Zygoroids up for grabs

Post by Diziet Sma »

Switeck wrote:
Is this a dead project?
Nope.. it's alive! And back. :D :D :D
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
User avatar
maik
Wiki Wizard
Wiki Wizard
Posts: 2028
Joined: Wed Mar 10, 2010 12:30 pm
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)

Re: Zygoroids up for grabs

Post by maik »

Diziet Sma wrote:
Switeck wrote:
Is this a dead project?
Nope.. it's alive! And back. :D :D :D
Great news!
User avatar
ZygoUgo
---- E L I T E ----
---- E L I T E ----
Posts: 406
Joined: Mon Nov 17, 2008 4:15 pm
Location: Blighty

Re: Zygoroids up for grabs

Post by ZygoUgo »

Minor update, now offering a version that leaves the original core asteroids untouched,
links in first post :)
I have also improved the textures of the two newer Roids, and the largest has a colour variant as
it's so predominant from a distance making it seem there are more of it than the others. I also altered the shipdata so they weren't so common.
Big guy and bruv..
Image
Slightly icy guy..
Image
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Zygoroids up for grabs

Post by Smivs »

These look very nice :)
Commander Smivs, the friendliest Gourd this side of Riedquat.
JeX
Competent
Competent
Posts: 54
Joined: Mon Jan 21, 2013 2:13 pm

Re: Zygoroids up for grabs

Post by JeX »

Holy Smoly they are beautiful! :shock:

Any chance of this OXP not being taxing on the graphics card?
User avatar
GGShinobi
---- E L I T E ----
---- E L I T E ----
Posts: 291
Joined: Tue Dec 25, 2012 7:20 pm

Re: Zygoroids up for grabs

Post by GGShinobi »

Coool! :shock: I love adding more variety to my ooniverse!! Downloading! :mrgreen:
JeX wrote:
Holy Smoly they are beautiful! :shock:

Any chance of this OXP not being taxing on the graphics card?
Hope that too! Would be a pity!!
忍 knowing that enough is enough, you'll always have enough.

Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
User avatar
Shipbuilder
---- E L I T E ----
---- E L I T E ----
Posts: 877
Joined: Thu May 10, 2012 9:41 pm
Location: Derby

Re: Zygoroids up for grabs

Post by Shipbuilder »

ZygoUgo - I take my hat off to you a great looking piece of work..
The GalTech Industries Corporation - Building ships to populate the galaxies.

Increase the variety of ships within your Ooniverse by downloading my OXPs

Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Zygoroids up for grabs

Post by Cody »

I thought this was a Griff error, but I see this in your 'roid OXP:

Code: Select all

script = "griff_spawn_biggerrock_chunk.js";
which throws this:

Code: Select all

[script.load.notFound]: ***** ERROR: Could not find script file griff_spawn_biggerrock_chunk.js.
The 'roids look beautiful in-game, by the way... a nice mix with Griff's variants!
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!
User avatar
ZygoUgo
---- E L I T E ----
---- E L I T E ----
Posts: 406
Joined: Mon Nov 17, 2008 4:15 pm
Location: Blighty

Re: Zygoroids up for grabs

Post by ZygoUgo »

Thanks guys :)
The models are around 200polys at the most (if I remember correctly), the rest of the detail is in the normal maps, so long as you have shader support this is how they should appear in game, so they shouldn't be any more taxing than a lot of the ships.

@El Viejo: Thankyou for reminding me, I keep forgetting about that as it means changing it every time I upload from my personal version. I think what I'll do is add my version of Griffs script (& his original for OXP independance) to the Scripts folder so the bigger asteroids should smash into more glowy parts.
I'll re-upload shortly :wink:
Post Reply