Griff - are you going to update the Cobra III with sub-ent missiles OXP for Oolite 1.8x?
I'd forgotten about that oxp! - I've updated this for V1.80+ and uploaded it to box as "Cobra_Mk3_Subentmissiles_Oolite_v1.80_and_higher).oxp.zip" in the 'Core ship set OXP's for Oolite v1.80 and higher' subfolder
It should work with and without having my CobraIII and Missile OXPs installed , although if anybody playing with this OXP but without my ship remakes spots any complaints in the log (i only did a quick test and didn't spot anything) then let me know and i'll split it into two seperate downloads, one for the default core shipset and one for my remakes
looks like I saved the NPC version of the hull shader over the player version of the shader for the 'clean cobraIII', I've sorted that now and re-uploaded the oxp, it should be working OK now (griff_CobraIII_alternate_model_v1.3.1.zip)
Highly appreciated!
The 4 engine trails of that ship really set it aside of the competition!
oo, that's going back a bit with the orangey engine glows. man, Jens' epic shader had tons of great stuff in it, such an awesome moment when normal mapping was implemented, couldn't stop making everything all covered in bumpy rivets
It's a bit of an experimental shader, it does away with a colour skin texture and the blue channel in the normal map in order to cram some of the effects textures in there so without shaders the ship won't really look OK.
I haven't really found a way to do a proper environment map effect in the shader, so whilst looking at the ship in the external view the 'starfield' environment map will scroll in a slightly odd way as it's using the sun position as a fixed point rather than the camera/eye position as it should be (this is done as the camera/eye position is fixed in relation to the ship position when looking at the ship externally so the env map would never scroll as the positions never change)
ah, that's a screenshot out of rendermonkey, there's a different UV co-ordinate system between that program and Oolite, in the shader I have running there the decals are correct for oolite but incorrect for rendermonkey, I think in Rendermonkey the V axis in a UV map runs from the top of the map downwards towards the bottom of the map whilst in Oolite it runs from the bottom of the map upwards towards the top
Yeah, it does look weird, it (the environment map) seems to squash and stretch a lot then flip direction as the ship tumbles
There's probably a much better way to make a chrome effect than what I've got going on here, the Elite Dangerous Chrome Cobra screenshot looks amazing, I love the effect they have going on there where it looks like greasy fingermarks on a mirror, no idea how it's done, it could just be a very dark base texture and some beautifully drawn specular maps to catch the sunlight, might give this a go sometime
I've updated the station bundle oxp from v1.1 to v1.2 to include Spara's shipdata.plist fix to make the OXP work with Oolite v1.80 and higher.
I've also moved the OXP from deephorizons.com to my shared folder at box.com and updated the links on the Wiki.
Here's the new shipdata.plist that will patch the station bundle oxp from v1.1 to v1.2, just unzip it and put it into the Config folder in the OXP, saves having to download 91MB of data just for a 3 Kb text file https://app.box.com/s/jn4oamzgxaud1ia25ml1cuqz37j2rc6i