State of the textures?
Moderators: winston, another_commander
State of the textures?
Hi everyone,
Old-school Elite player here, looking to hop back into the cockpit. Quick question: Are the "Griff's Normalmapped Ships OXPs" now a part of the standard Oolite 1.80 distribution, or are they still better than the standard textures? I've seen a couple of mentions that seem to imply that Griff's textures were made the official game textures at some point in the past, but I can't find anything definitive. Thanks!
Old-school Elite player here, looking to hop back into the cockpit. Quick question: Are the "Griff's Normalmapped Ships OXPs" now a part of the standard Oolite 1.80 distribution, or are they still better than the standard textures? I've seen a couple of mentions that seem to imply that Griff's textures were made the official game textures at some point in the past, but I can't find anything definitive. Thanks!
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- Quite Grand Sub-Admiral
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Re: State of the textures?
Hi and welcome
Griff's models are indeed now part of the core game in version 1.80, but they use the non-shaders textures variant created by CaptSolo. It's a kind of hybrid combining high quality ship models with great textures that do not require excessive GPU/CPU power to run. You can still install Griff's full shipset over the core one, if you want to have also normal maps and full shaders usage.
Griff's models are indeed now part of the core game in version 1.80, but they use the non-shaders textures variant created by CaptSolo. It's a kind of hybrid combining high quality ship models with great textures that do not require excessive GPU/CPU power to run. You can still install Griff's full shipset over the core one, if you want to have also normal maps and full shaders usage.
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Re: State of the textures?
Hi Graywing, and welcome.
As A_C says, the Griff models are now the game's defaults, but for those who really like the old ones, retroRefit OXZ is available via the manager which simply puts the old ones back.
Also I am working on a shipset OXZ which takes the old models and designs and gives them a serious kick into the 21st Century, although this is still a work in progress - details are here. I'm hoping for a release early in the New Year if all goes well.
As A_C says, the Griff models are now the game's defaults, but for those who really like the old ones, retroRefit OXZ is available via the manager which simply puts the old ones back.
Also I am working on a shipset OXZ which takes the old models and designs and gives them a serious kick into the 21st Century, although this is still a work in progress - details are here. I'm hoping for a release early in the New Year if all goes well.
Commander Smivs, the friendliest Gourd this side of Riedquat.
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Re: State of the textures?
Don't use Griff's all-in-one shipset though, as it's slightly broken - use his individual OXPs for 1.80 instead.another_commander wrote:You can still install Griff's full shipset over the core one, if you want to have also normal maps and full shaders usage.
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: State of the textures?
Should I still use the Griff_Shipset_Replace OXP to replace all the original textures, with the individual 1.80 OXPs?
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Re: State of the textures?
No, those OXPs are standalones, and the list includes a suppressor OXP to remove the core textures.
For stations and rock hermits, get this bundle (which I believe still works okay with Oolite 1.80).
For stations and rock hermits, get this bundle (which I believe still works okay with Oolite 1.80).
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: State of the textures?
This might be a daft question, but what are shaders?
Re: State of the textures?
Shaders are a display technology introduced in the OpenGL 2.0 standard (and DirectX something or other) and supported by most graphics cards made since 2007ish, but not most older ones, which allows the rendering of objects to be extensively customised in software, but retain the hardware acceleration of the graphics card.
In an Oolite context, the default shaders allow specular and normal mapping in addition to the basic "this ship is this colour". Griff's ships do some other fancy things with them like random colour schemes and decals. You can also do some more complex things with them - the planetary rings, or the shiny docking/hyperspace tunnels from BGS, use appropriately set up shaders to make an object which looks very little like either its model or its texture input files.
The Oolite core is still intended to support OpenGL 1.x graphics cards, as older hardware, especially old laptops, won't support any better. So the default texture set for the Griff models in Oolite core is a non-shader texture specially developed by CaptSolo which gives most of the benefits without requiring shaders.
(Shaders can be used in Oolite core objects provided that the result without shaders still looks good but for technical reasons the original Griff shaders and textures aren't suitable for including in the core)
In an Oolite context, the default shaders allow specular and normal mapping in addition to the basic "this ship is this colour". Griff's ships do some other fancy things with them like random colour schemes and decals. You can also do some more complex things with them - the planetary rings, or the shiny docking/hyperspace tunnels from BGS, use appropriately set up shaders to make an object which looks very little like either its model or its texture input files.
The Oolite core is still intended to support OpenGL 1.x graphics cards, as older hardware, especially old laptops, won't support any better. So the default texture set for the Griff models in Oolite core is a non-shader texture specially developed by CaptSolo which gives most of the benefits without requiring shaders.
(Shaders can be used in Oolite core objects provided that the result without shaders still looks good but for technical reasons the original Griff shaders and textures aren't suitable for including in the core)
Re: State of the textures?
Thanks for the detailed answer! I quickly tried the Griff shader Coriolis station and saw that the docking bay is green with much sharper glidepath lights on the back wall. I think the nightside window lights are brighter but I still see lights without the shaders so I assume Oolite allows emissive textures anyway.
It would be good if the shader ship textures could be gathered back up into a single working (but big!) OXP. I guess this is the prerogative of the owner.
It would be good if the shader ship textures could be gathered back up into a single working (but big!) OXP. I guess this is the prerogative of the owner.
Re: State of the textures?
Basic ones even without shader support, yes. Better with.streb2001 wrote:I assume Oolite allows emissive textures anyway.
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Re: State of the textures?
Cody wrote:Don't use Griff's all-in-one shipset though, as it's slightly broken - use his individual OXPs for 1.80 instead.
And if, like me, you'd like to keep your AddOns folder at least semi-manageable, instead of having some 37 or so individual Griff-ship OXPs sitting in AddOns, you can just make a folder in AddOns called Griffs-Shipset.oxp (name doesn't matter as long as it ends in .oxp) and stick the whole lot of them in there. Oolite will still find and use them.Cody wrote:No, those OXPs are standalones, and the list includes a suppressor OXP to remove the core textures.
For stations and rock hermits, get this bundle (which I believe still works okay with Oolite 1.80).
G'day Graywing, and welcome to the boards, btw!
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
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Re: State of the textures?
Both is actually on my todo list for my project. The default stations use the normal resolution textures, while Griff had also stations using hires textures and the greenish glow seems to be a shader thingy. I'm looking into bringing them to a noshader universe as well.streb2001 wrote:Thanks for the detailed answer! I quickly tried the Griff shader Coriolis station and saw that the docking bay is green with much sharper glidepath lights on the back wall. I think the nightside window lights are brighter but I still see lights without the shaders so I assume Oolite allows emissive textures anyway.
Anyway. if your gpu supports shaders Griff's ships look best.
welcome aboard greywing
Amah
- about Amah: wiki
- noshaders versions of Griff's extra, alternate ships and accessories: discussion, wiki
- ocpc - customize the player ship: discussion, oxp repository