Griff's normalmapped ship remakes

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

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Zireael
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Re: Griff's normalmapped ship remakes

Post by Zireael »

Those wear-n-tear shaders are amazing!

Can't wait to see the bundles on the manager, especially the ship bundles :)
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Re: Griff's normalmapped ship remakes

Post by Svengali »

Very nice effect (as always), Griff!
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Re: Griff's normalmapped ship remakes

Post by Redspear »

Looks awesome Griff! :D

I've been waiting for this since that first post showcasing the basic idea (last year???)
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Re: Griff's normalmapped ship remakes

Post by JazHaz »

Griff wrote:
OK, I think this is done, the station bundle should now be up on the manager!
Confirmed. Would just like to see the Ship bundles up also.
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Re: Griff's normalmapped ship remakes

Post by Cody »

The Hognose is an entertaining ship, no matter whether it's a holy joe or a lobstoid, but it does get stuck right outside the docking slot a lot - intentional?
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 »

Cody wrote:
The Hognose is an entertaining ship, no matter whether it's a holy joe or a lobstoid, but it does get stuck right outside the docking slot a lot - intentional?
No that's no intentional - does it happen when it's trying to dock or something? It could be its speed and turning rate stats making it difficult for it to dock...

Code: Select all

	max_flight_pitch = 0.5;
	max_flight_roll = 0.5;
	max_flight_speed = 80;
The hogonose also has some custom AI's that i've copied over from Dr. Nil's original Hognose OXP, that must be going back quite a bit now - maybe they need an update or something? - i'll have a look at the current Oolite AI's and see if i can cobble together a new hognose AI based on those, they're so hilarious i'd love to try and keep them in the oxp :lol:
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Re: Griff's normalmapped ship remakes

Post by Cody »

Happens when trying to dock, and after launching - many a time I've had to give it a nudge to move it along.
Griff wrote:
they're so hilarious i'd love to try and keep them in the oxp
Absolutely!
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 »

Just had a quick look at the Hognose AI's, I think i can see what's going on (mind you my Artificial Intelligence ability is even lower than my Actual Intelligence ability)
The Witchspace Lobster AI ("griff_hognose_(Dr_Nil_worm_missionary03)AI.plist") has an AI that looks like it's set to make the ship loiter at a random point outside the station broadcasting greetings and the 'Zenarchy Monk' has an AI that immediately performs a 'hold position', then stops in a state where it scans for the player before continuing, it might be this one that's getting stuck?. The other two types of hognose fly straight for the planet for a short distance before switching to the more crazy AI stuff - maybe if i transplant that behaviour in it'll be an OK fix
edit:
ah sweet, there looks like there's a bit in scavengerAI.plist that's perfect for moving the ship out into space away from the station:

Code: Select all

GLOBAL =
	{
		"LAUNCHED OKAY" = ("setStateTo: CLEAR_STATION");
		UPDATE = ("setSpeedFactorTo: 1.0", "setStateTo: LOOK_FOR_STUFF");
	};

"CLEAR_STATION" = {
		ENTER = (getWitchspaceEntryCoordinates, setDestinationFromCoordinates, "setDesiredRangeTo: 100.0",
			"setSpeedFactorTo: 0.75", performFlyToRangeFromDestination, "pauseAI: 10");
		UPDATE = ("setStateTo: LOOK_FOR_STUFF");
	};
i think if i then switch the LOOK_FOR_STUFF code to the 'Monk AI' stuff then we should be back in business with all the crazy oddness intact :)
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Re: Griff's normalmapped ship remakes

Post by Cody »

Great! As is their wont, one of the Lobstoids attacked me in an aegis last night - and suddenly I became the offender, with everyone and their dog attacking me!
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 »

I've tweaked the AI on the two hognose versions that looked like they might get stuck in the dock and re-uploaded the oxp to box now at (v1.3.1).
I've also had a go at putting all the new wear n' tear ships up on the oxz manager (including the updated hognose)

Code: Select all

oolite.oxp.Griff.Bug_(Elite2).oxz
oolite.oxp.Griff.Gnat_(Elite2).oxz
oolite.oxp.Griff.Griff_shipset_decals.oxz
oolite.oxp.Griff.Griffin1_(Elite2).oxz
oolite.oxp.Griff.Hognose.oxz
oolite.oxp.Griff.Ophidian_(EliteA).oxz
oolite.oxp.Griff.Station_bundle.oxz
oolite.oxp.Griff.Wolf_Mk_II.oxz
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Re: Griff's normalmapped ship remakes

Post by Cody »

The Hognose is still blocking the docking queue occasionly - it comes to a dead stop within warning distance of the slot, maybe performs a tumble or two. Give it a nudge, and it panics. They do look terrific though, especially right up-close - that new wear 'n tear paintjob is rather cool.
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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Tichy
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Re: Griff's normalmapped ship remakes

Post by Tichy »

It looks like the normalmap is inverted on the old version Cobra Mk.3, at least in my setup.
Image

Old version Cobra Mk.1 seems to have the same problem. Maybe, all the old versions of the ships?
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Re: Griff's normalmapped ship remakes

Post by Stormprooter »

This is for Griff (and Gibbon who did the conversion of Griff's models into Freelancer)

Ship gallery of Griff's models in Freelancer:
Image
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Re: Griff's normalmapped ship remakes

Post by Griff »

@Stormprooter - That looks awesome - thanks for using the ships in your project they look great!

I've uploaded to box an alternative Viper Interceptor oxp. It's got quite a high polygon count (about 7000 tri's). Hit a few snags building the model so it's only got two engines and a pretty feeble looking 'emergency lights' thingy - completely forgot to work that into the model so had to fiddle about with the texture to try and free up a map for the effect. :|

Image
https://app.box.com/shared/rpkms25cc9 Griff_Viper_interceptor_alt_v1.0.zip

It didn't look quite right with three engines so i've only put two on, in hindsight that seems to be a bit of a mistake, it's always handy to spot the interceptors in game from the three engine plumes, i dunno, it just looked odd on this ship - here's mockup from earlier on in the model building, it just looks a bit odd that strip of three engines. maybe should have worked harder to include them though.
Image
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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote:
It didn't look quite right with three engines so i've only put two on, in hindsight that seems to be a bit of a mistake, it's always handy to spot the interceptors in game from the three engine plumes...
The old core Interceptor had a different body shape from the standard Viper, so you could easily tell them apart. Currently, the Interceptor has the same body shape as the standard Viper, but with three engines - again, easy to to tell the difference. It does need something, Griff - need to know which ship is which at distance.
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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