Griff's normalmapped ship remakes
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- Amah
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Re: Griff's normalmapped ship remakes
*whistles* I never had a smuggling compartement on my Rigel IV, Officer. AIways been an honest trader, I swear. And this Ophidian was one of the nicest crates I ever flew
Amah
- about Amah: wiki
- noshaders versions of Griff's extra, alternate ships and accessories: discussion, wiki
- ocpc - customize the player ship: discussion, oxp repository
- CaptSolo
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Re: Griff's normalmapped ship remakes
Hognose on final approach. Any frequent flyers interested in confirming my fix please respond with a PM.
- CaptSolo
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Re: Griff's normalmapped ship remakes
After a thorough examination of the AI code of the four Hognose variants, I discovered the following:
1) When they are launched from a station, the Happy Eye Preacher and Church of Giles Missionary broadcast no messages and eventually turn about and head back to the station. Unfortunately, their max flight speed causes congestion in the docking queue. These two do their preaching only if encountered by the player along the route to the planet.
2) The Witchspace Lobster Worshiper and Zenarchy Monk variants behave the same when launched except they do interact with the player in the aegis, but not if spawned somewhere along the space lane.
I have re-coded the AI's for all four such that when launched, all four do their thing, head away from the station and hyperspace out. Those that are spawned along the route to the planet will head for the planet and will interact with the player if encountered.
1) When they are launched from a station, the Happy Eye Preacher and Church of Giles Missionary broadcast no messages and eventually turn about and head back to the station. Unfortunately, their max flight speed causes congestion in the docking queue. These two do their preaching only if encountered by the player along the route to the planet.
2) The Witchspace Lobster Worshiper and Zenarchy Monk variants behave the same when launched except they do interact with the player in the aegis, but not if spawned somewhere along the space lane.
I have re-coded the AI's for all four such that when launched, all four do their thing, head away from the station and hyperspace out. Those that are spawned along the route to the planet will head for the planet and will interact with the player if encountered.
- Cody
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Re: Griff's normalmapped ship remakes
'Auummmm!'
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
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Re: Griff's normalmapped ship remakes
Massive thanks to CaptSolo for fixing the 'hognose' OXZ, a new version with the fixes has gone up on the oxz manager!
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
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Re: Griff's normalmapped ship remakes
'Auummmm!'
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!
- Cody
- Sharp Shooter Spam Assassin
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Re: Griff's normalmapped ship remakes
'Auummmm!' What would I need to add to the Hogster to give it a chance to follow through the player's wormhole?
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!
- Norby
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Re: Griff's normalmapped ship remakes
CheckCody wrote:give it a chance to follow through the player's wormhole?
enterPlayerWormhole
in [wiki]OXP howto AI[/wiki].- Cody
- Sharp Shooter Spam Assassin
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Re: Griff's normalmapped ship remakes
<scratches head>
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!
- Norby
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Re: Griff's normalmapped ship remakes
I think to insert the following line into all files in
AIs
subfolder, into all blocks (GLOBAL
, FLEE
, etc.):
Code: Select all
"PLAYER WITCHSPACE" = ("enterPlayerWormhole");
- Cody
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Re: Griff's normalmapped ship remakes
Ahh... enlightenment! Auummmm! Thanks, Norby!
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!
- 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
That works nicely - had one follow me through two jumps. I figure Holy Joes would get around by hitching free rides.
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!
- Keeper
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Re: Griff's normalmapped ship remakes
I noticed that the current version (1.04.4) of the Griff Sidewinder on the OXZ Manager is calling the wrong textures for the Sidewinder Escort model (in fact, correct textures for that model do not exist in the OXZ). It's using the same textures as the standard Sidewinder, but those don't quite match up in places (cockpit and engine especially).
I just made an updated shipdata.plist and proper textures for it, complete with random colour map, lights map, effects map, normal map and specular map.
I just zipped up my own updated version of the OXZ (I did not change the version number in the manifest; that's up to Griff who I expect might want to tweak my colour or specular maps at the very least before making an official update). It is here: http://www.keeper1st.com/Oolite/GriffSidewinderFix.zip
I just made an updated shipdata.plist and proper textures for it, complete with random colour map, lights map, effects map, normal map and specular map.
I just zipped up my own updated version of the OXZ (I did not change the version number in the manifest; that's up to Griff who I expect might want to tweak my colour or specular maps at the very least before making an official update). It is here: http://www.keeper1st.com/Oolite/GriffSidewinderFix.zip
- Keeper
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Re: Griff's normalmapped ship remakes
Weird. Playing this afternoon I spotted one of these Sidewinders and it was glowing. Somehow the Alpha channel didn't get saved on my last tweak to the effects map. I've re-uploaded the fix ZIP with that problem corrected.
- Griff
- Oolite 2 Art Director
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- Joined: Fri Jul 14, 2006 12:29 pm
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Re: Griff's normalmapped ship remakes
I've just uploaded a small shader related update to the station bundle, bringing it up to v1.3
"v1.3 - Some small .fragment shader changes (added atmospheric fogging and a new lighting model as seen in the default Oolite shader). Re-exported the models to .dat format using the newest python converter script. Merged most subentities into one model"
I';m not sure if my box.net account really works anymore, seems to not let the download files option work without being logged in, but i can put a small .zip of the changed files up there (basically just the shaders, the model dats and a shipdata.plist ) if anyone would like to merge them into their already downloaded version of the oxz, saves them re-downloading the 99MB odd of unchanged textures
"v1.3 - Some small .fragment shader changes (added atmospheric fogging and a new lighting model as seen in the default Oolite shader). Re-exported the models to .dat format using the newest python converter script. Merged most subentities into one model"
I';m not sure if my box.net account really works anymore, seems to not let the download files option work without being logged in, but i can put a small .zip of the changed files up there (basically just the shaders, the model dats and a shipdata.plist ) if anyone would like to merge them into their already downloaded version of the oxz, saves them re-downloading the 99MB odd of unchanged textures
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries