This might be do-able via Spara's Failing HUD & the Breakable 'Standard' Equipment OXPsCody wrote: ↑Tue May 11, 2021 12:21 amAny pilot foolish enough to scoop splinters from an infected asteroid could be in trouble. If glowmoss spores get inside a ship, anything copper (such as electrical wiring) might well be eaten. Ship systems such as HUD displays may start to malfunction.Cholmondely wrote: ↑Tue May 11, 2021 12:06 am...to what extent does this glowing fungus affect the value of asteroidal splinters?
Griff's Glowroids
Moderators: winston, another_commander
- Cholmondely
- Archivist
- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Griff's Glowroids
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
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- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Griff's Glowroids
Griff: I've put up a page for these on the wiki: https://wiki.alioth.net/index.php/Griff's_IcesteroidsGriff wrote: ↑Tue May 11, 2021 8:07 pmWas it this one?
https://drive.google.com/file/d/1MnoZcQ ... sp=sharing
i couldn't understand the shader example that well, it works but you have to get really close to the iceteroid and put it between yourself and the sun to get the effect to work
Four questions:
1) Any chance of a license?
2) Would it be all right if I added a Manifest.plist & a Shiplibrary.plist and uploaded it to the wiki?
3) Do a_c's graphics changes improve transparency?
4) Was this the original of Staer9's version (the one on the in-game Expansions Manager)?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
- Archivist
- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Griff's Glowroids
Alas - more on this! Would there be any chance of adding boulders and splinters to it? Cf Discussion here - that post and thisCholmondely wrote: ↑Fri Oct 21, 2022 11:58 amGriff: I've put up a page for these on the wiki: https://wiki.alioth.net/index.php/Griff's_IcesteroidsGriff wrote: ↑Tue May 11, 2021 8:07 pmWas it this one?
https://drive.google.com/file/d/1MnoZcQ ... sp=sharing
i couldn't understand the shader example that well, it works but you have to get really close to the iceteroid and put it between yourself and the sun to get the effect to work
Four questions:
1) Any chance of a license?
2) Would it be all right if I added a Manifest.plist & a Shiplibrary.plist and uploaded it to the wiki?
3) Do a_c's graphics changes improve transparency?
4) Was this the original of Staer9's version (the one on the in-game Expansions Manager)?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's Glowroids
Hi Cholmondley, yep no problem - i've updated the ice asteroid oxp from the screenshot above with ice boulders & ice splinters- it needs the "Griff Asteroids" oxz from the expansion manager now though as it's using the models & normal map textures from there
I've added the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License to the readme txt, i gave the oxp a bit of a playthrough, i think it might be a bit buggy still as i didn't get any ice_boulders spawned even though i've specified them as a debris_role, just metal plates for some reason, might be something to do with me 'like_ship'ping these to the oolite asteroid template
the scoopable ice slinters are all at the end of the shipdata.plist, i think these would be the items to make a custom water cargo out of (i think)
re: sub surface effect: I'm not 100% sure how effectively i've managed to transplant the this from the lit candle example i found into Oolite, it sort of works if you get really close to the ice surface, it could be improved with a strong glittering effect, i'll see if i can find an open source example simple enough that i could add into the oxp.
I've added the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License to the readme txt, i gave the oxp a bit of a playthrough, i think it might be a bit buggy still as i didn't get any ice_boulders spawned even though i've specified them as a debris_role, just metal plates for some reason, might be something to do with me 'like_ship'ping these to the oolite asteroid template
the scoopable ice slinters are all at the end of the shipdata.plist, i think these would be the items to make a custom water cargo out of (i think)
re: sub surface effect: I'm not 100% sure how effectively i've managed to transplant the this from the lit candle example i found into Oolite, it sort of works if you get really close to the ice surface, it could be improved with a strong glittering effect, i'll see if i can find an open source example simple enough that i could add into the oxp.
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cholmondely
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- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Griff's Glowroids
Alas, this has failed for the nonce. Alnivel did try and help, but I've been utterly unable to get the shiplibrary.plist to identify anything useful in the .oxpCholmondely wrote: ↑Mon Oct 24, 2022 7:59 pmThanks for this.Griff wrote: ↑Mon Oct 24, 2022 2:49 pmHi Cholmondley, yep no problem - i've updated the ice asteroid oxp from the screenshot above with ice boulders & ice splinters- it needs the "Griff Asteroids" oxz from the expansion manager now though as it's using the models & normal map textures from there
I've added the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License to the readme txt, i gave the oxp a bit of a playthrough, i think it might be a bit buggy still as i didn't get any ice_boulders spawned even though i've specified them as a debris_role, just metal plates for some reason, might be something to do with me 'like_ship'ping these to the oolite asteroid template
the scoopable ice splinters are all at the end of the shipdata.plist, i think these would be the items to make a custom water cargo out of (i think)
re: sub surface effect: I'm not 100% sure how effectively i've managed to transplant the this from the lit candle example i found into Oolite, it sort of works if you get really close to the ice surface, it could be improved with a strong glittering effect, i'll see if i can find an open source example simple enough that i could add into the oxp.
I've already created a shiplibrary.plist for your original which I can add your new splinters to and then add in to the folder. If we can then also add in the water-commodity business, we can bung your .oxp on the Expansions Manager!
Hope all's well over there in the Far West!
wonky shiplibrary.plist
Code: Select all
(
{
class = misc;
description = "Like rocky asteroids, ice asteroids (icesteroids) are found throughout space."; // If they can be mined for water, this fact will need to be added. Ditto for alloys.
ship = "griff_ice_boulder"; // "griff_iceasteroid_1" & "Asteroid (Ice)" flubbed the dub
summary = "Natural body";
}
)
//How do I get the icesteroid listed as Asteroid (ice) in the Ship Library? - needed to add it as a name in the shipdata.plist
Code: Select all
{
// ++++++ Ice Asteroids ++++++
"griff_ice_asteroid_1" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
name = "Asteroid (Ice)"; //Adding this registers it as such to the IFF scanner and the Ship Library
roles = "asteroid";
model = "Griff_Asteroid1.dat";
materials =
{
"griff_asteroid1" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid1_Normal.png";
};
};
shaders =
{
"griff_asteroid1" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid1_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_2" =
{
like_ship = "oolite_template_asteroid";
roles = "asteroid";
debris_role = "griff_ice_boulder";
model = "Griff_Asteroid2.dat";
materials =
{
"griff_asteroid2" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid2_Normal.png";
};
};
shaders =
{
"griff_asteroid2" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid2_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_3" =
{
like_ship = "oolite_template_asteroid";
roles = "asteroid";
debris_role = "griff_ice_boulder";
model = "Griff_Asteroid3.dat";
materials =
{
"griff_asteroid3" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid3_Normal.png";
};
};
shaders =
{
"griff_asteroid3" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid3_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_4" =
{
like_ship = "oolite_template_asteroid";
roles = "asteroid";
debris_role = "griff_ice_boulder";
model = "Griff_Asteroid4.dat";
materials =
{
"griff_asteroid4" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid4_Normal.png";
};
};
shaders =
{
"griff_asteroid4" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid4_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_5" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid5.dat";
materials =
{
"griff_asteroid5" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid5_Normal.png";
};
};
shaders =
{
"griff_asteroid5" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid5_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_6" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid6.dat";
materials =
{
"griff_asteroid6" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid6_Normal.png";
};
};
shaders =
{
"griff_asteroid6" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid6_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_7" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid7.dat";
materials =
{
"griff_asteroid7" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid7_Normal.png";
};
};
shaders =
{
"griff_asteroid7" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid7_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_8" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid8.dat";
materials =
{
"griff_asteroid8" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid8_Normal.png";
};
};
shaders =
{
"griff_asteroid8" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid8_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_9" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid9.dat";
materials =
{
"griff_asteroid9" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid9_Normal.png";
};
};
shaders =
{
"griff_asteroid9" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid9_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_10" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid10.dat";
materials =
{
"griff_asteroid10" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid10_Normal.png";
};
};
shaders =
{
"griff_asteroid10" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid10_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_11" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid11.dat";
materials =
{
"griff_asteroid11" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid11_Normal.png";
};
};
shaders =
{
"griff_asteroid11" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid11_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_12" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid12.dat";
materials =
{
"griff_asteroid12" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid12_Normal.png";
};
};
shaders =
{
"griff_asteroid12" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid12_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_13" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid13.dat";
materials =
{
"griff_asteroid13" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid13_Normal.png";
};
};
shaders =
{
"griff_asteroid13" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid13_Diffuse.png",
"Griff_Asteroid13_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_14" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid14.dat";
materials =
{
"griff_asteroid14" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid14_Normal.png";
};
};
shaders =
{
"griff_asteroid14" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid14_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_asteroid_15" =
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
roles = "asteroid";
model = "Griff_Asteroid15.dat";
materials =
{
"griff_asteroid15" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Asteroid15_Normal.png";
};
};
shaders =
{
"griff_asteroid15" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Asteroid15_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
// ++++++ Boulders ++++++
"griff_ice_boulder_1" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder1.dat";
name = "Boulder (Ice)"; //Adding this registers it as such to the IFF scanner and the Ship Library
materials =
{
"griff_boulder1" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder1_Normal.png";
};
};
shaders =
{
"griff_boulder1" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder1_Diffuse.png",
"Griff_Boulder1_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_2" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder2.dat";
materials =
{
"griff_boulder2" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder2_Normal.png";
};
};
shaders =
{
"griff_boulder2" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder2_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_3" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder3.dat";
materials =
{
"griff_boulder3" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder3_Normal.png";
};
};
shaders =
{
"griff_boulder3" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder3_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_4" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder4.dat";
materials =
{
"griff_boulder4" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder4_Normal.png";
};
};
shaders =
{
"griff_boulder4" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder4_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_5" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder5.dat";
materials =
{
"griff_boulder5" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder5_Normal.png";
};
};
shaders =
{
"griff_boulder5" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder5_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_6" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder6.dat";
materials =
{
"griff_boulder6" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder6_Normal.png";
};
};
shaders =
{
"griff_boulder6" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder6_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_7" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder7.dat";
materials =
{
"griff_boulder7" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder7_Normal.png";
};
};
shaders =
{
"griff_boulder7" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder7_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_8" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder8.dat";
materials =
{
"griff_boulder8" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder8_Normal.png";
};
};
shaders =
{
"griff_boulder8" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder8_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_boulder_9" =
{
like_ship = "oolite_template_boulder";
roles = "griff_ice_boulder";
debris_role = "griff_ice_splinter";
model = "Griff_Boulder9.dat";
materials =
{
"griff_boulder9" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Boulder9_Normal.png";
};
};
shaders =
{
"griff_boulder9" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Boulder9_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
// ++++++ Splinters ++++++
"griff_ice_splinter_1" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter1.dat";
roles = "griff_ice_splinter";
name = "Splinter (Ice)"; //Adding this registers it as such to the IFF scanner and the Ship Library
materials =
{
"griff_splinter1" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter1_Normal.png";
};
};
shaders =
{
"griff_splinter1" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter1_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_splinter_2" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter2.dat";
roles = "griff_ice_splinter";
materials =
{
"griff_splinter2" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter2_Normal.png";
};
};
shaders =
{
"griff_splinter2" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter2_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_splinter_3" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter3.dat";
roles = "griff_ice_splinter";
materials =
{
"griff_splinter3" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter3_Normal.png";
};
};
shaders =
{
"griff_splinter3" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter3_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_splinter_4" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter4.dat";
roles = "griff_ice_splinter";
materials =
{
"griff_splinter4" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter4_Normal.png";
};
};
shaders =
{
"griff_splinter4" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter4_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
uTime = "universalTime";
};
};
};
};
"griff_ice_splinter_5" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter5.dat";
roles = "griff_ice_splinter";
materials =
{
"griff_splinter5" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter5_Normal.png";
};
};
shaders =
{
"griff_splinter5" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter5_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_splinter_6" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter6.dat";
roles = "griff_ice_splinter";
materials =
{
"griff_splinter6" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter6_Normal.png";
};
};
shaders =
{
"griff_splinter6" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter6_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
"griff_ice_splinter_7" =
{
like_ship = "oolite_template_splinter";
model = "Griff_Splinter7.dat";
roles = "griff_ice_splinter";
materials =
{
"griff_splinter7" =
{
diffuse_color = "0.7868 0.8148 0.7330";
normal_map = "Griff_Splinter7_Normal.png";
};
};
shaders =
{
"griff_splinter7" =
{
vertex_shader = "ice_asteroid_test.vertex";
fragment_shader = "ice_asteroid_test.fragment";
textures =
(
"Griff_Splinter7_Normal.png"
);
uniforms =
{
uNormalMap = { type = texture; value = 0; };
};
};
};
};
}
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Griff's Glowroids
Code: Select all
(
{
class = misc;
description = "Like rocky asteroids, ice asteroids (icesteroids) are found throughout space.";
ship = "griff_ice_asteroid_1";
summary = "Natural body";
}
)
Code: Select all
{
// ++++++ Ice Asteroids ++++++
"griff_ice_asteroid_1" = // Only this key matters for the [ship =] line in a shiplibrary.plist
{
like_ship = "oolite_template_asteroid";
debris_role = "griff_ice_boulder";
name = "Asteroid (Ice)";
<SNIP>
Humor is the second most subjective thing on the planet
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- Cholmondely
- Archivist
- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Griff's Glowroids
Yes! It worked, thank you!!Nite Owl wrote: ↑Fri Jan 13, 2023 3:34 amYour problem is with the [ship =] line. It must match exactly the primary (top) key (name) for a given item in a shipdata.plist file.Code: Select all
( { class = misc; description = "Like rocky asteroids, ice asteroids (icesteroids) are found throughout space."; ship = "griff_ice_asteroid_1"; summary = "Natural body"; } )
If you want to add shiplibrary.plist entries for all of the Ice Asteroids in the previous post's shipdata.plist then each one would need its own section of code in the shiplibrary.plist. Hope this helps.Code: Select all
{ // ++++++ Ice Asteroids ++++++ "griff_ice_asteroid_1" = // Only this key matters for the [ship =] line in a shiplibrary.plist { like_ship = "oolite_template_asteroid"; debris_role = "griff_ice_boulder"; name = "Asteroid (Ice)"; <SNIP>
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Griff's Glowroids
You are most welcome.
Have gotten fairly good with .plist(s) but still cannot get a JavaScript going from scratch. Spent the past few days trying to write one that would change the Lollipop colors on the Scanner. Failed miserably once the realization hit me that such a script would need a Timer in order for the new colors to remain persistent after the Entities were targeted and untargeted. They always returned to their default colors after such an action and Timers are still beyond my grasp. Solved the problem by changing and/or adding the scanner_display_color1 and scanner_display_color2 code for the Entities in an a large number of Shipdata.plist(s). The result was lots of tedious time spent going through the many individual OXZs/OXPs that make up my Ooniverse. Achieved my goal in the end which is the important thing. Will stick to Cut and Paste and easy JavaScript TWEAKS for now but some day it will all come together in my aging brain, hopefully. If not, then as long as a work around to achieve the same goal can be found satisfaction will be mine.
Have gotten fairly good with .plist(s) but still cannot get a JavaScript going from scratch. Spent the past few days trying to write one that would change the Lollipop colors on the Scanner. Failed miserably once the realization hit me that such a script would need a Timer in order for the new colors to remain persistent after the Entities were targeted and untargeted. They always returned to their default colors after such an action and Timers are still beyond my grasp. Solved the problem by changing and/or adding the scanner_display_color1 and scanner_display_color2 code for the Entities in an a large number of Shipdata.plist(s). The result was lots of tedious time spent going through the many individual OXZs/OXPs that make up my Ooniverse. Achieved my goal in the end which is the important thing. Will stick to Cut and Paste and easy JavaScript TWEAKS for now but some day it will all come together in my aging brain, hopefully. If not, then as long as a work around to achieve the same goal can be found satisfaction will be mine.
Humor is the second most subjective thing on the planet
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- Cholmondely
- Archivist
- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Griff's Glowroids
Umm - not sure if it still works on our all-new all-singing, all-dancing Oolite, but it looks to this dumb pilot as though Factions.oxp changes scanner colours for the factions through both .js & .plist together!Nite Owl wrote: ↑Thu Jan 19, 2023 2:55 amHave gotten fairly good with .plist(s) but still cannot get a JavaScript going from scratch. Spent the past few days trying to write one that would change the Lollipop colors on the Scanner. Failed miserably once the realization hit me that such a script would need a Timer in order for the new colors to remain persistent after the Entities were targeted and untargeted. They always returned to their default colors after such an action and Timers are still beyond my grasp. Solved the problem by changing and/or adding the scanner_display_color1 and scanner_display_color2 code for the Entities in an a large number of Shipdata.plist(s). The result was lots of tedious time spent going through the many individual OXZs/OXPs that make up my Ooniverse. Achieved my goal in the end which is the important thing. Will stick to Cut and Paste and easy JavaScript TWEAKS for now but some day it will all come together in my aging brain, hopefully. If not, then as long as a work around to achieve the same goal can be found satisfaction will be mine.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?