Replacing Constores with Griff Trade outposts@Griff and Doc

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

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Griff
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Post by Griff »

:oops: my ability to do sums is really, really poor :(
just for a bit of fun here's an adring shader featuring pacman & the ghosts
Image
hopefully it runs OK :) it's a 2 frame animated adring billboard for the trade outpost
http://www.box.net/shared/pj97snkjpo
Last edited by Griff on Sun Jan 11, 2009 4:25 pm, edited 1 time in total.
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Post by DaddyHoggy »

:lol: :lol:

As ever - nice one Griff!

Who cares if you can't do maths!
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Pangloss
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Post by Pangloss »

Griff wrote:
:oops: my ability to do sums is really, really poor :(
just for a bit of fun here's an adring shader featuring pacman & the ghosts
Image
hopefully it runs OK :) it's a 2 frame animated adring billboard for the trade outpost
http://www.box.net/shared/pj97snkjpo
Image

I did notice, by the way, that the shading of the station (and some of the shape) reminds me of the ships in the new Star Wars films...

Image

...which is an excellent nod to a great sci-fi saga!
"All is for the best in this best of all possible worlds..."
Dr.Pangloss, Voltaire's 'Candide'.

Image
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Griff
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Post by Griff »

:D @ the round of applause!
Yeah, i do like that starwars style of spaceships where you can see pipes and grime and stuff all over everything. The shape for the trade outpost actually came from a new headlight bulb i had to get for my car when the old one blew, it cost £15! yes, £15 for a bulb which i assume puts it up there with the bulbs used in lighthouses in terms of cost, i couldn't believe it was so expensive so i immortalised it in an oxp.
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wackyman465
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Post by wackyman465 »

At least you didn't have to replace the entire headlight assembly.... :D

The clapping guy is actually kind of scary...
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
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Post by Thargoid »

wackyman465 wrote:
The clapping guy is actually kind of scary...
Especially when reading War of the Worlds on the radio...
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Ark
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Post by Ark »

Pangloss wrote:
OK, I finished the ads. It was like hard work. 8)

Don't know how you want them, Griff, so I did one set with a transparent background and one with a black background.

Image

Image
Well back to the ropic!!!
Now deferent constores have deferent color, ads, adrings and defenters and they look fantastic.
What we still want is deferent glow_ads and roofbilboards (drinking spaceman)

@pangloss & Griff
Question 1: Is the above glowad ready? Does griff has to do something more in that specific glowad :? .
Question 2: For the roff billboard i can see that there is also a model so i assume that in order to replace it we must also have a deferent model in every set. Am i right Griff?

@DaddyHoggy: The Tescoo defender finally does not look so bad in the game but if you want to improve it i have no objection :wink:

Time permiting we will see if we are going to change the adrings with the pixeled ones - very nice work Griff :D (i still have to see how i will intergrade Ahrumans shady billboards to the oxp :wink: )
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Post by Commander McLane »

Thargoid wrote:
wackyman465 wrote:
The clapping guy is actually kind of scary...
Especially when reading War of the Worlds on the radio...
I actually find that particular plot-line of 'Citizen Kane' scary enough without cross-referencing to other works of Orson Welles. Going to that absolute embarrassment for a woman who is so obviously not a singer...
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Griff
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Post by Griff »

those glow_ads look fantastic, i'll test this when i get home this evening but i think they might need a greyscale image in the alpha channel to control the glow amount or they might work anyway since the alpha channel gets filled with white by default so all the ads will glow at maximum - anyway i'll check this out and if the ad needs an alpha channel i'll sort it out and upload it to this thread.
edit: argh, no you're right - you will need different models - the no shader enabled version of the texture needs to match the texture file referenced in the .dat, or any commanders playing without shaders will only get the no shader drinking spaceman image (griff_no_shader_drinking_spaceman.png).
to fix this, make copies of the griff_station_roof_billboard.dat, open them in a text editor and do a search & replace on them. replace the text griff_no_shader_drinking_spaceman.png with whatever the file name for the new 'no shader' artwork is. see the example i give below (after the strike through text)



There shouldn't be any need for a different model for the roof billboard (the drinking spaceman one), it's just 4 polygons that make a double sided square, and works the same as the other animated billboards, as Ahruman points out below, use materials to specify then new texture to use on the billboard when shaders are off

eg, if i had an 8 frame dancing robot animation i wanted to use made up of 2 texture files (griff_dancing_robot_noshader.png & griff_dancing_robot.png), i'd use a shipdata.plist entry like this one:

Code: Select all

	"griff_station_roof_billboard_robo-disco" = 
	{
	ai_type = "nullAI.plist";
	model = "griff_station_roof_billboard.dat"; 
	roles = "griff_station_subent";
        
	materials = 
        { 
            // Swap out texture when shaders are off 
			"griff_no_shader_drinking_spaceman.png" = { diffuse_map = "griff_dancing_robot_noshader.png"; }; 
	    }; 
	
	shaders = 
   	    { 
        	"griff_no_shader_drinking_spaceman.png" = 
			{ 
            vertex_shader = "griff_station_animated.vertex"; 
            fragment_shader = "griff_station_animated_billboard.fragment"; 
            
            textures = ("griff_dancing_robot.png"); 
            uniforms = 
				{ 
				FrameCount = { type = "float"; value = 8.0; };
				TimePerFrame = { type = "float"; value = 3.7; };				
                uTime = "timeElapsedSinceSpawn"; 
				}; 
			}; 
		};	
	};
edit: sorry, there were a load of mistakes in the example, fixed them now though!
Last edited by Griff on Mon Jan 12, 2009 10:40 am, edited 5 times in total.
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Ark
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Post by Ark »

A dancing robot monster!!! interesting :D
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Post by JensAyton »

Griff wrote:
edit: argh, no you're right - you will need different models - the no shader enabled version of the texture needs to match the texture file referenced in the .dat, or any commanders playing without shaders will only get the no shader drinking spaceman image (griff_no_shader_drinking_spaceman.png).
Eh? No it doesn’t.

Code: Select all

materials =
{
    // Swap out texture when shaders are off
    "griff_no_shader_drinking_spaceman.png" = { diffuse_map = "some_other_texture.png"; };
};
shaders =
{
    // Whatever…
};
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Griff
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Post by Griff »

oops, i totally forgot about materials! i've got to be the heaviest user of the strikethrough text button on these boards :)
edited my post above to include the materials settings in the example
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Ark
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Post by Ark »

Yes this is better. Why should we have replicas of the same model with just deferent png entries inside them? and also far more flexible.
If only I had a 8 frame dancing robot monster :cry:
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Griff
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Post by Griff »

i'm working on one, same look as the drinking spaceman. 50's style boxy robot, hopefully i can pose it with a few of John Travoltas dance moves from Saturday Night Fever!
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Post by Ark »

Griff wrote:
i'm working on one, same look as the drinking spaceman. 50's style boxy robot, hopefully i can pose it with a few of John Travoltas dance moves from Saturday Night Fever!
Oh my god!!!!!
my eyes !! my eyes !!!! I am blind
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