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Griff's normalmapped ship remakes

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

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mitchelln
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Cool HUD

Post by mitchelln »

Hey Pangloss, what HUD are you running there? Looks awesome!
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Pangloss
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Post by Pangloss »

Disembodied wrote:
Hey Pangloss, good to see you back! Is it Old Home Week here? :D
I was just looking at my old iGoogle feeds, and there was a Slashdot story saying that Elite was 25 years old. And a lot of people were raving about Oolite.

So I came back and, lo and behold, 1.73 was finally out there. So I got back into the swing of things.

I may even have a few Your Ad Here designs in the next few weeks. Who knows!
"All is for the best in this best of all possible worlds..."
Dr.Pangloss, Voltaire's 'Candide'.

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Re: Cool HUD

Post by Pangloss »

mitchelln wrote:
Hey Pangloss, what HUD are you running there? Looks awesome!
It's the MedusaHUD.
"All is for the best in this best of all possible worlds..."
Dr.Pangloss, Voltaire's 'Candide'.

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ZygoUgo
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Post by ZygoUgo »

Hello Mr Griff, I'm afraid I'm reporting no lights on your marvalous new python, I'm on a PC by the way..
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Also just a minor suggestion/request, any chance of some patches of industrial greeble on the larger ships, it looks cool and helps with sense of scale..?
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Post by Cmd. Cheyd »

Zygo-
Do you have full shaders enabled? Simple? None?
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Griff
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Post by Griff »

hmm, that's got to be a full shader mode screen shot because otherwise the decals wouldn't be there, is the picture taken from the shipyard screen or from the savegame screen? the lights are off on the griff_ships on both those occasions (i thought it would be a 'fun' thing to do - your commander's not on board so the lights are off, but i'm not so sure it was a good idea now), it does look a bit dark in that screenshot though, i hope i haven't knackerd the shader with some last minute change before i uploaded the oxp, i'll re-download it and have a test
Last edited by Griff on Tue Sep 29, 2009 6:55 pm, edited 1 time in total.
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Post by Griff »

Dizzy has very kindly donated some webspace to host this oxp, so i've combined all these ships into 1 oxp, which is available here
http://s248731467.onlinehome.us/
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Post by ZygoUgo »

Aaaah...! The python was in the shipyard. I think I prefer them with the lights on, surely Honest Glurn the ship-yards sales Lobstoid would switch the fancy lights on for you :) Nom-nom-nom! Downloading the tasty all in one into ma OO-belly!
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Post by Griff »

yeah, i might ditch that 'lights off' thing when docked. i agree, the python could do with a bit more detailing, i might come back to it depending how the other 2 big ships turn out. it was so hard for me to not just cover this ship with 'rivets' like i've done on all the smaller ones, a few snuck in but i was gagging to cover all the hull plating with them :D
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Post by Cody »

Hi Griff.

Just replaced your ship set OXP's with the jumbo pack from Diziet's site (thanks again, Diziet).
All seems well in play, apart from the occasional stutter when hyperspeed is interrupted by another ship (that's probably my ATI Radeon 3650 grumbling).

However, the Latest.log shows this:

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2009-09-29 20:21:00 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1280 x 1024
[rendering.opengl.version]: OpenGL renderer version: 2.1.8918 ("2.1.8918")
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 3600 Series
[rendering.opengl.extensions]: OpenGL extensions (139):
GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/FighterHud.oxp, ../AddOns/griff_normalmapped_ships.oxp, ../AddOns/System_Redux.oxp, "../AddOns/Target Autolock 1.01.oxp", "../AddOns/Target Reticle 1.2.oxp")
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 8 world scripts: "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "reticle_target_sensitive" 1.2, "System Redux 1.2" 1.2, "targetAutolock" 1.1
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for griff_worm.vertex:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 1:3: error(#137) 'attribute' supported in vertex shaders only
ERROR: 1:17: error(#143) Undeclared identifier gl_Normal
ERROR: 1:17: error(#202) No matching overloaded function found normalize
ERROR: 1:17: error(#160) Cannot convert from 'const float' to '3-component vector of float'
ERROR: 1:22: error(#143) Undeclared identifier gl_Vertex
ERROR: 1:23: error(#164) l-value required assign "vEyeVector" (can't modify a varying)
ERROR: 1:30: error(#164) l-value required assign "vLight1Vector" (can't modify a varying)
ERROR: 1:31: error(#143) Undeclared identifier gl_MultiTexCoord0
WARNING: 1:31: warning(#153) Field selection requires structure, vector, or matrix on left hand side st
ERROR: 1:31: error(#216) Vector field selection out of range 'st'
ERROR: 1:31: error(#164) l-value required assign "vTexCoord" (can't modify a varying)
ERROR: 1:31: error(#160) Cannot convert from 'float' to 'default varying 2-component vector of float'
ERROR: 1:32: error(#143) Undeclared identifier gl_Position
ERROR: 1:32: error(#202) No matching overloaded function found ftransform
ERROR: 1:35: error(#164) l-value required assign "gl_TexCoord" (can't modify a varying)
ERROR: 1:35: error(#160) Cannot convert from '4X4 matrix of float' to '4-component vector of float'
ERROR: error(#273) 15 compilation errors. No code generated


[script.load.world.listAll]: Loaded 8 world scripts: "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "reticle_target_sensitive" 1.2, "System Redux 1.2" 1.2, "targetAutolock" 1.1
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2009-09-29 20:46:13 +0100.



Regards
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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Post by DaddyHoggy »

Pangloss wrote:
Disembodied wrote:
Hey Pangloss, good to see you back! Is it Old Home Week here? :D
I was just looking at my old iGoogle feeds, and there was a Slashdot story saying that Elite was 25 years old. And a lot of people were raving about Oolite.

So I came back and, lo and behold, 1.73 was finally out there. So I got back into the swing of things.

I may even have a few Your Ad Here designs in the next few weeks. Who knows!
You've got a race team to finish! :wink: Welcome back.
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Post by Griff »

aargh! so sorry about that guys, there's a mistake in the shipdata.plist, line 3182, it says

Code: Select all

fragment_shader = "griff_worm.vertex"; 
it should be

Code: Select all

fragment_shader = "griff_worm.fragment"; 
dizzy, sorry about this, i hope it wasn't to massive a job to upload the oxp

the many [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method. i think we can ignore for the moment, see here https://bb.oolite.space/viewtopic.php?t=6581 , it seems to be something up with the error finding bit of oolite on windows, the shader actually runs OK ingame
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Post by Cody »

Cool.

As I said, no problems ingame.

In fact I think these ships are just a tiny bit harder to spot and hit. More "realistic". I like that... adds a bit more to the challenge.


Regards
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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Post by Pangloss »

DaddyHoggy wrote:
Pangloss wrote:
Disembodied wrote:
Hey Pangloss, good to see you back! Is it Old Home Week here? :D
I was just looking at my old iGoogle feeds, and there was a Slashdot story saying that Elite was 25 years old. And a lot of people were raving about Oolite.

So I came back and, lo and behold, 1.73 was finally out there. So I got back into the swing of things.

I may even have a few Your Ad Here designs in the next few weeks. Who knows!
You've got a race team to finish! :wink: Welcome back.
You're right. And now I have been practicing with GIMP, I should have it done by the end of the week. Which week, though, is another matter.
"All is for the best in this best of all possible worlds..."
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Post by pagroove »

Pangloss wrote:
DaddyHoggy wrote:
Pangloss wrote:
I was just looking at my old iGoogle feeds, and there was a Slashdot story saying that Elite was 25 years old. And a lot of people were raving about Oolite.

So I came back and, lo and behold, 1.73 was finally out there. So I got back into the swing of things.

I may even have a few Your Ad Here designs in the next few weeks. Who knows!
You've got a race team to finish! :wink: Welcome back.
You're right. And now I have been practicing with GIMP, I should have it done by the end of the week. Which week, though, is another matter.
Welcome back also! Hope you stay a bit :D
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