Griff's normalmapped ship remakes
Moderators: winston, another_commander
Killer Wolf's idea is much more interesting, though.
Now I really want to fly a question mark as part of a secret mission!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Killer Wolf
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- JensAyton
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But no textures and only three smoothing groups. :-)goran wrote:384 vertices and 760 faces for a question mark! Now I feel better 'bout myself. :)
E-mail: [email protected]
- Griff
- Oolite 2 Art Director
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*fishes for new shader effects* C'mon Ahruman, shader it up a bit!
edit: OK, i'll put my mouth where my money is
http://www.box.net/shared/o02xcd6sed
there's something wrong with me scaling vertex shader, it goes all 3d 'jump-out-of-the-screen' at you for some reason, and the fake reflection thing goes all bizarre on some of the surfaces but i think this is because i've overlayed UV's on top of each other
edit: OK, i'll put my mouth where my money is
http://www.box.net/shared/o02xcd6sed
there's something wrong with me scaling vertex shader, it goes all 3d 'jump-out-of-the-screen' at you for some reason, and the fake reflection thing goes all bizarre on some of the surfaces but i think this is because i've overlayed UV's on top of each other
This is one of my favourite OXP's I use it alongside Simon B's ships too, as well as the vintage in built ones. Took a fair bit of fiddling with them so they all appear, and renamed some of the ships to suit my wants, eg i made all the original ones have "Vintage" before there names, and all the Griff ones have "SE" or whatever after there names... (so Vintage Adder, Adder and Adder SE)
Plus i made player versions of all the missing non Galcop/Thargoid ships... and then got Random Hits to use all these ships after removing some bugs from Random Hits (%X names, that silly debug message, etc) Lot of work, but now it looks absolultly amazing.
So thank you Griff & Simon B for the wonderful ships, keep up the good work.
Plus i made player versions of all the missing non Galcop/Thargoid ships... and then got Random Hits to use all these ships after removing some bugs from Random Hits (%X names, that silly debug message, etc) Lot of work, but now it looks absolultly amazing.
So thank you Griff & Simon B for the wonderful ships, keep up the good work.
- Simon B
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Hmmm ... i965 does not want to do griffs shaders - everything comes out flickery-white. That, and a few other things has been messing with the fer-de-lance skin production.
I'll see what I can patch together and mail off to Griff.
I have a gecko and a mamba for griff if he wants them.
I notice that 1.74 honors the native keyboard - so I'm relearning the positions while I decide if I should keep them or not.
I'll see what I can patch together and mail off to Griff.
I have a gecko and a mamba for griff if he wants them.
I notice that 1.74 honors the native keyboard - so I'm relearning the positions while I decide if I should keep them or not.
Simon Bridge
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
I'm sure that's a problem of your graphics drivers, not the CPU. Sounds like the problems I had with some ATI drivers under windows.Simon B wrote:Hmmm ... i965 does not want to do griffs shaders - everything comes out flickery-white. That, and a few other things has been messing with the fer-de-lance skin production.
Screet
- Simon B
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Sorry, linux intel graphics drivers start with i followed by a number, so "i965" is the driver.
The CPU is Intel Celeron 550, which /proc/cpuinfo tells me is i686 family. I understand this is not the issue.
I used to be able to tweak the drivers in /etc/X11/xorg.conf - which no longer exists. I'll have to learn what the devs expect I do about changing driver or driver parameters. Of course, I can always rebuild the conf file.
Also, I also may be able to work around the brightness just by changing a multiplier in the shader.
The CPU is Intel Celeron 550, which /proc/cpuinfo tells me is i686 family. I understand this is not the issue.
I used to be able to tweak the drivers in /etc/X11/xorg.conf - which no longer exists. I'll have to learn what the devs expect I do about changing driver or driver parameters. Of course, I can always rebuild the conf file.
Also, I also may be able to work around the brightness just by changing a multiplier in the shader.
Simon Bridge
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
- Simon B
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Share the trick please - ages ago I tried renaming all the standard ships "classic" but got lots of breakage so gave up. I have been waiting for a third-party fix.ADCK wrote:i made all the original ones have "Vintage" before there names, and all the Griff ones have "SE" or whatever after there names... (so Vintage Adder, Adder and Adder SE)
Simon Bridge
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
Trick?Simon B wrote:Share the trick please - ages ago I tried renaming all the standard ships "classic" but got lots of breakage so gave up. I have been waiting for a third-party fix.ADCK wrote:i made all the original ones have "Vintage" before there names, and all the Griff ones have "SE" or whatever after there names... (so Vintage Adder, Adder and Adder SE)
It's just a matter of changing:
name = "Adder";
TO:
name = "Vintage Adder";
and saving it in a new oxp.config, here's a line from my vintage.oxp:
Code: Select all
{
"adder-vintage" =
{
aft_eject_position = "0.0 -4.5 -23.0";
ai_type = "scavengerAI.plist";
auto_ai = yes;
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 2;
exhaust = ("-5.75 0.0 -22.5 6.0 4.0 4.0", "5.75 0.0 -22.5 6.0 4.0 4.0");
forward_weapon_type = "WEAPON_PULSE_LASER";
fuel = 70;
has_ecm = 0.01;
has_scoop = yes;
likely_cargo = 1;
max_cargo = 5;
max_energy = 85;
max_flight_pitch = 2;
max_flight_roll = 2.8;
max_flight_speed = 240;
missile_launch_position = "0.0 -2.5 16.0";
missiles = 1;
model = "adder_redux.dat";
name = "Vintage Adder";
roles = "hunter scavenger shuttle hermit-ship oolite-adder";
script = "griff_explosionScript.js";
thrust = 30;
weapon_position_aft = "0.0 0.0 -22.5";
weapon_position_forward = "0.0 0.0 22.5";
weapon_position_port = "-15.0 0.0 -14.5";
weapon_position_starboard = "15.0 0.0 -14.5";
};
}
LINK> Vintage Neolite Companion <LINK
Feel free to ad this to the wiki on the neolite page, or whatever.
***Modders Resource, use it any way you want***
To be used in combination with neolite.oxp
Re-ads the classic models to the game.
vintage_unlock.oxp (optional) opens up classic model player versions of:
constrictor
gecko
krait
mamba
sidewinder (2 versions)
viper (3 versions)
NOTE: This mod uses "Realistic Shipyards" pricing format.
LINK> Vintage Neolite Companion <LINK
Feel free to ad this to the wiki on the neolite page, or whatever.
***Modders Resource, use it any way you want***
To be used in combination with neolite.oxp
Re-ads the classic models to the game.
vintage_unlock.oxp (optional) opens up classic model player versions of:
constrictor
gecko
krait
mamba
sidewinder (2 versions)
viper (3 versions)
NOTE: This mod uses "Realistic Shipyards" pricing format.
LINK> Vintage Neolite Companion <LINK
- Captain Tylor
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- Simon B
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Coolness - the thing to realise about the open-source/free-software thing is that stuff which is obvious and simple to you are me may be subtle are just plain too time consuming to someone else.
This is why we let people modify our work - so other people do the stuff we are too thick, lazy or busy, to get on with. It also means that things develop more in the direction that is useful to a community instead of just following the vision of a few programmers or designers.
So - anyone who has a setup which they really like should by all means share with others.
I have been deliberately avoiding doing stuff in neolite which I figured is better left to others. In Griffs stuff, I'm trying to show how it is possible to contribute even to something this complex.
It is now possible to run a fairly full neolite universe. The scope of that project shows what will be needed to do the same for griffs style. Anything which speeds him up has to be good.
This is why we let people modify our work - so other people do the stuff we are too thick, lazy or busy, to get on with. It also means that things develop more in the direction that is useful to a community instead of just following the vision of a few programmers or designers.
So - anyone who has a setup which they really like should by all means share with others.
I have been deliberately avoiding doing stuff in neolite which I figured is better left to others. In Griffs stuff, I'm trying to show how it is possible to contribute even to something this complex.
It is now possible to run a fairly full neolite universe. The scope of that project shows what will be needed to do the same for griffs style. Anything which speeds him up has to be good.
Simon Bridge
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia