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Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 9:35 pm
by Cody
Sorry Griff... I didn't get that quite right... restoring that line has fixed the problem.

Edit to add: and removed the 'unpermitted method' message... for the moment.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 9:45 pm
by Griff
sorry about all the hasstle El Viejo, thanks for taking all that time to work through what i was suggesting!
if you think about it it makes sense that this was the fault, when you start a new game you're put inside the cobra3-player ship, this was like_shipped to the griff one for some stuff, but since cobra3-player still has all it's own settings listed in it (including viewport settings) these then overwrite the ones inherited from the griff version and we end up with gun viewport weirdness, odd that the model stayed as the griff one and didn't get overwritten back to the default cobraIII. i suppose the fix would be to hack up the cobra3-player entry in the original shipdata so that it only contains the like_ship, role and model lines

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 9:50 pm
by Cody
No need to apologise, it's partly my fault... I should have realised... cheers Griff.
Still, it would be nice to have a spinning Griff Cobra at start-up.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 10:08 pm
by DaddyHoggy
El Viejo wrote:
Griff wrote:
something like 128 pixels tall 256 pixels wide although we can check this when the shader is ready
That's the same size as all the YAH adds, isn't it?
Yes, although orientation varies and of course sometimes the "logo" is quite a small part of the Ad...

(So actually the 128x128 Avatars might be a good place to start.... pictures sword wielding crow on the side of a pod as the shadow of a Cobra Mark III looms over it and sucks it greedily into its fuel scoop)

Re: Griff's normalmapped ship remakes

Posted: Sat Jan 22, 2011 10:39 pm
by Griff
Here's a link to a version of the 'alternative barrel' oxp with random decals on them.
http://www.box.net/shared/n24v379fx5

Re: Griff's normalmapped ship remakes

Posted: Sat Jan 22, 2011 10:44 pm
by DaddyHoggy
I love the barrel logos Griff - lovely little addition to the Ooniverse!

Re: Griff's normalmapped ship remakes

Posted: Sat Jan 22, 2011 10:53 pm
by Griff
Thanks DH, it turned out that 128x256 pixel decals worked out best on the cargo pod, I struggle quite a lot trying to make clean graphic design stuff so if anyone has better designs they'd like to submit then please post them up here and i'll put them into the oxp.

Re: Griff's normalmapped ship remakes

Posted: Sat Jan 22, 2011 11:00 pm
by DaddyHoggy
I might produce a cleaner version of Oo-Haul, FedOox, Oops, OokMail and see what they're like... (I'll put that on the list of things to do!)

Re: Griff's normalmapped ship remakes

Posted: Sun Jan 23, 2011 7:29 pm
by Cody
The barrels are looking good, Griff:

Image

Re: Griff's normalmapped ship remakes

Posted: Mon Jan 24, 2011 1:14 pm
by Griff
are you getting any frame rate drops or anything El Viejo? The shader is applying 2 copies of the same decal to each cannister (on as opposite sides) i could change this to just the one copy of the decal if things are stuttering when there's a lot of barrels being spawned

Re: Griff's normalmapped ship remakes

Posted: Mon Jan 24, 2011 2:20 pm
by Cody
Hi Griff... I've not noticed the new barrels causing a drop in fps as yet. I've still got them mixed-in with the other barrels, so I've not seen a whole bunch of them in one go. I'll switch back to the individual OXPs, and check for that later. I presume that you'll mix them into the all-in-one at some stage.

Did you see this thread, by the way... might be something to do with the all-in-one towards the end.

Re: Griff's normalmapped ship remakes

Posted: Mon Jan 24, 2011 4:42 pm
by Griff
cheers EV, i hadn't noticed that thread, it looks like the 'exploding debris' in the bundle oxp is awarding a kill for every bit of wreckage it generates (20 or so pieces per ship) if they get caught up in a Qmine explosion

Re: Griff's normalmapped ship remakes

Posted: Mon Jan 24, 2011 5:02 pm
by Cody
Ah good... it makes no odds to me, as I never use a QCM anyway.

Re: Griff's normalmapped ship remakes

Posted: Mon Jan 24, 2011 6:01 pm
by Cody
Griff wrote:
are you getting any frame rate drops or anything El Viejo?
I just gutted a nice fat Python Blackdog, which disgorged about a dozen of your new be-decalled pods.
Not a flicker in the fps... rock-steady at 64:

Image

Re: Griff's normalmapped ship remakes

Posted: Mon Jan 24, 2011 8:13 pm
by Griff
ah cool, i was worried they'd stress the frame rate lots. When we get a nice set of decals made i'll add them into the bundle and the individual download version of the cargopod oxp