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Posted: Thu Oct 07, 2010 7:31 pm
by Griff
DeepSpace, you might be interested to know that oolite 1.74 has some really neat additions to the 'Materials' effects you can set in the shipdata.plist - you can now get glows without having to write shaders, and the best bit - Material glows work on graphics cards that can't run shaders - so everybody can enjoy! There's lots of ways to set the glows up, but one way for your oxp without having to increse texture memory useage would be to put greyscale glow intensity maps in the alpha channel on the texture maps, eg, (i hope you don't mind me cribbing some of your fab artwork here), put this in the alpha of your Cobra III's texture map CobraMK3_DS.png...
Image
...then this bit of code in the shipdata.plist entry for the cobra III...

Code: Select all

materials = 
	{ 
	  "CobraMK3_DS.png" = 
	    { 
	     diffuse_map = "CobraMK3_DS.png"; 
	     specular_color = ( 0.2, 0.2, 0.2 );
	     shininess = 5; 
	     emission_map = { name = "CobraMK3_DS.png"; extract_channel = "a"; }; 
	     emission_modulate_color = (0.9926, 0.9686, 0.7325); 
	   }; 
};
...will mix in a glowy slightly off-white colour (basically RGB values 0.9926, 0.9686, 0.7325) into your colourmap texture and make those bits, well, um glow.
Other more respectful to the original texture colour ways to get glows would be to cut out the relevent bits from your texture (such as the engines & windows etc) paste just these elements into another texture map on a black background, save it into the oxp's texture folder as, eg "CobraMK3_DS_GlowMap.png" then use this bit of materials code to make it a glow map

Code: Select all

materials = 
	{ 
		"CobraMK3_DS.png" = 
		{ 
			diffuse_map = "CobraMK3_DS.png"; 
			specular_color = ( 0.5630, 0.4389, 0.2180  );  
			shininess = 5; 
			emission_map  = "CobraMK3_DS_GlowMap.png"; 
			}; 
		};
Obviously, fiddle with the specular_color and shininess settings to taste, also note the diffuse_map setting, you can use this to specify an alternative texture map to use on the model, eg a pirate variant or a peacefull trader/hermit texture - previously in Oolite you'd have to save out different version of the model dat file with the different textures specified in them

Posted: Thu Oct 07, 2010 8:53 pm
by DeepSpace
8) Wow thanks Griff for letting me know about these. Oooo more stuff to play with hee hee. :D

Posted: Wed Nov 10, 2010 7:53 pm
by pagroove
Any chance of seeing this oxp also released with emission maps?

Posted: Fri Dec 10, 2010 7:44 am
by JeffBTX
pagroove wrote:
Any chance of seeing this oxp also released with emission maps?
DeepSpace:

Ditto on PAGroove's request.

I am in a "phase" where I am feverishly (and somewhat systematically) trying almost every 1.74.2 compatible OXP in existance... at some point I will "settle down" to a specific set of OXPs to just play and enjoy the game with (rather than constantly experimenting).

I've used the DeepspaceShips OXP for 2 days now.

Your ships are BEAUTIFUL! And simple to install and set up.

My system / Oolite installation DOES have shader support, but your ships are great as they are.

Code: Select all

Paraphrased from "The Treasure of Sierra Madre".

"If you are a shipset, then where are you shaders?"

"Shaders? We ain't got no Shaders. We don't need no Shaders. I don't have to show you any stinking Shaders!"

... but it would be nice to have emission maps. I started to hack one in for DeepspaceShips/Rock Hermit (I've used PaintShopPro 5.03 for years, recently experimenting with such things, easy when you get used to it), then I saw this thread, and PAgroove's comment.

Maybe you are already working on it... do you have any plans to? Thanks.

Posted: Sat Dec 11, 2010 12:29 am
by JeffBTX
Deepspace; I may have found a minor glitch in your OXP; (unless it was intentional);

https://bb.oolite.space/viewtopic.php?p=124493#124493

EDIT:
Fixed it. details in the above referenced post.

Posted: Mon Dec 13, 2010 4:27 am
by JeffBTX
Okay... I think this is final, because for my own use I added a demoships.plist to look at all of the ship variations.

2x fixes for DeepSpace Ships OXP; the ships are showing the DEFAULT Oolite texures instead of the intended DeepSpace textures:

=====

1. Cobra Mk III Trader.

open up shipdata.list; look for "cobra3-trader" =

change the materials section from:

Code: Select all

		materials = 
		{ 
			"cobra3_redux1.png" = { diffuse_map = "CobraMK3_DS_Alt.png"; };  
		};
		model = "cobra3_redux.dat";
to:

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		materials = 
		{ 
			"cobra3_redux.png" = { diffuse_map = "CobraMK3_DS_Alt.png"; };  
		};
		model = "cobra3_redux.dat";
(Change "cobra3_redux1.png" to "cobra3_redux.png")

=====

2. Transporter Miner

open up shipdata.list; look for "transporter-miner" =

change the materials section from:

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		materials = 
		{ 
			"transporter_redux.png" = { diffuse_map = "Transporter2_DS.png"; };  
		}; 
		model = "transporter_redux1.dat";
to:

Code: Select all

		materials = 
		{ 
			"transporter_redux1.png" = { diffuse_map = "Transporter2_DS.png"; };  
		}; 
		model = "transporter_redux1.dat";
(Change ""transporter_redux.png" to "transporter_redux1.png")

=====

By the way, unless someone suggests otherwise, I intend to add emission maps to DeepSpace ships. It would be in my own personal copy only unless DeepSpace gives permission to release, or more likely I would email him the modifications for re-release, OR DeepSpace is working on this himself, OR someone else beats me to it.

It will be a while before I can get it done.

Too many projects! I feel like an amoeba. I am beside myself.

BTW: Here is a demoships.plist that you can place into the DeepSpace Ships OXP \Config folder, to see ship variations and objects not shown in the default demoships.plist:

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(
	"icosahedron-station",
	"rock-hermit",
	"qbomb",
	"constrictor",
	"cobra3-trader",
	"cobra3-pirate",
	"cobramk1-miner",
	"cobramk1-alt",
	"ferdelance-player",
	"mamba-escort",
	"morayMED",
	"python-blackdog",
	"transporter-miner",
	"viper-interceptor",
	"worm-miner",
	"buoy",
	"buoy-witchpoint"
)

Re: DeepSpace Ships OXP - Official Thread

Posted: Tue Nov 29, 2011 4:56 am
by CaptSolo
Just found this thread and was wondering how your work is coming along Jeff?

Doing what Griff suggests is not a simple task. First thing: Save a backup of the texture you will modify. Then what I do (not sure how Griff does it) is to select the areas you want glowing effects, inverse the selection, and by using brightness and contrast tool turn every other part of the texture nearly black. Select all and copy. After decomposing the backup texture to its RGBA layers, paste and anchor what you copied to the alpha layer. Lastly compose all the layers into one and save. The result can look pretty good as in the glowing cockpit on this Adder:
Image

Before I switched to Smivs shipset I had DS's and rather liked how they appeared to have been in many space battles or made contact with not a few docking ports.

Re: DeepSpace Ships OXP - Official Thread

Posted: Wed Nov 30, 2011 5:04 am
by CaptSolo
I became somewhat obsessed today following Griff's suggestion for this OXP above and added glow maps to the alpha channel for each diffuse texture in the set. I may have overcooked the contrast for this Asp. Before and after:
Image

Now to find out about adding a normal map and viewing on shader capable hardware.

Re: DeepSpace Ships OXP - Official Thread

Posted: Wed Nov 30, 2011 7:50 am
by Killer Wolf
looking great. like you say the windows of the Asp could be a little less vivid but it's looking damn good.

Re: DeepSpace Ships OXP - Official Thread

Posted: Fri Dec 02, 2011 2:55 pm
by CaptSolo
I have completed the makeover of this OXP but think I should wait until DeepSpace gives me the go-ahead to release it.

Re: DeepSpace Ships OXP - Official Thread

Posted: Sat Dec 03, 2011 12:00 pm
by pagroove
Hopefully you get the permission soon. I love this set and glows added to them would be great!

Re: DeepSpace Ships OXP - Official Thread

Posted: Sat Dec 03, 2011 3:22 pm
by CommonSenseOTB
CaptSolo wrote:
I have completed the makeover of this OXP but think I should wait until DeepSpace gives me the go-ahead to release it.
While you're waiting, did you notice that the Pythons textures are not correct and paint the cockpit windows on the wrong side of the ship? Compare to regular python textures and also buy one of these pythons and custom view yourself to confirm the error. :wink:

Re: DeepSpace Ships OXP - Official Thread

Posted: Sat Dec 03, 2011 3:51 pm
by CaptSolo
CommonSenseOTB wrote:
CaptSolo wrote:
I have completed the makeover of this OXP but think I should wait until DeepSpace gives me the go-ahead to release it.
While you're waiting, did you notice that the Pythons textures are not correct and paint the cockpit windows on the wrong side of the ship? Compare to regular python textures and also buy one of these pythons and custom view yourself to confirm the error. :wink:
Crikey! I wasn't aware of this. Will check into that ASAP - should be easy enough to fix. Thanks so much CSOTB.

Edit:
Right you are. Good fellow, CSOTB!

PS:
Done!

Re: DeepSpace Ships OXP - Official Thread

Posted: Tue Jan 03, 2012 4:21 pm
by CaptSolo
Deepspace has apparently not visited the board so no going forward with this revision without his approval. Have to thank Griff for his suggestion of glow maps. I learned a great deal while doing them.

Image

Re: DeepSpace Ships OXP - Official Thread

Posted: Wed Jan 04, 2012 12:48 am
by DaddyHoggy
Very nice.

Deepspace has his own site on the net somewhere (other than the OXP one in his profile) - perhaps you could track him down on that if you can find it?

EDIT: I can't find it - I'm sure he had one when he was developing his own Elite-like game, until he discovered Oolite and decided to convert his efforts to run inside Oolite... :?