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
Something else worth remembering, shader-mode does make ships look quite a bit darker for some reason.. it helps to boost the gamma setting of your graphics card by 20-50% to compensate.
Griff wrote:
dizzy, sorry about this, i hope it wasn't to massive a job to upload the oxp
Not a problem.. fixed version uploading as I type this..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
I think a lot of the lighting problems on these ships stem from the really bad way i've knitted the polygons together in the model, funnily enough i was just thinking about this the other day as i happened across a tutorial explaining how to get great specular highlighting on low poly models, but it seemed to involve actually editing vertex normals, averaging them across the surface of the connected polygon, does anyone know any more about this? can this be done in wings3d?
I think your "bad" is probably most other people's good
It would be good if these degraded better on non-shader machines... last time we had this discussion you mentioned you could fix this by boosting the shade in the model itself because there is a section in there for non-shader alternative "base" colours... or am I imagining that?
I think a lot of the lighting problems on these ships stem from the really bad way i've knitted the polygons together in the model, funnily enough i was just thinking about this the other day as i happened across a tutorial explaining how to get great specular highlighting on low poly models, but it seemed to involve actually editing vertex normals, averaging them across the surface of the connected polygon, does anyone know any more about this? can this be done in wings3d?
This is what “smooth” does, but there’s no control over it other than the use of smoothing groups. Adding a model format with support for explicit normals is on my post-MNSR list.
I've uploaded an Anaconda remake, installing this oxp also needs the 'griff cobra MK I' oxp to be installed as the griff anaconda specifically calls this ship as its escort.
This is a picture of the Annie trying to dock with a Dodo:
Two seconds after taking this shot, the Anaconda exploded while entering the station. It may need reducing its dimensions a little bit. Griff, can you please confirm?
i haven't tested them at a dodo but i've seen them dock at the standard coriolis and ico stations, but having said that, they do take a bit of a knock when the 'conning tower' bit at the end squeezes into the docking bay. edit: i just had another search for a dodo and found one, i spawned some anacondas outside it and they all docked ok, then i had a bit of a play about with the time acceleration feature, i slowed time right down and this time the anaconda started trying to dock sideways it made a real mess of it, scraping itself into the corner of the docking bay, did you have time slowed down when you watched the anaconda explode A_C?
I've taken the download away for the moment to scale the ship down a bit plus i think it needs some more lights or something on it, it's a bit hard to see in game, some animated blinking lights will help players see it easier
Is the new Anaconda available somewhere? Can't find a download link anywhere
Read two messages further up:
Griff wrote:
I've taken the download away for the moment to scale the ship down a bit plus i think it needs some more lights or something on it, it's a bit hard to see in game, some animated blinking lights will help players see it easier
i slowed time right down and this time the anaconda started trying to dock sideways it made a real mess of it, scraping itself into the corner of the docking bay, did you have time slowed down when you watched the anaconda explode A_C?
I've taken the download away for the moment to scale the ship down a bit plus i think it needs some more lights or something on it, it's a bit hard to see in game, some animated blinking lights will help players see it easier
// original file: "Griff_anaconda_mainhul.obj"
//
// model size: 86.145 x 69.513 x 183.258
//
// textures used: ['griff_anaconda_diffuse.png']
The original model measures: 75.000 x 60.000 x 170.000
And a standard dock measures : 192.000 x 64.000 x 500.000
With the original anaconda there is a 2 meter margin on both sides while docking. Your model it definitely to big. I watched the docking with the target inspector: While docking at a normal station, damage stayed within 1 energy point. Recovering of energy was fast enough to recover during docking. With a normal station it is only cosmetic incorrect what you see. However scrap damage is proportional with the others mass. This means damage on docking will be worse with bigger stations.
Try docking on those big tori stations. You might be surprised by the damage. The Armadillo in buoyrepair is also to big sized: (model size: 90.000 x 65.298 x 203.218) That is only 1.298 meter to big for a standard dock, but with a big torus station the damage often raised to a value of 1000.
Last edited by Eric Walch on Sat Oct 31, 2009 11:12 am, edited 1 time in total.