Griff's normalmapped ship remakes

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

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Gimi
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Re: Griff's normalmapped ship remakes

Post by Gimi »

Griff

Can this be used as a decal on one of your containers. Still working on it, the image didn't scale well when reducing size to 256-128.

Image
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Re: Griff's normalmapped ship remakes

Post by Cody »

The Griff all-in-one OXP seems to download fine now.
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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Re: Griff's normalmapped ship remakes

Post by Griff »

@El Viejo, the dual laser problem you're seeing on the gecko is probably coming from some sort of like_ship in the toughguys oxp, there's probably a ship in there that is like_ship'ing to the griff_gecko but also has a forward weapon defined in it's shipdata, so it inherits the laser firing subentity from the gecko and also has it's own laser, so it ends up with two

@ Gimi, Thanks for updating the wiki page, I think that design will work really great on the containers, i'll add it into the oxp this evening and post up a screenshot
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Re: Griff's normalmapped ship remakes

Post by Cody »

Hi Griff... yeah I'll try and check that out.

I think there's a couple of very tiny errors in the all-in-one that I downloaded today, in the Gecko gun subent:

Lines 4361 and 4363:

Code: Select all

"griff_gecko_gun_diffuse.pn" = 
						{ 
							diffuse_map = "griff_gecko_gun_diffuse.pn"; 
I've changed that to .png in mine.
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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Re: Griff's normalmapped ship remakes

Post by Smivs »

Hi Griff, it's not like_ship'd it's just a shipdata-overrides.plist to (mainly) beef-up the weaponry and defences.

Code: Select all

 "griff_normalmapped_gecko_NPC" = 
        { 
                energy_recharge_rate = 7.2;
		forward_weapon_type = "WEAPON_MILITARY_LASER";
                "laser_color" = orangeColor;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
        }; 
        "griff_normalmapped_gecko_sharkteeth_decal" = 
        { 
                energy_recharge_rate = 7.2;
		forward_weapon_type = "WEAPON_MILITARY_LASER";
                "laser_color" = orangeColor;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
         }; 
I can't see how this can cause this twin-laser effect. Any thoughts?
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Re: Griff's normalmapped ship remakes

Post by Commander McLane »

Smivs wrote:
Hi Griff, it's not like_ship'd it's just a shipdata-overrides.plist to (mainly) beef-up the weaponry and defences.

Code: Select all

 "griff_normalmapped_gecko_NPC" = 
        { 
                energy_recharge_rate = 7.2;
		forward_weapon_type = "WEAPON_MILITARY_LASER";
                "laser_color" = orangeColor;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
        }; 
        "griff_normalmapped_gecko_sharkteeth_decal" = 
        { 
                energy_recharge_rate = 7.2;
		forward_weapon_type = "WEAPON_MILITARY_LASER";
                "laser_color" = orangeColor;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
         }; 
I can't see how this can cause this twin-laser effect. Any thoughts?
Well, yes: it contains the line forward_weapon_type = "WEAPON_MILITARY_LASER";, whose sole purpose is to give the ship a forward weapon. Add to that the weapon in the subentity, and what do you get? Two forward weapons. In other words, two different lasers where there only should be one.
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Re: Griff's normalmapped ship remakes

Post by Smivs »

Ah, you could be on to something there.
Can somebody check....has the laser sub-entity got the weapon type specified, not the main ship?
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Re: Griff's normalmapped ship remakes

Post by Commander McLane »

Smivs wrote:
Ah, you could be on to something there.
Can somebody check....has the laser sub-entity got the weapon type specified, not the main ship?
Well, I guess so, because that's pretty much the point of the laser subentity.
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Re: Griff's normalmapped ship remakes

Post by Smivs »

I've asked EV to check, and if Griff comes along he will know.
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Re: Griff's normalmapped ship remakes

Post by Smivs »

Just a though, going off at a bit of a tangent, would this actually give the ship two working, effective lasers?
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Re: Griff's normalmapped ship remakes

Post by Cody »

Does this answer the question... damn, I need some coffee!

Code: Select all

"griff_normalmapped_gecko_NPC" = 
	{
	aft_eject_position = "0.0 -14.0 -28.0";
	ai_type = "pirateAI.plist";
	cargo_type = "CARGO_NOT_CARGO";	
	energy_recharge_rate = 4;
	exhaust = ("0.0 0.22461 -20.0 3.4 3.5 5.0");
	forward_weapon_type = "WEAPON_NONE";
	frangible = "false";
	has_scoop = yes;
	has_shield_booster = 0.4;
	likely_cargo = 1;
	materials = [code]
[/code]
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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Re: Griff's normalmapped ship remakes

Post by Smivs »

Sort of, can you post the bit relating to the gun sub-entity as well, pretty please?
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Re: Griff's normalmapped ship remakes

Post by Cody »

See irc.
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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Re: Griff's normalmapped ship remakes

Post by Commander McLane »

The answer is already in the bit posted:

Code: Select all

forward_weapon_type = "WEAPON_NONE";
In other words: the main entity does not have a weapon, which means that the weapon comes from the subentity.

Therefore any ship based on this ship should also not have a forward laser on its main entity, if not deliberately to give it a twin laser.
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Re: Griff's normalmapped ship remakes

Post by Smivs »

Thanks EV. Thanks McLane.
yes, it seems that the laser is part of the gun sub-entity (not a surprise) and therefore TG2 is giving these two guns.
This should be relatively easy to sort out, I think.
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