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Re: Griff's normalmapped ship remakes

Posted: Mon Feb 07, 2011 11:11 pm
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

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 11:18 am
by Cody
The Griff all-in-one OXP seems to download fine now.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 12:42 pm
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

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 1:12 pm
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.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 1:37 pm
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?

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 1:51 pm
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.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 1:55 pm
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?

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 1:58 pm
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.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 1:59 pm
by Smivs
I've asked EV to check, and if Griff comes along he will know.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 2:00 pm
by Smivs
Just a though, going off at a bit of a tangent, would this actually give the ship two working, effective lasers?

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 2:03 pm
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]

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 2:05 pm
by Smivs
Sort of, can you post the bit relating to the gun sub-entity as well, pretty please?

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 2:10 pm
by Cody
See irc.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 2:12 pm
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.

Re: Griff's normalmapped ship remakes

Posted: Tue Feb 08, 2011 2:15 pm
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.