Griff's normalmapped ship remakes

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

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Griff
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Post by Griff »

I've scaled down the model to 90% of its original size, hopefully that will be enough, i forgot i could check the model sizes in the dat file - a quick check now shows the new model size is 77.530 x 62.562 x 164.932, not quite 2 meters clearance on the Y axis, but hopefully it will be OK - i checked the model against the dock-flat object to make sure it fitted ok.
I haven't got around to adding the flashing lights into the shader yet, so there'll be another update to the oxp soon, so maybe hold off downloading if you're on a slow internet connection oxp is about 2.5MB
edit: done
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pagroove
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Post by pagroove »

Griff wrote:
I've scaled down the model to 90% of its original size, hopefully that will be enough, i forgot i could check the model sizes in the dat file - a quick check now shows the new model size is 77.530 x 62.562 x 164.932, not quite 2 meters clearance on the Y axis, but hopefully it will be OK - i checked the model against the dock-flat object to make sure it fitted ok.
I haven't got around to adding the flashing lights into the shader yet, so there'll be another update to the oxp soon, so maybe hold off downloading if you're on a slow internet connection oxp is about 2.5MB
edit: done
Is it downloadable already? Can't wait to see this in action :wink:

Oops first page, sorry Griff 8)
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pagroove
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Post by pagroove »

Maybe it's nice to have a page devoted to each ship on the Wiki also.
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Post by Cody »

Hi Griff

I noticed that you've updated the Cobra MkIII original scuffed version.
Any changes?
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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Griff
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Post by Griff »

it's just a tiny change in the fragment shader code, i was storing the decal texture in a vec4 (which is 4 floating point numbers) but since the decal could just as easily be stored in a single floating point number i updated the oxp to make this change. I'm not sure if this makes the shader more efficient but since all the other griff normal mapped ships are already storing the decal as a float i thought it might be a good idea to make them all work the same
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Griff
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Post by Griff »

pagroove wrote:
Maybe it's nice to have a page devoted to each ship on the Wiki also.
i keep meaning to get around to sorting this out, i've achieved it in the past for the griff arcelite oxp but i've completely forgotten how to go about doing it - i'm sure there was a guide somewhere possibly by Captain Hesperus, anyone know where it is? (probably somewhere on the wiki i suppose :) )
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Post by Griff »

Oops, Eric just alerted me to a problem with the griff Cobra Mk1 oxp and it's job to provide escorts for the griff anaconda, basically i managed to misname the cobra mk1's and they weren't ever going to get selected as an anaconda escort, i've fixed this and re-uploaded the oxp (Griff_Cobra_Mk1_Normalmapped.zip).
If you've got dizzy's all in 1 version you don't need to update, i got the naming correct in that one!
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Post by Diziet Sma »

The Anaconda has now been included in the all-in-one Griff_Normalmapped_ships.zip
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
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Post by OneoftheLost »

Griff wrote:
i think you have to edit your save game, maybe make a backup of it first then open it in a text editor and search for
<key>ship_desc</key>
change the line underneath to either

Code: Select all

<string>griff_normalmapped_cobra_mkIII_cleaner_version_player</string>
for the cleaner texture cobra III or

Code: Select all

<string>griff_normalmapped_cobra_mkIII_player</string>
for the original version
Does this still apply? I can't seem to get it to work. Did you change something when you updated the Cobra?

Basically I want to change my default cobra to one of Griff's. However, I followed these instructions to the letter and it gives me a big yellow question mark. I assume the name was changed? I have the latest version. (With the anaconda added back in.)
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Griff
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Post by Griff »

Hi, yes that should still be OK. can you check that you've got the "griff_normalmapped_ships.oxp" folder in your Oolite AddOns folder and not it's parent folder (confusingly called "Griff_Normalmapped_ships") like this:
Image
ignore the file path in the address bar in that screen shot, your AddOns folder will probably be in a different location although i can't remember where it is by default, C:\Oolite\AddOns i think - but basically it's the AddOns folder in your Oolite install directory :)
The yellow question mark means Oolite isn't loading the shipset, do you see any of the griff_ships appearing amongst the other oolite ships on the little parade of them when you say N to loading a savegame when Oolite first starts? you might have to wait a while for them to show up amongst all the standard Oolite ships, although you can use the left & right arrow keys to quckly whizz through them.
I've started a new game of Oolite, saved the Jameson and edited the save file to give it a griff_cobraIII_cleaner_texture here if you'd like to try:
http://www.box.net/shared/nfmm1e76fs
it's line 311 in the savegame that i edited, changed it to:

Code: Select all

<string>griff_normalmapped_cobra_mkIII_cleaner_version_player</string>
hopefully that should get it working!
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Post by OneoftheLost »

*facepalm*

I was just being a dolt. Apparently, when I tried pasting from the examples I left the spaces between the line of code, and the <string> sections. Works fine now.

Its only when using this, with PA's stations and System Redux/Famous Systems that I realize how beautiful this game can be.

Thanks for taking the time out of your day to, create, and release these gems to the community. Also, thank you so much for your continued support of your creations.

Just beautiful.
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Griff
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Post by Griff »

:D Glad you got it working, the openGL shader support the devs have written into Oolite is amazing! tinkering with shaders & models for oolite is probably a lot like making kits of model planes & ships etc without the thrill of sometimes gluing part of the hull to your forehead
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Post by lfnfan »

Where can i d/l the Griff Boa from page 5 of this thread? :shock:

Is the Griff Krait here http://wiki.alioth.net/index.php/Griff_Krait the same one as included in the links at the start of this thread?

Then it's just the Asp, Gecko, Mamba and Moray until there is a glorious full house :wink:
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Griff
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Post by Griff »

no, confusingly that griff_krait isn't the same as the one in this thread,
it and the griff boa (which you can find here https://bb.oolite.space/viewtopic.php?t=5292 )
are from an earlier project where i started to re-do the standard ship set with shaders and wildly reworked designs, it didn't really work out too well and when normal mapping was implemented in v1.73 i thought i'd start again in this sort of rivetted cast iron/old farm machinery style :)
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Post by Cody »

lfnfan wrote:

Then it's just the Asp, Gecko, Mamba and Moray until there is a glorious full house
Not forgetting the Dodo and Icosa stations. Is there a Christmas present in store, Griff?

Regards
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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