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Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 6:18 pm
by Smivs
I live in dread of the day Griff does a brighter, non-shader version of his ships. What a dilemma I would have then! :lol:

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:05 pm
by v01i0
v01i0 wrote:
If I encounter another miss-textured ships, I try to remember to pay attention to the enviromental conditions to figure out in where and under which condidition they appear.
Okay, here's what I got so far.

I've got these pics, taken in the same system (I don't recall the name right now, but I guess it's not important.) It was tech level 8 and multi-government. First there was this Anaconda with no Griff's textures, and some 5 Cobra MK1 escorts (one of them is in picture, it ain't Griff textured either). Then there was this lone Anaconda that had Griff textures.

Image

Anacondas are not only ships that appears with wrong textures. I've seen pythons and boas too, yet I'm unsure whether they were escorted or not. Maybe I should try to remove some OXPs as instructed.

-v

PS. I'd also like to change the Cobra MK 3 pic in the hud to match the ship I am currently piloting (Boa Class Cruiser).. Ha, so much tweaking that I almost am unable to focus on the game in itself :D

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:16 pm
by DaddyHoggy
That doesn't look like a Griff Anaconda - Griff's ships don't just have different textures - they're subtly geometrically different from the classic design - so that's a different Anaconda altogether - what other OXPs do you have where another Anaconda could be added from?

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:29 pm
by v01i0
I thought that the right Anaconda on the picture was Griff's normal mapped... At least it came with griff_shipset_all_in_1.oxp (listed below) as far as I know. Sorry, I'm kinda noobish, as my status shows :D Below is the list of OXP I have right now...

Anarchies2.5.oxp
Basic-debug.oxp
CargoScanner.oxp
CombinedSounds.oxp
FighterHud.oxp
griff_shipset_all_in_1.oxp
interstellar_help.oxp
keykonfig.oxp
multidecal_cobraIII_player.oxp
Naval Grid 1.00.oxp
nukes0.97.oxp
PlanetFall1.41.oxp
PlanetFall Link - Black Monks.oxp
sell_equipment.oxp
Shady_blackmonks.oxp
System_Redux.oxp
Target Autolock Plus 1.12.oxp
UPS-courier v1.7.7.oxp
Z_GrOovy_System_Stations.oxp

-v

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:29 pm
by Selezen
Those look like they might be Simon B's work...

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:38 pm
by Mauiby de Fug
Could it be a default ship added by UPS-Courier? I don't have the oxp, so I don't know what it does, but none of the others listed look likely to be the culprit...

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:50 pm
by v01i0
Mauiby de Fug wrote:
Could it be a default ship added by UPS-Courier? I don't have the oxp, so I don't know what it does, but none of the others listed look likely to be the culprit...
Not sure but I doubt that, because If I recall correctly, those textures (left Anaconda on the pic) appeared before I installed UPS OXP.

Now it seems that wrong textures appears mostly when trader ships has escorts. But that is yet to be confirmed...

-v

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 7:52 pm
by Cody
v01i0 wrote:
I'd also like to change the Cobra MK 3 pic in the hud to match the ship I am currently piloting (Boa Class Cruiser)..
Inside the Fighter Hud oxp folder, there is a folder called ‘images’, inside which is a folder called ‘ships’ containing all the available ships… open this, right-click on the ‘boa.png’ (or the ship of your choice) and copy it. Now go back one level to the ‘images’ folder, and paste it in there. Delete ‘wireframe.png’ from the ‘images’ folder, then rename ‘boa.png’ to ‘wireframe.png’… restart Oolite with the shift key held down until the spinning Cobra appears.

That should do it, I hope.

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 8:10 pm
by v01i0
El Viejo wrote:
v01i0 wrote:
I'd also like to change the Cobra MK 3 pic in the hud to match the ship I am currently piloting (Boa Class Cruiser)..
Inside the Fighter Hud oxp folder, there is a folder called ‘images’, inside which is a folder called ‘ships’ containing all the available ships… open this, right-click on the ‘boa.png’ (or the ship of your choice) and copy it. Now go back one level to the ‘images’ folder, and paste it in there. Delete ‘wireframe.png’ from the ‘images’ folder, then rename ‘boa.png’ to ‘wireframe.png’… restart Oolite with the shift key held down until the spinning Cobra appears.

That should do it, I hope.
Thanks, it did. Although there wasn't a picture of Boa Class Cruiser, so I had to take a screenshot of the one I am flying and make a picture of my own. At least I have my paintjob on the screen now with prettier textures too :D

-v

Re: Griff's normalmapped ship remakes

Posted: Thu Jun 02, 2011 8:11 pm
by Cody
v01i0 wrote:
so I had to take a screenshot of the one I am flying and make a picture of my own. At least I have my paintjob on the screen now with prettier textures too
Very cool!

Re: Griff's normalmapped ship remakes

Posted: Tue Jun 14, 2011 9:25 pm
by Griff
I've just made a small change to the all-in-1 bundle oxp (updated the version number to v1.2) - i've taken out the Alloys and the spawning cloud of polygon junk pieces as i'm sure they're responsible (or at least adding to) the occasional frame rate stutters some Commanders are experiencing.
The alloys and junk are now in their own seperate 'companion' oxp to the all_in_1_bundle stores on my box.net page (link on page 1 of the thread) if you're playing with bundle v1.2 you want to add them back in (the update should fix some of the debris awarding kills if caught up in a q-mine explosion - some of the items were missing their counts_as_kill = 0; key in the shipdata.plist (which was a new key added in oolite 1.74.2 i think)

Re: Griff's normalmapped ship remakes

Posted: Tue Jun 14, 2011 10:52 pm
by Svengali
Cool! Muchas gracias, Griff .-)

Re: Griff's normalmapped ship remakes

Posted: Wed Jun 15, 2011 9:14 am
by DaddyHoggy
Griff wrote:
I've just made a small change to the all-in-1 bundle oxp (updated the version number to v1.2) - i've taken out the Alloys and the spawning cloud of polygon junk pieces as i'm sure they're responsible (or at least adding to) the occasional frame rate stutters some Commanders are experiencing.
The alloys and junk are now in their own seperate 'companion' oxp to the all_in_1_bundle stores on my box.net page (link on page 1 of the thread) if you're playing with bundle v1.2 you want to add them back in (the update should fix some of the debris awarding kills if caught up in a q-mine explosion - some of the items were missing their counts_as_kill = 0; key in the shipdata.plist (which was a new key added in oolite 1.74.2 i think)
Could it be modded to work with OXPConfig? So that a player could keep nudging the variable up so that they got an acceptable amount of fab debris for an acceptable level of performance drop?

Re: Griff's normalmapped ship remakes

Posted: Wed Jun 15, 2011 1:06 pm
by Svengali
DaddyHoggy wrote:
Could it be modded to work with OXPConfig? So that a player could keep nudging the variable up so that they got an acceptable amount of fab debris for an acceptable level of performance drop?
The current way of splitting the exploding wreckage handling from the main OXP is faster and easier though - I think it is a sensible solution. Good job, Griff .-)

And yes, it is absolutely possible to make it configurable.

A suggestion for the exploding wreckage. It could be a nice thing to spawn the wreckage only if the player is nearby.

Re: Griff's normalmapped ship remakes

Posted: Wed Jun 15, 2011 4:40 pm
by CommonSenseOTB
Svengali wrote:
DaddyHoggy wrote:
Could it be modded to work with OXPConfig? So that a player could keep nudging the variable up so that they got an acceptable amount of fab debris for an acceptable level of performance drop?
The current way of splitting the exploding wreckage handling from the main OXP is faster and easier though - I think it is a sensible solution. Good job, Griff .-)

And yes, it is absolutely possible to make it configurable.

A suggestion for the exploding wreckage. It could be a nice thing to spawn the wreckage only if the player is nearby.
Great idea Svengali! :)