Re: Commies.oxp (v2.07)
Posted: Thu Jul 25, 2019 8:13 am
Looks great, looking forward to see your other updated ships.
For information and discussion about Oolite.
https://bb.oolite.space/
Thank you for the advice! I am rather script-illiterate, though. If it isn't too inconvenient, would you mind demonstrating what that inversion would look like? Here's the shipdata.plist entry:another_commander wrote: ↑Wed Jul 24, 2019 4:45 pm
You cannot invert the input of the gloss map, but you can easily invert the map itself. Just invert the channel (newValue = 1.0 - originalValue) and you can use it without any problem.
Code: Select all
"workcom" = {
aft_eject_position = "0.0 -15.0 -190.0";
ai_type = "route1traderAI.plist";
bounty = 0;
cargo_carried = "Slaves";
cargo_type = "CARGO_NOT_CARGO";
condition_script = "commies_conditions.js";
energy_recharge_rate = 3;
exhaust = (
"-14.0 0.0 -178.5 2.0 2.0 12.0",
"0.0 0.0 -178.5 2.0 2.0 12.0",
"14.0 0.0 -178.5 2.0 2.0 12.0"
);
forward_weapon_type = "WEAPON_NONE";
materials =
{
"Hull" =
{
diffuse_map = "workcom.png";
emission_map =
{
name = "workcom_lights.png";
extract_channel = "b";
};
illumination_map =
{
name = "workcom_lights.png";
extract_channel = "g";
};
gloss = 0.5;
specular = (1.0, 1.0, 1.0, 1.0);
shininess = 10;
specular_map =
{
name = "workcom.png";
extract_channel = "a"; //Would like this to be, in essence "-a"
};
};
};
max_cargo = 300;
max_energy = 400;
max_flight_pitch = 0.3;
max_flight_roll = 0.4;
max_flight_speed = 140;
missiles = 0;
model = "commies_workcom.dat";
name = "'Orca' Worker's Commuter";
roles = "trader(4.0) sunskim-trader(2.0) shuttle(4.0) workcom workcom1";
script = "workcom.js";
thrust = 8;
};
You can load the specular map on your image processing software of choice (I suppose you are using one since you are showing those very nice textures in the previous posts), then use that software to invert the alpha channel. How this is exactly done depends on the software, but it usually is a matter of one menu selection. For example, in Gimp you would do:GearsNSuch wrote: ↑Mon Jul 29, 2019 10:51 amThank you for the advice! I am rather script-illiterate, though. If it isn't too inconvenient, would you mind demonstrating what that inversion would look like? Here's the shipdata.plist entry:
Code: Select all
"workcom" = { aft_eject_position = "0.0 -15.0 -190.0"; ai_type = "route1traderAI.plist"; bounty = 0; cargo_carried = "Slaves"; cargo_type = "CARGO_NOT_CARGO"; condition_script = "commies_conditions.js"; energy_recharge_rate = 3; exhaust = ( "-14.0 0.0 -178.5 2.0 2.0 12.0", "0.0 0.0 -178.5 2.0 2.0 12.0", "14.0 0.0 -178.5 2.0 2.0 12.0" ); forward_weapon_type = "WEAPON_NONE"; materials = { "Hull" = { diffuse_map = "workcom.png"; emission_map = { name = "workcom_lights.png"; extract_channel = "b"; }; illumination_map = { name = "workcom_lights.png"; extract_channel = "g"; }; gloss = 0.5; specular = (1.0, 1.0, 1.0, 1.0); shininess = 10; specular_map = { name = "workcom.png"; extract_channel = "a"; //Would like this to be, in essence "-a" }; }; }; max_cargo = 300; max_energy = 400; max_flight_pitch = 0.3; max_flight_roll = 0.4; max_flight_speed = 140; missiles = 0; model = "commies_workcom.dat"; name = "'Orca' Worker's Commuter"; roles = "trader(4.0) sunskim-trader(2.0) shuttle(4.0) workcom workcom1"; script = "workcom.js"; thrust = 8; };
Thank you for the advice! It works perfectly now.another_commander wrote: ↑Mon Jul 29, 2019 12:08 pmOK, I am not inverting just the alpha channel here, but I hope it illustrates the point. You need to find out how to invert one channel in your image processing package.
On a side note, the gloss value of 0.5 is rare upon materials. I believe you will normally have values close to 0.2-0.3 for dielectric materials and around 0.65-0.8 for metals. It' is not wrong by any means, but it is rather unusual.
It has an affinity with the similarly front-heavy Moray Starboat - it would be good to see another ship with this characteristic!
Personally I would be in favor for the second variant, maybe the third as an additional alternative as an interceptor.GearsNSuch wrote: ↑Mon Aug 05, 2019 12:25 pmOn another note, I *finally* got around to modeling the Ray. I'm not too sure about the shape, though. Right now I have three variants that I can't really decide between:
Recommendations or suggestions would be appreciated. Thank you!
Thank you!
Thank you very much, just downloaded them.GearsNSuch wrote: ↑Wed Sep 25, 2019 4:00 pmHere is a link to a file with all of the models and textures in Blender and GIMP formats, including a WIP Commissar Limousine. Be warned, it is very messy!
https://drive.google.com/open?id=1fapf ... DNG5EZX5ku
These are looking good! As well as structures and general greebling, a few lighted windows (and maybe some gun-turrety-looking things?) might help? As could some big colour-contrasting logos/slogans/slabs of colour. There are some interesting (I kid you not) photos of Soviet bus stops, which might serve as sources of inspiration:GearsNSuch wrote: ↑Thu May 07, 2020 7:06 pmI wasn't quite sure how to add detail the blank sides. I think I was trying to go for a guard housing complex here, but I'm not entirely satisfied. Any ideas would be appreciated.