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Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:05 am
by Commander McLane
Commander McLane wrote:
Griff wrote:
happily it looks like the mistake is just in the 'addition' version of the oxp,
I've got the replacement version and it's in there, too. I even remember that I noticed it when working on the shipdata. But I first thought it was perhaps a deliberate change and then forgot to report it.
El Viejo wrote:
Where exactly, please? I can't find the damn line!
Oops! Apparently I did correct it after all. It was wrong in the original shipdata, but is correct in my overhauled shipdata. So obviously I must have corrected it.

Sorry for misremembering. (And the entry in question is griff_normalmapped_viper_interceptor_engines_gun.)

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:13 am
by Cody
Commander McLane wrote:
Oops! Apparently I did correct it after all. It was wrong in the original shipdata, but is correct in my overhauled shipdata. So obviously I must have corrected it.
Cool... I thought I was missing something (my brain).
Commander McLane wrote:
Sorry for misremembering. (And the entry in question is griff_normalmapped_viper_interceptor_engines_gun.)
Which in my shipdata.plist reads: "griff_normalmapped_viper_interceptor_engines_gun 0 0 0 1 0 0 0".
Further up in the plist I have: "forward_weapon_type" = "WEAPON_NONE";
Is that all correct?

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:29 am
by Commander McLane
El Viejo wrote:
Commander McLane wrote:
(And the entry in question is griff_normalmapped_viper_interceptor_engines_gun.)
Which in my shipdata.plist reads: "griff_normalmapped_viper_interceptor_engines_gun 0 0 0 1 0 0 0".
Further up in the plist I have: "forward_weapon_type" = "WEAPON_NONE";
Is that all correct?
Nope. What you're looking at is the subentities-key of the viper-interceptor entry. This points to the name of the entry which is to be used as a subentity (griff_normalmapped_viper_interceptor_engines_gun) together with the coordinates where this entry has to be put (0 0 0) and the orientation it has to be given (1 0 0 0). In order to find this entry you have to go up much further in the shipdata (at least if they're ordered alphabetically) and find the entry that looks like

Code: Select all

    "griff_normalmapped_viper_interceptor_engines_gun" =     {
        "ai_type" = "nullAI.plist";
        "forward_weapon_type" = "WEAPON_MILITARY_LASER";
        "laser_color" = magentaColor;
        materials =         {
            "griff_viper_interceptor_diffuse_map.png" =             {
                "diffuse_map" = "griff_viper_interceptor_diffuse_map.png";
                shininess = 9;
                "specular_color" =                 (
                    "0.6",
                    "0.5",
                    "0.5"
                );
            };
        };
        "max_energy" = 100;
        model = "griff_viper_interceptor_engine_guns.dat";
        name = "GalCop Viper";
        roles = "griff_normalmapped_viper_interceptor_subent";
        shaders =         {
            "griff_viper_interceptor_diffuse_map.png" =             {
                "fragment_shader" = "griff_viper_gunsengines.fragment";
                textures =                 (
                    "griff_viper_interceptor_diffuse_map.png",
                    "griff_viper_interceptor_normal_map.png",
                    "griff_viper_effects.png"
                );
                uniforms =                 {
                    "engine_power" = speedFactor;
                    "hull_heat_level" = hullHeatLevel;
                    "laser_heat_level" =                     {
                        bindToSubentity = 1;
                        binding = laserHeatLevel;
                    };
                    "nearly_dead" = throwingSparks;
                    uColorMap =                     {
                        type = texture;
                        value = 0;
                    };
                    uEffectsMap =                     {
                        type = texture;
                        value = 2;
                    };
                    uNormalMap =                     {
                        type = texture;
                        value = 1;
                    };
                    uTime = universalTime;
                };
                "vertex_shader" = "griff_normalmap_ships.vertex";
            };
        };
        smooth = 0;
        "weapon_position_forward" = "0.0 -0.15 35. 034";
    };

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:32 am
by Griff
@EV, it's line 7715 in the addition oxp, don't worry about the "weapon_none" line - this is because the gun and the engines on the viper are actually a seperate subentity to the main hull of the ship

edit: Ninja'd

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:33 am
by Cody
<chuckles> I looked high and low for that entry... thanks, McLane.

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:38 am
by Cody
Griff wrote:
don't worry about the "weapon_none" line
I wasn't... from the pounding a couple of them gave me last night, I knew they had guns!

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:44 am
by Smivs
El Viejo wrote:
... from the pounding a couple of them gave me last night, I knew they had guns!
<Smivs chuckles>

Re: Griff's normalmapped ship remakes

Posted: Thu Apr 19, 2012 11:59 am
by Cody
On the subject of Vipers in general... they really should have escape pods, with a special reward maybe.

Re: Griff's normalmapped ship remakes

Posted: Sat Apr 21, 2012 8:45 pm
by maik
I'm just triaging through the posts to get the OXP List up to date--are the files now updated with this bug fix?

Re: Griff's normalmapped ship remakes

Posted: Sun Apr 22, 2012 5:58 pm
by Griff
yes, it was just the 'addition' oxp that needed the update, it's now v1.01

Re: Griff's normalmapped ship remakes

Posted: Sun Apr 22, 2012 7:24 pm
by maik
Great, thanks Griff.

Re: Griff's normalmapped ship remakes

Posted: Mon Apr 30, 2012 5:02 pm
by NorthenderPNE
Hi Griff, i'm using the latest trunk 1.77.0.4891 and i'm getting this invisible texture issue. When i transfer the save over to version 1.76 and exit the same station the textures are present and correct. :?

Image

Re: Griff's normalmapped ship remakes

Posted: Tue May 01, 2012 9:36 am
by Griff
hmm, that missing texture is quite a large one - 2048x2048 pixels, i wonder if it's something to do with the work-in-progress shader sythesiser code that's part of the new features in trunk - there's a half size textures version of that station available in my folder in box that might work better, I'll have to grab a download of trunk from the nightlies, there's lots of exciting stuff going on in it as seen in various threads here on the forum

Re: Griff's normalmapped ship remakes

Posted: Tue May 01, 2012 5:23 pm
by NorthenderPNE
there's a half size textures version of that station available in my folder in box that might work better
I probably should've been a little more descriptive Griff. I was using the half size tex, i've since downloaded the full size and it works a charm, so i'll stick with that. I'll leave that little issue with the half size with you. It's the least i can do.

I can't play oolite without your textures Griff, they're all a beauty to behold, a bit like yourself no doubt! :wink:

Re: Griff's normalmapped ship remakes

Posted: Wed May 02, 2012 9:43 am
by Griff
NorthenderPNE wrote:
...I can't play oolite without your textures Griff, they're all a beauty to behold, a bit like yourself no doubt! :wink:
Alas, i have a face like a sun baked trumble :(
Well, the odd half size texture thing might be something to do with them being re-scaled and saved in xnview, prehaps it did that interlace thing that some of the guys were chatting about the other day (something to do with interlacing and libpng), i'll grab a copy of the nightly build of trunk, put on my Miss Marple outfit and do some investigating