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Re: Griff's normalmapped ship remakes

Posted: Wed May 02, 2012 6:30 pm
by NorthenderPNE
Griff wrote:
Alas, i have a face like a sun baked trumble :(
Hmmm, not sure how to picture that one. :)
Griff wrote:
i'll grab a copy of the nightly build of trunk, put on my Miss Marple outfit and do some investigating
Not sure advertising the fact you don a dress in your spare time is a good thing Griff. That image will not be entering my mind, as i'm sure i'll never be able to delete it! But if it makes you happy, i'm happy too! :D

Re: Griff's normalmapped ship remakes

Posted: Sat May 05, 2012 9:26 am
by Griff
Annoyingly i couldn't work out why that coriolis texture was missing in trunk for you NorthenderPNE, i downloaded trunk v1.77.0.4894 and it was appearing OK for me in both versions of the oxp :? Hopefully it's just one of those here-today-gone-tomorrow things that happen in trunk as it gets lovingly hammered into shape by the devs

I've gone back to both the coriolis & dodo oxp's and taken out the huge hull 'numbers' and replaced them with a decal - inspiration was sorely lacking though so i just did some sort of half arsed design based on cargo pods grouped together, which uh, well, it looks like a flower :shock:
Image
Image

I've also given the Gecko a slight texture nose job as i struggled a bit with it at the time and just slapped a load of rivets over everything in a 'that's good enough' sort of way, so it looks a bit more polished now hopefully
Image
the change to the gecko meant that the "griff_shipset_player_flyable_NPC_ships_v1.xx.oxp" needed a small update to fix the placement of the decal on the new texture so that's been updated from v1.02 to v1.03
and finally i've updated the viper shader so that it does a simpler 'emergency lights' effect in Oolite's simple shader mode - it didn't do anything before, can't remember who spotted the bug but thanks for pointing it out, i didn't notice it at all when putting the shader together :roll:

Re: Griff's normalmapped ship remakes

Posted: Sat May 05, 2012 11:18 am
by Cody
Cool!

Re: Griff's normalmapped ship remakes

Posted: Sat May 05, 2012 11:25 am
by Eric Walch
Griff wrote:
Annoyingly i couldn't work out why that coriolis texture was missing in trunk for you NorthenderPNE, i downloaded trunk v1.77.0.4894 and it was appearing OK for me in both versions of the oxp :? Hopefully it's just one of those here-today-gone-tomorrow things that happen in trunk as it gets lovingly hammered into shape by the devs
It has to do with an update of the libPng libraries. There were changes in the library that bug trunk now. At least for some platforms. As far as I can see, it affects png saved in interlaced mode. You could save the texture with interlace off, as this mode does not make sense for Oolite textures.

Re: Griff's normalmapped ship remakes

Posted: Sat May 05, 2012 1:00 pm
by NorthenderPNE
Griff wrote:
Annoyingly i couldn't work out why that coriolis texture was missing in trunk for you NorthenderPNE.
No worries Griff, at the end of the day the full size textures work fine and i'm on a different Trunk. Love the new textures by the way. Top notch as usual. :wink:

Re: Griff's normalmapped ship remakes

Posted: Sun May 06, 2012 10:50 pm
by Cody
I've been meaning to mention this for a while, but kept forgetting. If anyone wants to replace all the old Coriolis stations in Griff's shipset with his newer standalone alt-Coriolis stations (as I have done... it's much nicer, imo), all you need to do is install the new alt-Coriolis OXP in your AddOns folder (if not already installed, of course), then create a shipdata-overrides.plist in the Griff_Shipset_Replace_v1.1.oxp\Config folder containing:

Code: Select all

{
"coriolis-station" =
   { 
   roles = "unused"; 
   };
}
This works fine for me using the Griff_Shipset_Replace_v1.1.oxp - whether it will work with the 'Addition' version, I know not.
I think I've got that right... someone will soon correct me if I've got it wrong, I'm sure.

Re: Griff's normalmapped ship remakes

Posted: Sun May 06, 2012 11:52 pm
by Smivs
I think that if used with the 'addition' version of Griff's, it could cause problems for a 'replace' version of another ship set that uses the 'default' roles.

Re: Griff's normalmapped ship remakes

Posted: Mon May 07, 2012 12:02 am
by Cody
Yeah, I wondered about that, but couldn't comment on it.

Re: Griff's normalmapped ship remakes

Posted: Mon May 07, 2012 8:30 am
by Smivs
For users of multiple shipsets a better way might be to change the roles in the shipdata of the shipset itself...just changing the 'roles' for the Griff shipset coriolis to 'un-used' should have the same effect, and will not interfere with any other shipsets used.
In theory, anyway :wink:

Re: Griff's normalmapped ship remakes

Posted: Mon May 14, 2012 6:05 pm
by Cody
Had this error appear again... only time since a year ago:

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18:37:58.328 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (tgGeneric_externalMissiles.js 1.0): TypeError: this.ship.subEntities is null
18:37:58.328 [script.javaScript.exception.unexpectedType]:       ../AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp/Scripts/tgGeneric_externalMissiles.js, line 27.
Different line number, is all. Oolite 1.76 - in normal space in a serious firefight (as before). TMA?

Re: Griff's normalmapped ship remakes

Posted: Mon May 14, 2012 7:11 pm
by Thargoid
Does the ship itself appear correctly?

I'm wondering if the ship on which it is based (or perhaps a sub-ent that it uses) has been changed or overwritten by something else?

Re: Griff's normalmapped ship remakes

Posted: Mon May 14, 2012 7:19 pm
by Cody
As before, it was a serious firefight with multiple bandits - no time to notice if all the ships were displaying correctly. Many of them were Cobra IIIs, but I couldn't tell which had missile subents. Besides, I wasn't aware of any problem until I limped into dock and exited the game. Everything seemed fine during game-play, so I went straight back out and picked a fight, but couldn't induce the error again... it's a rare one. <scratches head>

Re: Griff's normalmapped ship remakes

Posted: Mon May 14, 2012 7:28 pm
by Thargoid
Maybe one to induce via the console.

Which way are you running the shipset, replacement or additional? Also any other ship sets installed?

Re: Griff's normalmapped ship remakes

Posted: Mon May 14, 2012 7:32 pm
by Cody
This is my standard OXP set, which I was running at the time:

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../AddOns
    ../AddOns/BGS-A1.4.oxp
    ../AddOns/BountyStatus 1.00.oxp
    ../AddOns/Cabal_Common_Library1.5.1.oxp
    ../AddOns/Constrictor.oxp
    ../AddOns/Deep_Horizon_Nav_Buoy.oxp
    ../AddOns/ExtraFuelTanks Custom.oxp
    ../AddOns/FighterHud Custom.oxp
    ../AddOns/Green Gecko 'Hardnut'.oxp
    ../AddOns/Griff Cody Cobra.oxp
    ../AddOns/Griff.oxp
    ../AddOns/Griff.oxp/Griff Glowroids.oxp
    ../AddOns/Griff.oxp/griff_alloys_and_wreckage.oxp
    ../AddOns/Griff.oxp/griff_asteroids_normalmapped.oxp
    ../AddOns/Griff.oxp/griff_barrel_alt_with_decals_normalmapped.oxp
    ../AddOns/Griff.oxp/griff_cobraIII_(alt)_subent missiles_multidecal.oxp
    ../AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp
    ../AddOns/Griff.oxp/griff_coriolis_normalmapped_alt_fullsize_tex_v2.01.oxp
    ../AddOns/Griff.oxp/griff_dodo_normalmapped_fullsize_tex_v2.0.oxp
    ../AddOns/Griff.oxp/griff_rock_hermit_fullsize_textures.oxp
    ../AddOns/Griff.oxp/Griff_Shipset_Replace_v1.1.oxp
    ../AddOns/Griff.oxp/Griff_Shipset_Resources_v1.2.23.oxp
    ../AddOns/NPC-shields1.2.oxp
    ../AddOns/Offender_traders.oxp
    ../AddOns/Railgun.oxp
    ../AddOns/randomshipnames1.1.oxp
    ../AddOns/Rock_Hermit_Locator1.3.3.oxp
    ../AddOns/SafeJumps.oxp
    ../AddOns/Sensible Sun.oxp
    ../AddOns/Snoopers2.2.1.oxp
    ../AddOns/System_Redux.oxp
    ../AddOns/Target Autolock Plus 1.12.oxp
    ../AddOns/Tori2.01.oxp
    ../AddOns/Wormhole_restoration.oxp

Re: Griff's normalmapped ship remakes

Posted: Mon May 14, 2012 7:56 pm
by Cody
Hmm... has Griff embedded this one into the shipset resource OXP, I've forgotten:

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AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp
Could that cause it?