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Re: griff SpecGloss ships
Posted: Sat Sep 17, 2022 2:48 pm
by Griff
Thanks for spotting that problem with the filename Commander_X
I'll get that fixed
Nearly there now i hope, just need to oxz-ify it all - I've reuploaded the test oxp with the TradeFactor ship deterioration effect for the player version
I don't think it's worth adding for the NPC's, it'll just mean us the player meets a bunch of grey sidewinder ships all the time, I want these to be fairly colourfull
Re: griff SpecGloss ships
Posted: Sat Sep 17, 2022 7:29 pm
by cbr
Griff wrote: ↑Sat Sep 17, 2022 2:48 pm
I don't think it's worth adding for the NPC's, it'll just mean us the player meets a bunch of grey sidewinder ships all the time, I want these to be fairly colourfull
Why not? Perhaps keep the random threshold at the colourfull side?
Re: griff SpecGloss ships
Posted: Sun Sep 18, 2022 3:06 pm
by Griff
heh that's a good point!
I've added the tradefactor effects to the NPC's as well and updated the download, might as well have the shader there for reference even if it turns out to be somethig we're not keen on using, actually it looks like maybe editing the scale of this shader uniform for the NPC ship will control just how much paint they loose, i've got it set to this at the moment
Code: Select all
uTradeFactor = { type = "randomFloat"; scale = 0.8;};
but setting the scale to 1.0 would proably result in some ships with nearly all the paint worn away something lower like 0.2 or 0.3 would just end up with ships with just some dusty splots on them at most
Edit:
Expansion Manager version now uploaded, use the filter option to search on the keyword
specgloss to find it quickly.
The OXZ includes a player flyable version but the Sidewinder isn't hyperspace capable so i wouldn't recommend buying one, at least not on your main commander save
Re: griff SpecGloss ships
Posted: Mon May 08, 2023 5:31 pm
by Griff
Added a WIP "SpecGloss" Mamba - uses Oolite's Materials for its shader effects. Textures are still a bit big at the moment
https://drive.google.com/drive/folders/ ... share_link
NPC and a player flyable test version
Modding resources are in the same folder - not needed for gameplay
Re: griff SpecGloss ships
Posted: Mon May 08, 2023 9:18 pm
by Redspear
Looks awesome!
Re: griff SpecGloss ships
Posted: Thu May 11, 2023 7:59 pm
by thecoredump
Very very nice
Re: griff SpecGloss ships
Posted: Sun Jul 02, 2023 11:29 am
by Griff
I've stalled for a long time on the texturing of this one, got a bit of a writers block thing going on or something but hopefully it's a cobra mk1 next
Re: griff SpecGloss ships
Posted: Sun Jul 02, 2023 1:28 pm
by Redspear
I think that's a difficult ship to make look good but this looks very promising
Re: griff SpecGloss ships
Posted: Sun Jul 09, 2023 3:20 pm
by Griff
Thanks Redspear
Well, I got this textured in the end - without realising it, i managed to hit a couple of nasty polygon shading errors after trippling the object some of which i wasn't able to fix after seeing the object in game, so the top side has a couple of nasty looking patches as it starts to turn into shadow
screenshot from the oolite load commander page (doesn't show the shading errors):
OXP and modding resources here...
https://drive.google.com/drive/folders/ ... sp=sharing
...everything is in the
Cobrak_Mk1 sub folder, hope i've got the sharing settings right in google drive
You just need the
griff_HP_CobraMK1_Oolite_Materials_V01.zip download to see the ship in game, extract the
griff_HP_CobraMK1_Materials_V0.1.oxp subfolder from the download and put it in your Oolite
AddOns folder.
Uninstall the oxp by deleting that folder from your AddOns
Re: griff SpecGloss ships
Posted: Sun Jul 09, 2023 5:01 pm
by another_commander
Very nice ship! Here are some sreenshots to show its various incarnations off:
Standard:
Alternative:
Miner:
I really dig the metallic plate materials and the cockpit glass on those. You seem to have totally mastered spec-gloss maps, Griff.
Re: griff SpecGloss ships
Posted: Sun Jul 09, 2023 5:17 pm
by Redspear
That cockpit really suits this model IMHO.
Love the spacing betwen the plates
Looks like cbr's next patient has arrived
Re: griff SpecGloss ships
Posted: Mon Jul 10, 2023 8:08 pm
by thecoredump
Freaking awesome !
Re: griff SpecGloss ships
Posted: Tue Jul 11, 2023 10:34 am
by Griff
Thanks guys, it definately helps with the spec gloss settings that the texture maps 'substance painter' generates work straight out the box in Oolite, plus it handles all the spec gloss stuff,so i'm just moving some sliders around
I've uploaded a v0.2 to the same folder, I wanted to fix the shading errors on those two top panels either side of the "cockpit panel", i hadn't realied the polygons were so twisted, it really showed up when i turned the whole model into triangles for exporting into Oolite, here's what i mean and have hopefully fixed - the dark shadowy triangles and lines across those two top white panels:
Re: griff SpecGloss ships
Posted: Wed Jul 12, 2023 8:10 am
by DGill
Another masterpiece by the maestro
Re: griff SpecGloss ships
Posted: Sun Aug 27, 2023 6:26 pm
by Griff
Had a go at a Gecko, oxp and modding resources in the same folder as the others
https://drive.google.com/drive/folders/ ... uFRRw3NxB7
struggled a lot with this one
was hoping i'd be getting better but this was a real battle to model, loads of false starts - think there's a better design for a gecko out there, might come back to this one
OXP is very WIP, textures are still massive and havent been resized from being exported out of substance, oxp has a player flyable version but the shipyard.plist prices and restrictions are just made up!
Couldn't get a decent shot of it in game without the textures looking all blurry? might have something set wrong in my game, so hope it's ok to post one from the 3d app