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Posted: Sat Jun 26, 2010 9:53 am
by Griff
mcarans wrote:
Now half the con store looks fantastic and the other half where the docking bay is located is white with some pinkish bits.
It looks like i've forgotten to list the texture uniforms in the shipdata.plist for the constore bottom section, fixed and re-uploaded:
http://www.box.net/shared/c75m28zsx7

for the DIY'ers, the fix is to open the shipdata.plist in seach set, add these 2 lines to the uniforms setion for the constore ( around line 540)

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	uColorMap = { type = texture; value = 0; };
	uEffectsMap = { type = texture; value = 1; };

Posted: Sun Jun 27, 2010 5:59 pm
by mcarans
Fantastic! That fixed it - I'm very grateful to you.

Posted: Sun Jun 27, 2010 6:41 pm
by JazHaz
Griff wrote:
mcarans wrote:
Now half the con store looks fantastic and the other half where the docking bay is located is white with some pinkish bits.
It looks like i've forgotten to list the texture uniforms in the shipdata.plist for the constore bottom section, fixed and re-uploaded:
http://www.box.net/shared/c75m28zsx7
Just downloaded the above, thanks for that Griff. Just one question, do I also need the file you posted yesterday on page 1 of the thread?

IE this:
Griff wrote:
shader updates for your ad here v4 & v4.1.4
http://www.box.net/shared/1un4yf9lvt

Posted: Mon Jul 19, 2010 9:11 am
by tinker
I am still getting quite a few texture missing messages, like

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yah_set_C_ad_small_2frames.png
yah_set_E_ad_large_2frames.png
but there have been so many updates and patches that I may have missed something.

Also every time I update the shipdat.plist I need to edit the PoliceInterceptAI.plist line to read policeInterceptAI.plist, I know it is only a problem on case sensitive system and even then only if you try to shot down a con store but it would be nice to have it fixed at source sometime.

Posted: Mon Jul 19, 2010 9:47 am
by Griff
JazHaz wrote:
...do I also need the file you posted yesterday on page 1 of the thread?
IE this:
Griff wrote:
shader updates for your ad here v4 & v4.1.4
http://www.box.net/shared/1un4yf9lvt
Hi JazHaz, yes, you'll need both files, one download contains updated shipdata.plists for the spin-off 'Advert sets' oxps, and the other download contains the updated shader files that go into the main 'your ad here' oxp

Posted: Mon Jul 19, 2010 11:17 am
by Eric Walch
Griff wrote:
Hi JazHaz, yes, you'll need both files, one download contains updated shipdata.plists for the spin-off 'Advert sets' oxps, and the other download contains the updated shader files that go into the main 'your ad here' oxp
I notice the version 4.1.3 is still the one on the wiki. Ill update is with griffs changes soon. Instead of replacing all shipdata files in the sets, you can also rename griffs files so that they load alphabetical after the sets itself. That way they overwrite the original files and the used does not need to modify an oxp.

Griff, I noticed you raised the minimum oolite version to 1.74. But texture uniforms already worked with oolite 1.69. It is only the alternative easy way that was also used at that time does no longer work in 1.74. (I tested this with the freaky thargoid shader that still worked with 1.69 after changing the texture uniforms.)

Posted: Mon Jul 19, 2010 12:31 pm
by Griff
Eric Walch wrote:
Griff, I noticed you raised the minimum oolite version to 1.74.
I couldn't remember why i did that myself for a while, i had to redownload the files and look through them again, :roll: i think it's just for this sort of stuff in the 'materials' sections:

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emission_map = { name = "yah_griff_station_top.png"; extract_channel = "a"; }; 
I don't think extract_channel is available in earlier releases

Posted: Mon Jul 19, 2010 1:19 pm
by Eric Walch
Griff wrote:
I don't think extract_channel is available in earlier releases
Yep, that part adds the need to make is a 1.74 minimum release. Meaning the whole oxp has to change to 1.74+ in a future upload.