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Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

ah, well spotted - it will need a few tweaks in the shipdata.plist, i'll get it sorted
edit: done! - the replacement oxp is now v1.2
for the updated models & textures, either grab the standalone oxp or the big 'everything included' resources download at deephorizons
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thanks, Griff.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's normalmapped ship remakes

Post by JD »

I've just downloaded the replacement shipset v1.2 and the resources v1.2.24 and I'm seeing these log entries when the game loads up:

Code: Select all

20:44:53.963 [shipData.load.begin]: Loading ship data.
  20:44:55.308 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_boulder_big_1" specifies non-existent model "griff_boulder_1_big.dat".
  20:44:55.314 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_boulder_big_2" specifies non-existent model "griff_boulder_2_big.dat".
  20:44:55.318 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_boulder_big_3" specifies non-existent model "griff_boulder_3_big.dat".
  20:44:55.322 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_boulder_big_4" specifies non-existent model "griff_boulder_4_big.dat".
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

Hi JD
Sorry about that, i made quite a few changes to the asteroids and forgot to update this oxp!
I don't have FTP access on my PC at the moment so i can't update the oxp where it usually lives at deephorizons.com so here's a fixed version that i've put up on my box.net account temporarilly
https://www.box.com/s/fcbca1bf54f1cf1134c1 ( Griff_Shipset_Replace_v1.3 )


Updated oxp now back up at deephorizons (see link in first post or on wiki)
Last edited by Griff on Mon Jun 11, 2012 6:31 pm, edited 1 time in total.
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Wildeblood
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Re: Griff's normalmapped ship remakes

Post by Wildeblood »

Griff, today I took a pot shot at one of your coriolis stations because there was nothing else around at the time. I thought stations were impervious to damage, but it almost instantly started throwing sparks, (so I guessed I'd hit a frangible sub-entity) then some of the faces disappeared. This is what it looked like when the smoke cleared.

Image
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

:lol: It looks like there's a frangible = 0; setting gone awry somewhere, i'll get the oxp checked out

Should be OK now, i've updated both the full and half size tex versions to 2.02
If you want to fix it yourself, open up the shipdata.plist in a text editor (on windows don't use the 'notepad' program as it can sometime add invisible formatting characters to the document which stop Oolite from being able to read it)

go to about line 6 and add frangible = 0;
like this:

Code: Select all

{
	
"griff_coriolis_mainhull_diamonds" = 
   { 
    like_ship = "coriolis-station"; 
    frangible = 0;
    name = "Coriolis Station";
'
'
'
etc

resave the file, then the next time you start loading oolite, press and hold down the shift key untill the spinning cobraIII title screen appears (this gets Oolite to flush out it's internal cache of oxp data and re-read in all the files, otherwise it wouldn't notice the changes we've just made)
Last edited by Griff on Mon Jun 11, 2012 11:37 am, edited 1 time in total.
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Re: Griff's normalmapped ship remakes

Post by Cody »

Will that need to be added to the alt Dodo as well?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

yes, odd that the mistake never showed up earlier, we're clearly really well behaved around the stations, well, everyone apart from wildeblood that is :D
I've added the fix into the dodo oxp's and updated them, it's the same manual fix as for the coriolis in the post above if you want to save re-downloading everything just to fix the missing line in shipdata.plist
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Re: Griff's normalmapped ship remakes

Post by Cody »

Heh... I often shoot-up stations, but had not seen anything like Wildeblood's example.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's normalmapped ship remakes

Post by Eric Walch »

Griff wrote:
yes, odd that the mistake never showed up earlier, we're clearly really well behaved around the stations, well, everyone apart from wildeblood that is :D
I have a strong suspicion that the station wildeblood shot at, was not a main station. That would explain that this fault didn't surface earlier. Because, I also thought that any shot at main stations was ignored for damage.
....
No, there is nothing that subents of main stations protects. So, indeed, we all (minus one) were well behaved around the stations.
Last edited by Eric Walch on Mon Jun 11, 2012 12:24 pm, edited 1 time in total.
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Re: Griff's normalmapped ship remakes

Post by Wildeblood »

Eric Walch wrote:
Griff wrote:
yes, odd that the mistake never showed up earlier, we're clearly really well behaved around the stations, well, everyone apart from wildeblood that is :D
I have a strong suspicion that the station wildeblood shot at was not a main station.
And you'd be wrong, because it was.
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

hmm, do you have a test version of the griff coriolis installed by any chance wildeblood? i might have put out a few early versions with a spawn script that generated a small group of stations like_shipped to an asteroid or something like that so we could all test the docking bay was working as it was the first time i'd tried to make one that was a slightly odd shape
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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote:
... test the docking bay was working .
The dock still has roles = "testsubent"; in the shipdata.plist - could that have any bearing on the problem?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Wildeblood
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Re: Griff's normalmapped ship remakes

Post by Wildeblood »

griff_coriolis_normalmapped_alt_v2.0.oxp
----------------------------------------

An oxp for Oolite v1.74 and higher that adds a new model & texture for the 'Coriolis' station.

Installing and Uninstalling this oxp
------------------------------------
To install, simply copy the griff_coriolis_normalmapped_alt_v2.0.oxp folder into your oolite AddOns folder, next time you start the game the ship will be available.
to Uninstall, move or delete the griff_coriolis_normalmapped_alt_v2.0.oxp folder from your oolite AddOns folder, next time you start the game the ship will be gone.

Griff 23 April 2011

This update 04 February 2012 - Added some more bumps to the normal map, desaturated the window lights

This update 29 August 2011 - reworked texture maps to make them a bit less drab

------------------------------------
I downloaded it on the 22nd April.
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

yeah, seems a pretty 'final' version of the oxp, i don't think i'd have been testing stuff by then, just bug fixing the textures and shaders
El Viejo wrote:
Griff wrote:
... test the docking bay was working .
The dock still has roles = "testsubent"; in the shipdata.plist - could that have any bearing on the problem?
Hopefully that shouldn't be a problem, but you're right it should have a better role name than that
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