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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 »

Hi, no it is confusing, i can't remember a lot of the stuff but luckily the oolite forum hivemind usually comes up with the correct info.
anyway, to answer your question adding in the alternate cobra3 doesn't replace the original one in the shipset, they'll both appear in your game, also, when you start a new game you'll always get the older cobra3 remake as your start up ship, to get the alternate you either have to buy one from the station shipyard, or edit your savegame file with a text editor program (search it for ship_desc and then replace the text cobra3-player in the line underneath with griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER making use you keep the <string> </string> parts intact), it should look like this

Code: Select all

<key>ship_desc</key>
<string>griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER</string>
Probably a good idea to make a backup of your savegame file first incase something goes wrong and you loose all your progress. I'm not sure if it still stands but if you're using Windows, don't edit your savegame with notepad, use wordpad or even better the free notepad++ program downloadable from the net. Notepad can mess up the formatting of the file and stop it working in oolite or at least it used too, i think there was a recent topic here on the forum that explaind what the problem was and how to avoid it
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Re: Griff's normalmapped ship remakes

Post by Cody »

mr_homn wrote:
... it's just that this can be a bit confusing for a dumb newb like myself.
Don't worry... it still confuses me occasionly, even after three years!
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 mr_homn »

Griff wrote:
Hi, no it is confusing, i can't remember a lot of the stuff but luckily the oolite forum hivemind usually comes up with the correct info.
anyway, to answer your question adding in the alternate cobra3 doesn't replace the original one in the shipset, they'll both appear in your game, also, when you start a new game you'll always get the older cobra3 remake as your start up ship, to get the alternate you either have to buy one from the station shipyard, or edit your savegame file with a text editor program (search it for ship_desc and then replace the text cobra3-player in the line underneath with griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER making use you keep the <string> </string> parts intact), it should look like this

Code: Select all

<key>ship_desc</key>
<string>griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER</string>
Probably a good idea to make a backup of your savegame file first incase something goes wrong and you loose all your progress. I'm not sure if it still stands but if you're using Windows, don't edit your savegame with notepad, use wordpad or even better the free notepad++ program downloadable from the net. Notepad can mess up the formatting of the file and stop it working in oolite or at least it used too, i think there was a recent topic here on the forum that explaind what the problem was and how to avoid it

Ahhh thanks. Okay, one more(i hope) question then... Is there any way i can make it so the alt_cobra_mkIII is the default starting ship? That way I don't have to edit savegames every time I start a new game?
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

I think so, you'll need to change a few things around in the shipdata.plist of both the addition shipset oxp and the alt cobra 3 oxp, i'll have a quick look if it can be done as a shipdata-overrides.plist file that i can upload and you'll need to place into your AddOns folder, back in a bit :D
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Re: Griff's normalmapped ship remakes

Post by mr_homn »

Griff wrote:
I think so, you'll need to change a few things around in the shipdata.plist of both the addition shipset oxp and the alt cobra 3 oxp, i'll have a quick look if it can be done as a shipdata-overrides.plist file that i can upload and you'll need to place into your AddOns folder, back in a bit :D
Griff Industries has some amazing customer service! One of the many reasons why I always fly Griff products!
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

hmm, no the shipdata-overrides.plist idea didn't work, unless i did something wrong - i don't think it can change the main key that starts off each ship entry in the file.
so to do it manually (this is a bit fiddly):
first open shipdata.plist inside the Config folder of Griff_Shipset_Replace_v1.32.oxp, go to line 2745 and change
"cobra3-player" to "old-cobra3-player" and save the file.
Next, open the shipdata.plist file inside the Config folder of griff_cobraIII _(alt)_subent missiles_multidecal.oxp, go to line 6 and change
"griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER" to "cobra3-player" and save, then in the same folder rename shipyard.plist to unused-shipyard.plist or something similar (doesn't really matter what as long as the file name is changed slightly.
Just be to on the safe side, the next time you start oolite hold down the shift key straight after the program starts loading and hold it down untill the title screen appears (this gets Oolite to re-load its internal cache of your oxp data and it might not notice our edits otherwise)
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Re: Griff's normalmapped ship remakes

Post by Colonel Wasabi »

Griff wrote:
size isn't everything EV :lol: Maybe the hermits are happy with what Giles gave them
I do agree, they're much too easy to spot in my shipset as they have a unique asteroid model and texture, now that the oxp has the massive asteroids, maybe i could make some of them appear as hermits. oo, you've just reminded me i wanted to make a pirate radio station asteroid with a big radar dish (or whatever they're called) embedded into one side of the rock.
Astericibo, Baby !!!!

Sounds great, Griff - and thanks for all your hard work.
Tidy mun,
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Re: Griff's normalmapped ship remakes

Post by mr_homn »

Griff wrote:
hmm, no the shipdata-overrides.plist idea didn't work, unless i did something wrong - i don't think it can change the main key that starts off each ship entry in the file.
so to do it manually (this is a bit fiddly):
first open shipdata.plist inside the Config folder of Griff_Shipset_Replace_v1.32.oxp, go to line 2745 and change
"cobra3-player" to "old-cobra3-player" and save the file.
Next, open the shipdata.plist file inside the Config folder of griff_cobraIII _(alt)_subent missiles_multidecal.oxp, go to line 6 and change
"griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER" to "cobra3-player" and save, then in the same folder rename shipyard.plist to unused-shipyard.plist or something similar (doesn't really matter what as long as the file name is changed slightly.
Just be to on the safe side, the next time you start oolite hold down the shift key straight after the program starts loading and hold it down untill the title screen appears (this gets Oolite to re-load its internal cache of your oxp data and it might not notice our edits otherwise)

Worked like a charm! You're the man!!!
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Re: Griff's normalmapped ship remakes

Post by Otje »

I'm a newbe in Oolite and wanted to add just a few great OXP's. Starting with Griff's NormalMapped ship remakes.
But for some reason the replace set makes Oolite come to a stop.

I use a Win 7 64 version bytheway.

The log shows

22:50:06.724 [log.header]: Opening log for Oolite version 1.76.1 (x86-32 test release) under Windows at 2012-08-06 22:50:06 +0200.
4 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

22:50:07.500 [display.mode.list.native]: Windows native resolution detected: 1920 x 1200
22:50:07.831 [joystick.init]: Number of joysticks detected: 0
22:50:07.850 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.

etc. Here starts the 'fun':

22:50:07.869 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/Griff_Shipset_Replace_v1.32.oxp
22:50:07.999 [shipData.load.begin]: Loading ship data.
22:50:08.077 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_adder_hermit_NPC" specifies non-existent model "griff_adder.dat".
22:50:08.078 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "cloaking-device" specifies non-existent model "griff_barrel_alt.dat".

... and ends with

22:50:08.128 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "anaconda-player" does not have a corresponding shipdata.plist entry, ignoring.
22:50:08.130 [startup.exception]: ***** Unhandled exception during startup: OOShipRegistryLoadFailure (Could not load any player ships.).

Closing log at 2012-08-06 22:50:08 +0200.


Help?

Still wondering if I should have made a new discussion...
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Re: Griff's normalmapped ship remakes

Post by another_commander »

Otje wrote:
I'm a newbe in Oolite and wanted to add just a few great OXP's. Starting with Griff's NormalMapped ship remakes.
But for some reason the replace set makes Oolite come to a stop.
[snip]
22:50:07.869 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/Griff_Shipset_Replace_v1.32.oxp
[snip]
Help?
Hi and welcome. I believe your problem is that you have not downloaded the Griff_Shipset_Resources OXP, which contains all the models, textures, etc. needed for displaying the ships in the game. Try adding that too and let us know if the problem persists.
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Re: Griff's normalmapped ship remakes

Post by Otje »

another_commander wrote:
I believe your problem is that you have not downloaded the Griff_Shipset_Resources OXP, which contains all the models, textures, etc. needed for displaying the ships in the game. Try adding that too and let us know if the problem persists.
OK, that did the trick. I misread the wiki. I should have been in bed when I started. :oops:
Thanks for your patience...
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Re: Griff's normalmapped ship remakes

Post by Cody »

I thought the problem had gone, but the newer Anaconda is still flashing (I can't figure why), so I've had to remove it.

Also, it doesn't specify Cobra Mk I's as the six escorts (as the shipset version does) - is that intentional?
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 »

I've ammended the resources oxp and the replacement and addition oxp with the updated anaconda textures.
@E V, to save redownloading the resources oxp again just to fix the faulty anaconda, it should be OK to copy the textures and the shaders from the standalone oxp into your current resources oxp and download either the replacement or addition oxp depending on how you have oolite set up. :D
the missing escorts line was a bug, i commented it out so i could spawn loats of annacondsa to test things were working ok and i didn't want 6 escorts appeaing with each one, i forgot to uncomment out the line before uploading the oxp - this is fixed now, plus the splinters in the replacement oxp now have the role splinter so they should be ok with the ore processor
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Re: Griff's normalmapped ship remakes

Post by Cody »

<grins - goes Anaconda hunting>
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 From The Internet »

Hey guys,

my name's Michael and I'm from a small country called Austria in Europe. :D

I've only recently stumbled across Oolite when I was looking for space sims which run on OS X. I've never played the original Elite or any of its remakes before (I'm a bit too young - "only" 21 years old :mrgreen:) but I have to say for me Oolite is by far the most entertaining space game out there - maybe because it's so "simple" (I've become a bit tired of huge and complicated stuff like the X series or EVE - I've been playing them for years). And the OXPs are a great way to custom-tailor Oolite to everyone's needs and desires.

The amount of work people put into them is astonishing - and Griff's models simply look fantastic.

However, I've ran into two little problems: Firstly, the alternative Coriolis station is not working for me. Oolite still uses the one from the all-in-one package (which shouldn't be the case if I've unterstood correctly). Secondly, I can see the weapon of my Cobra Mk3 in the viewport:

http://tinypic.com/r/1o907s/6

I'm using the following OXPs, all updated to their latest version:

http://tinypic.com/r/157ko55/6

I've already tried clearing the cache but it didn't help. :?

I'd be deeply grateful if you could help me with these issues. Thanks in advance for any suggested solutions! :)
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