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Re: Griff's normalmapped ship remakes

Posted: Mon Aug 27, 2012 4:32 pm
by Shipbuilder
Griff - That looks fantastic.

Excellent work - I'm off to download and install it now.

Re: Griff's normalmapped ship remakes

Posted: Mon Aug 27, 2012 10:19 pm
by UK_Eliter
Griff wrote:
Added an alternative cobra Mk1 model as a standalone oxp at box.net
Image
I'll have a go at merging it into the all-in-one bundle a bit later one. This standalone should work alongside the original cobra Mk 1 without messing things up unlike my recent Anaconda update! :D
It looks very good (as do your other ships - amazing work)!

Re: Griff's normalmapped ship remakes

Posted: Mon Aug 27, 2012 10:25 pm
by Cody
Yeah, it's a sweet ship... sort of a Cobra MkI MkII, if you get my drift.

Re: Griff's normalmapped ship remakes

Posted: Mon Sep 03, 2012 9:01 am
by From The Internet
Griff, I've just noticed that both of your Python models appear in the game when using your Core Shipset Replacement. It doesn't bother me (as it adds to the variety) but I thought I should mention it in the case it's not intended.

Re: Griff's normalmapped ship remakes

Posted: Mon Sep 03, 2012 11:40 am
by Cody
From The Internet wrote:
I've just noticed that both of your Python models appear in the game when using your Core Shipset Replacement.
Intentional (I think/hope) - the normal Python and the rustbucket Python (I love the rustbucket) - also, there are two Fer-de-Lance varieties and two Sidewinder varieties.
If you happen to be flying the Griff Cobra III, you can have the choice of a shiny one or a beautifully scuffed one. There's also an alternative Cobra III version.

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 10:04 pm
by Griff
i quite fancy removing some of the 'first attempt' ships from the bundle and just keeping the alt ones, so these would go...
this early sidewinder texture attempt
Image
this python with the crap texture and weird engine layout
Image
and this cobra mk 1
Image
and maybe the organic thargoids?
ImageImage

...worth doing? the above would still all be available as stand alones

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 10:09 pm
by ioannis
Griff wrote:
i quite fancy removing some of the 'first attempt' ships from the bundle and just keeping the alt ones, so these would go...
this early sidewinder texture attempt
Image
this python with the crap texture and weird engine layout
Image
and this cobra mk 1
Image
and maybe the organic thargoids?
ImageImage

...worth doing? the above would still all be available as stand alones
:shock: :shock: :shock: :shock:
This is truly amazing work, Griff!

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 10:17 pm
by Disembodied
Griff wrote:
i quite fancy removing some of the 'first attempt' ships from the bundle and just keeping the alt ones
...worth doing? the above would still all be available as stand alones
Man, you have exacting standards! :shock: I think there's nothing wrong with variety, even in terms of engine layouts. If you want to make the download a bit smaller I suppose though you could split them out into a "variant models" pack or something, and vary the chances of them appearing ... I can foresee the development of a shipspotting craze: small figures in pressure suits with notepads, standing at the edges of the docking bays writing down serial numbers and models.

There's even something to be said for coming across a jazzy-looking Thargoid now and then: perhaps it's mating season, or their birthday, or something?

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 10:23 pm
by Cody
I wouldn't miss the Organic Thargoids at all. As long as the rustbucket Python stays... but as you say, they'd be available as standalones anyway.

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 11:07 pm
by UK_Eliter
Disembodied wrote:
There's even something to be said for coming across a jazzy-looking Thargoid now and then: perhaps it's mating season, or their birthday, or something?
I second that! And I like - i.e would like to keep, at least as optional adds-ons, all the ships proposed for deletion.

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 11:28 pm
by Shipbuilder
Griff - I also like a variety of ships and think that more than one version of a ship only helps immersion in the game.

After all if you look at ships or aircraft in RL you almost always see variations/alternative versions. This could be due to modifications, updates, special requirements for specialist versions etc therefore a number of models Of a particular ship I think is a bonus.

I note that you intend to retain these ships as individual oxps for download. Would this mean that a player could encounter, for example, more than one version of say a cobra Mk3 or would the individual oxps be overidden if the ship bundle is also installed ?

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 11:36 pm
by Cody
Shipbuilder wrote:
would the individual oxps be overidden if the ship bundle is also installed ?
No, the standalones mix-in with the all-in-one OXP fine... for example, I have the alt Cobra III with sub-ent missiles installed (along with several other standalones), and I get a nice mix of the various Griff Cobra IIIs in-game.

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 04, 2012 11:47 pm
by Shipbuilder
Thanks for clarifying that EV and I am glad to hear it. I just wouldn't want to loose any of these ships as I think that they look great.

Griff - As Disembodied says you have exacting standards :wink:

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 05, 2012 1:45 am
by JazHaz
Today I updated my OXPs including Griff Replacement to v1.34 and Resources to v1.2.25. I also wanted to start a new game, however it seemed not to find the cobra3, and put a ? mark at the top of the main equipment page where the ship type is normally shown.

My log has the following errors in it:

Code: Select all

22:37:01.016 [shipData.load.begin]: Loading ship data.
  22:37:02.115 [shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: cobra3-player
  22:37:04.162 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "cobra3-player" does not have a corresponding shipdata.plist entry, ignoring.
I checked the shipdata.plist in Replacement OXP, and it does have cobra3-player. Does anyone see anything wrong with it?

Code: Select all

    "cobra3-player" =     {
        "aft_eject_position" = "0.0 -17.0 -40.0";
        "custom_views" =         (
                        {
                "view_description" = "Rear View";
                "view_orientation" = "1.0 0.0 0.0 0.0";
                "view_position" = "0.0 15.0 -350.0";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Rear Right View";
                "view_orientation" = "0.9239 0.0 0.3827 0.0";
                "view_position" = "247.4874 15.0 -247.4874";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Right View";
                "view_orientation" = "0.7071 0.0 0.7071 0.0";
                "view_position" = "350.0 15.0 0.0";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Front Right View";
                "view_orientation" = "0.3827 0.0 0.9239 0.0";
                "view_position" = "247.4874 15.0 247.4874";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Front View";
                "view_orientation" = "0.0 0.0 1.0 0.0";
                "view_position" = "0.0 15.0 350.0";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Front Left View";
                "view_orientation" = "0.3827 0.0 -0.9239 0.0";
                "view_position" = "-247.4874 15.0 247.4874";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Left View";
                "view_orientation" = "0.7071 0.0 -0.7071 0.0";
                "view_position" = "-350.0 15.0 0.0";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Rear Left View";
                "view_orientation" = "0.9239 0.0 -0.3827 0.0";
                "view_position" = "-247.4874 15.0 -247.4874";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Top View";
                "view_orientation" = "-0.7071 0.7071 0.0 0.0";
                "view_position" = "0.0 370.0 0.0";
                "weapon_facing" = FORWARD;
            },
                        {
                "view_description" = "Bottom View";
                "view_orientation" = "0.0 0.0 0.7071 0.7071";
                "view_position" = "0.0 -370.0 0.0";
                "weapon_facing" = FORWARD;
            }
        );
        "energy_recharge_rate" = 4;
        exhaust =         (
            "10.7601 6.3008 -31.8587  6.3 5.6 9.0",
            "-10.7601 6.3008 -31.8587 6.3 5.6 9.0"
        );
        "forward_weapon_type" = "WEAPON_PULSE_LASER";
        frangible = 0;
        "laser_color" = redColor;
        materials =         {
            "griff_cobra_mk3_mainhull_diffuse_spec.png" =             {
                "diffuse_map" = "griff_cobra_mk3_mainhull_diffuse_spec.png";
                "emission_map" =                 {
                    "extract_channel" = a;
                    name = "griff_cobra_mk3_mainhull_normal.png";
                };
                "emission_modulate_color" =                 (
                    "0.9926",
                    "0.9686",
                    "0.7325"
                );
                shininess = 5;
                "specular_color" =                 (
                    "0.2",
                    "0.2",
                    "0.2"
                );
            };
        };
        "max_cargo" = 20;
        "max_energy" = 256;
        "max_flight_pitch" = 1;
        "max_flight_roll" = 2;
        "max_flight_speed" = 350;
        "max_missiles" = 4;
        "missile_launch_position" = "0.0 -13.7 21.06";
        missiles = 3;
        model = "griff_cobra_mk3_mainhull.dat";
        name = "Cobra Mark III";
        roles = player;
        "scoop_position" = "0.0 -9.57 7.66";
        shaders =         {
            "griff_cobra_mk3_mainhull_diffuse_spec.png" =             {
                "fragment_shader" = "griff_cobra_mk3_player.fragment";
                textures =                 (
                    "griff_cobra_mk3_mainhull_diffuse_spec.png",
                    "griff_cobra_mk3_mainhull_normal.png",
                    "griff_cobra_mk3_mainhull_effects.png",
                    "griff_player_decal.png"
                );
                uniforms =                 {
                    "Decal1_Rotation" =                     {
                        type = float;
                        value = "-0.73840";
                    };
                    "Decal1_Scale_and_Position" =                     {
                        type = vector;
                        value = "0.59 0.2 9.6";
                    };
                    PaintColor1 =                     {
                        scale = "0.17";
                        type = randomUnitVector;
                    };
                    PaintColor2 =                     {
                        scale = "0.17";
                        type = randomUnitVector;
                    };
                    alertlevel = alertCondition;
                    "damage_amount" = damage;
                    "engine_power" = speedFactor;
                    "hull_heat_level" = hullHeatLevel;
                    uColorMap =                     {
                        type = texture;
                        value = 0;
                    };
                    uDecalMap =                     {
                        type = texture;
                        value = 3;
                    };
                    uEffectsMap =                     {
                        type = texture;
                        value = 2;
                    };
                    uNormalMap =                     {
                        type = texture;
                        value = 1;
                    };
                    uTime = universalTime;
                };
                "vertex_shader" = "griff_normalmap_ships.vertex";
            };
        };
        smooth = 0;
        subentities =         (
            "griff_normalmapped_cobra_mkIII_front_gun_player   0 0 0 1 0 0 0"
        );
        thrust = 32;
        "view_position_aft" = "0.0 7.5 -32.5";
        "view_position_forward" = "0.0 7.25 31.0";
        "view_position_port" = "-33.5 5.85 0.0";
        "view_position_starboard" = "33.5 5.85 0.0";
        "weapon_position_aft" = "0.0 0.0 -32.5";
        "weapon_position_forward" = "-0.0961 0.9367 43.4655";
        "weapon_position_port" = "-40.0 2.17 -4.33";
        "weapon_position_starboard" = "40.0 2.17 -4.33";
    };

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 05, 2012 6:48 am
by Gimi
Of course there would be variations of the different classes of ship. The Ooniverse is big, and I imagine ships would be manufactured in different places. (What we need are a few ship yards actually). Also, like modern day aircraft, I imagine the same class of ship using different makes of engines and for upgraded versions og ships to be developed and made available.
I vote that they all stay inn or, as an alternative be released as a separate all in one prototype pack. If none of those, I'll settle for the singleton OXP's.