Re: Skinner Dan
Posted: Thu Dec 30, 2021 8:13 am
It's all right to study the masters even though the level feels worlds away. Anyone recall this being written about specifically somewhere?
It's all right to study the masters even though the level feels worlds away. Anyone recall this being written about specifically somewhere?
To my understanding it's just a more compact way for distribution. Instead of multiple images for different aspects, all is baked into one by using alpha for effects/normalmap/whatnot. I prefer (or preferred) to keep them in different layers when editing and producing different images for diffusion, effects, normalmap and so on. Makes editing a bit easier for an amateur editor like me.
I believe it is (efficient ?!) resource management. One image containing multiple functions.
Code: Select all
"diffuse_map" = "himsn_con_diffuse.png";
"normal_map" = "himsn_con_normal.png";
"emission_map" = { "name" = "himsn_con_normal.png"; "extract_channel" = "a"; };
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diffuse_map = "himsn_con_diffuse.png";
emission_map = "himsn_con_emission.png";
normal_map = "himsn_con_normal.png";
dittoMakes editing a bit easier for an amateur editor like me.
Ah great. Thank you for explaining. That removes a lot of the mystery and lends an air of optionality about the whole thing.
I stand with you.
So, tell a dumb pilot; what is dat? obj? mirrored mode? projecting a texture from inside out? And how is this relevant to the game which I play?Old Murgh wrote: ↑Wed Mar 16, 2022 7:52 pmI spent quite a while revamping one of Aegidian''s old ships but this one came with a problem. After converting it from dat to obj it seemed fine, but after seeing it in wings with written text on the texture I realised it came in a mirrored mode. This was a minor problem, I cold always mirror the texture, but after converting it back to dat and looking at it in the game I see with dread that the model projects its texture from the inside out. Like that baboon in "The Fly"!
Anyone know if this can be remedied, or is the model lost to its bizarro destiny?
[edit]
No worries! A kind, smart man at the wings forum came forth with the help I needed. All good.
Really? With all the information you absorb?Cholmondely wrote: ↑Wed Mar 16, 2022 11:43 pmSo, tell a dumb pilot; what is dat? obj? mirrored mode? projecting a texture from inside out? And how is this relevant to the game which I play?
Thanks! I've rejiggged this a little and bunged it in the "OXP howto model" wiki page. I had no idea about any of this...Old Murgh wrote: ↑Thu Mar 17, 2022 1:21 amWell, when the game draws a ship it is a model in the .dat format, but this is an Oolite-only format. The models made in modelling programs are most commonly in .obj files. Then, to see a home-made model appear in the game, one needs to convert the .obj file to a .dat, which can usually be done successfully with a python script (Obj2DatTex.py), which the nice devs have made for us.Cholmondely wrote: ↑Wed Mar 16, 2022 11:43 pmSo, tell a dumb pilot; what is dat? obj? mirrored mode? projecting a texture from inside out? And how is this relevant to the game which I play?
When one wants to wake the dead and play with someone else's game model, one takes the .dat from an OXP, and converts it to an .obj with different python script (Dat2ObjTex.py). This is not as reliable, I have a 60-70% success rate, usually old models are no problem, newer models often don't work, and I don't know why. For instance, I can't even manage to convert the modern buoy. But, so to speak, all of my old models, and almost all of Giles' old models I've been able to resurrect.
But some of the old Aegidians can come with a twist. When you open it, the texture can be mirror-backwards, or even weirder, project itself from the inside out. Like taking a picture and stuffing it inside a goldfishbowl, you see it, but it's very wrong when you expect it to be on the outside. I didn't know what to do and was weary I had to start from scratch and give up this poisoned model, but it turned out to be fixable in Wings.
I'm surprised. But you may be right, with all of the different, in-depth how-tos, maybe a little introduction was missing. I'm sure I could tailor it a bit more for wikipurposes.Cholmondely wrote: ↑Thu Mar 17, 2022 11:16 amThanks! I've rejigged this a little and bunged it in the "OXP howto model" wiki page. I had no idea about any of this...
Personally speaking, as a non-programmer, I've found the wiki pages on this sort of thing almost utterly useless. They assume far too much knowledge on the part of the reader. I'm sure that if there were better pages, I would be doing rather more interesting stuff with my attempts at oxp's. Montana and others have pointed me at one or two help sites, but lacking the context of where it all fits into Oolite (not too mention lacking any understanding of non-simplistic programming), they have not helped much.Old Murgh wrote: ↑Thu Mar 17, 2022 11:50 amI'm surprised. But you may be right, with all of the different, in-depth how-tos, maybe a little introduction was missing. I'm sure I could tailor it a bit more for wikipurposes.Cholmondely wrote: ↑Thu Mar 17, 2022 11:16 amThanks! I've rejigged this a little and bunged it in the "OXP howto model" wiki page. I had no idea about any of this...
I can certainly relate when it comes to trying to get an understanding of java scriping. The first babysteps explained are missing for meCholmondely wrote: ↑Thu Mar 17, 2022 1:35 pmThey assume far too much knowledge on the part of the reader.
Thanks for the thought. Yes I've perused this one, it was part of my re-education.Cholmondely wrote: ↑Mon Mar 28, 2022 7:56 pmJust had a decent look at this. I presume that you know most of it, but... just in case there are new elements (UV map, diffuse map, effects map, normal map).