Griff's normalmapped ship remakes
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- Griff
- Oolite 2 Art Director
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Re: Griff's normalmapped ship remakes
oops, sorry about the bugs! Hopefully I've fixed them now and re-uploaded the oxp (I've set the oxp revision number to v1.1)
To save redownloading all the texture and stuff again, you can just grab the fixed shipdata.plist file from here https://www.box.com/s/cd2ne1880mc2dt55r1ie
just place the shipdata.plist file from that download into the Config folder of griff_CobraIII_alternate_model.oxp and restart the game with the shift key held down until the spinning cobra title screen appears (to force Oolite to re-read in all your oxp files again)
To save redownloading all the texture and stuff again, you can just grab the fixed shipdata.plist file from here https://www.box.com/s/cd2ne1880mc2dt55r1ie
just place the shipdata.plist file from that download into the Config folder of griff_CobraIII_alternate_model.oxp and restart the game with the shift key held down until the spinning cobra title screen appears (to force Oolite to re-read in all your oxp files again)
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
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Re: Griff's normalmapped ship remakes
Sweet - 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!
And any survivors, their debts I will certainly pay. There's always a way!
- Griff
- Oolite 2 Art Director
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- Joined: Fri Jul 14, 2006 12:29 pm
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Re: Griff's normalmapped ship remakes
I've updated the standalone Griff_Mamba_normalmapped oxp over on my box site, it's nothing major though, just bevelled out a box shape on the back of the ship and some small tweaks to the hull 'plate lines' and hard/soft edges. I don't think it will clash with the version in the all-in-1 bundle but if you use that oxp it's probably best to skip this update - i'll roll it into the all-in-1 bundle when that next gets updated
I've also re-skinned it in a 'clean' version ('griff_mamba_alt_texture_2013_v1.0.zip' on my box site) this is a standalone oxp that will work OK with the bundle oxp - it's pretty much the same mamba as the oxp above but the gun no longer needs to be a subentity as there was enough free texture channels to do everything in the one shader It's all a bit Blue & White paintscheme but they do get randomised a bit in game!
I've also re-skinned my Cobra Mk 1 remake ina similar exactly the same style ( ) this is also a standalone oxp that will work alongside the bundle oxp, it's up on box as griff_cobra_mk1_alt_texture.zip
I've also re-skinned it in a 'clean' version ('griff_mamba_alt_texture_2013_v1.0.zip' on my box site) this is a standalone oxp that will work OK with the bundle oxp - it's pretty much the same mamba as the oxp above but the gun no longer needs to be a subentity as there was enough free texture channels to do everything in the one shader It's all a bit Blue & White paintscheme but they do get randomised a bit in game!
I've also re-skinned my Cobra Mk 1 remake in
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
Re: Griff's normalmapped ship remakes
Wonderful Work (as ever)
Flying Python Class Cruiser, Chapter & Verse IV
- pagroove
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Re: Griff's normalmapped ship remakes
Very nice Griff. I have one question. Could you also make a yellowish variant of the Cobra MK1 or a Mamba in the your new style. A bit like this:
http://galaxyonfire.wikia.com/wiki/Kinzer_RS
I thought such flamboyant coloring could look good for a pirate variant.
http://galaxyonfire.wikia.com/wiki/Kinzer_RS
I thought such flamboyant coloring could look good for a pirate variant.
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https://soundcloud.com/p-a-groove
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https://bb.oolite.space/viewtopic.php?f=4&t=13709
- JensAyton
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Re: Griff's normalmapped ship remakes
It’s probably been at least a year since I said it last, so: you can have up to eight different material groups in one model! :-)Griff wrote:the gun no longer needs to be a subentity as there was enough free texture channels to do everything in the one shader :)
E-mail: [email protected]
- Griff
- Oolite 2 Art Director
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- Joined: Fri Jul 14, 2006 12:29 pm
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Re: Griff's normalmapped ship remakes
Heh, I think i need to go back to OXP class, OK so in something like this:
the bit near the start of the 'Shaders = ' definitions, where it says ...
...is that "griff_adder_diffuse.png" line refering to a material? So if i define more materials in the model and apply different textures to them, then each one can have it's own shader definitions? eg something like this where a material is defined for the polygons that make up the hull of the ship and are assigned the texture griff_adder_mainhull.png, and the polygons that make up the 'gun' are defined as a different material and are assigned the texture griff_adder_gun.png
Am i on the right track with that or completely wrong?
@pagroove - That's a great idea - sorting out the paint recolouring so we have proper yellows reds and oranges etc is definately something that's going on the list for these retextured ships. I've added the screenshot of that ship into my oolite inspiration folder
Code: Select all
shaders =
{
"griff_adder_mainhull.png" =
{
vertex_shader = "griff_normalmap_ships.vertex";
fragment_shader = "griff_adder_player.fragment";
textures =
(
"griff_adder_diffuse.png",
"griff_adder_normalmap.png",
"griff_adder_effects.png",
"griff_player_decal.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uEffectsMap = { type = texture; value = 2; };
uDecalMap = { type = texture; value = 3; };
uTime = "universalTime";
damage_amount = "damage";
alertlevel = "alertCondition";
hull_heat_level = "hullHeatLevel";
laser_heat_level = "laserHeatLevel";
engine_power = "speedFactor";
PaintColor1 = {type = "randomUnitVector"; scale = 0.25;};
Decal1_Scale_and_Position = { type = vector; value = "0.396 0.39 8.5"; };
Decal1_Rotation = { type = "float"; value = 0.0; };
};
};
};
Code: Select all
shaders =
{
"griff_adder_mainhull.png" =
{
Code: Select all
shaders =
{
"griff_adder_mainhull.png" = // Material 1 applied to the entire hull except for the 'gun' polygons
{
vertex_shader = "griff_normalmap_ships.vertex";
fragment_shader = "griff_adder_player.fragment";
textures =
(
"griff_adder_diffuse.png",
"griff_adder_normalmap.png",
"griff_adder_effects.png",
"griff_player_decal.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uEffectsMap = { type = texture; value = 2; };
uDecalMap = { type = texture; value = 3; };
uTime = "universalTime";
damage_amount = "damage";
alertlevel = "alertCondition";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
PaintColor1 = {type = "randomUnitVector"; scale = 0.25;};
Decal1_Scale_and_Position = { type = vector; value = "0.396 0.39 8.5"; };
Decal1_Rotation = { type = "float"; value = 0.0; };
};
}, // <- not sure about this line, is this how you seperate each meaterial group in the list?
"griff_adder_gun.png" = // Material 2 - applied to the 'gun' polygons only
{
vertex_shader = "griff_normalmap_ships.vertex";
fragment_shader = "griff_adder_gun.fragment";
textures =
(
"griff_adder_gun_diffuse.png",
"griff_adder_gun_normalmap.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uTime = "universalTime";
hull_heat_level = "hullHeatLevel";
laser_heat_level = "laserHeatLevel";
};
};
};
@pagroove - That's a great idea - sorting out the paint recolouring so we have proper yellows reds and oranges etc is definately something that's going on the list for these retextured ships. I've added the screenshot of that ship into my oolite inspiration folder
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- JensAyton
- Grand Admiral Emeritus
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Re: Griff's normalmapped ship remakes
Yes. (The material name doesn't have to be a texture name, but that's the default because it works without materials/shaders specified in shipdata.plist.)Griff wrote:...is that "griff_adder_diffuse.png" line refering to a material?
Yes.Griff wrote:So if i define more materials in the model and apply different textures to them, then each one can have it's own shader definitions?
E-mail: [email protected]
- Shipbuilder
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Re: Griff's normalmapped ship remakes
Great work with the Mamba Griff
The GalTech Industries Corporation - Building ships to populate the galaxies.
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Re: Griff's normalmapped ship remakes
Looking forward very much to seeing a nice re spray on the Boa and Boa Class Cruiser
Flying Python Class Cruiser, Chapter & Verse IV
- Griff
- Oolite 2 Art Director
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- Joined: Fri Jul 14, 2006 12:29 pm
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Re: Griff's normalmapped ship remakes
Thanks guys! Yeah it'll be interesting to se how the bigger ships turn out, i'll have to make sure i don't make them too eye poppingly stripey!
I'm working on the 'Gnat' at the moment, it's a ship i think Braben & Bell were preparing for the Elite sequel that didn't happen but there are some concept art pics of it on Ian Bell's Elite Archive page, it's a cool little ship, i like the backwards facing 'prongs' - it's sort of like a cross between the Krait and the sidewinder!
Ian Bell's Design document, from file 'c3030001.zip Early design scans' found at http://www.iancgbell.clara.net/elite/archive/index.htm
I'm working on the 'Gnat' at the moment, it's a ship i think Braben & Bell were preparing for the Elite sequel that didn't happen but there are some concept art pics of it on Ian Bell's Elite Archive page, it's a cool little ship, i like the backwards facing 'prongs' - it's sort of like a cross between the Krait and the sidewinder!
Ian Bell's Design document, from file 'c3030001.zip Early design scans' found at http://www.iancgbell.clara.net/elite/archive/index.htm
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Diziet Sma
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Re: Griff's normalmapped ship remakes
Erm.. I hate to point out that if you look at all those pics properly, especially the one where the Gnat is firing, you'll see that the prongs actually point forward.Griff wrote:i like the backwards facing 'prongs' - it's sort of like a cross between the Krait and the sidewinder!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Cody
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Re: Griff's normalmapped ship remakes
Yeah... please don't overdo the stripes.Griff wrote:... i'll have to make sure i don't make them too eye poppingly stripey!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
Oh no, how did I not notice that! I thought that small diamond shape indented on the fat end of the wedge was the engine exhaust, oh man, it must be the cockpit. i'll have to bodge this and rename it the 'tang' (backwards gnat)Diziet Sma wrote:Erm.. I hate to point out that if you look at all those pics properly, especially the one where the Gnat is firing, you'll see that the prongs actually point forward.Griff wrote:i like the backwards facing 'prongs' - it's sort of like a cross between the Krait and the sidewinder!
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Disembodied
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Re: Griff's normalmapped ship remakes
Most ships are seen, most of the time, at a distance, and subtleties are completely lost. Bright colours and bold designs are good things! A bit of zing never hurt anyone ... a lot of ships in Oolite look great in static closeup but are just drab blobs for most of the time in the game.Griff wrote:Yeah it'll be interesting to se how the bigger ships turn out, i'll have to make sure i don't make them too eye poppingly stripey!