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Re: Griff's normalmapped ship remakes
Posted: Mon Jun 10, 2013 6:39 pm
by Griff
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)
Re: Griff's normalmapped ship remakes
Posted: Mon Jun 10, 2013 6:53 pm
by Cody
Sweet - thanks, Griff.
Re: Griff's normalmapped ship remakes
Posted: Fri Jun 28, 2013 7:57 pm
by Griff
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 in
a 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
Re: Griff's normalmapped ship remakes
Posted: Sat Jun 29, 2013 2:35 pm
by Duggan
Wonderful Work (as ever)
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 30, 2013 1:33 pm
by pagroove
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.
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 30, 2013 2:05 pm
by JensAyton
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 :)
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! :-)
Re: Griff's normalmapped ship remakes
Posted: Mon Jul 01, 2013 7:57 am
by Griff
Heh, I think i need to go back to OXP class, OK so in something like this:
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; };
};
};
};
the bit near the start of the 'Shaders = ' definitions, where it says ...
Code: Select all
shaders =
{
"griff_adder_mainhull.png" =
{
...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.pngCode: 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";
};
};
};
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
Re: Griff's normalmapped ship remakes
Posted: Mon Jul 01, 2013 8:55 pm
by JensAyton
Griff wrote:...is that "griff_adder_diffuse.png" line refering to a material?
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: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?
Yes.
Re: Griff's normalmapped ship remakes
Posted: Sat Jul 06, 2013 9:08 pm
by Shipbuilder
Great work with the Mamba Griff
Re: Griff's normalmapped ship remakes
Posted: Sat Jul 06, 2013 10:31 pm
by Duggan
Looking forward very much to seeing a nice re spray on the Boa and Boa Class Cruiser
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 10:09 am
by Griff
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
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 10:36 am
by Diziet Sma
Griff wrote:i like the backwards facing 'prongs' - it's sort of like a cross between the Krait and the sidewinder!
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.
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 10:43 am
by Cody
Griff wrote:... i'll have to make sure i don't make them too eye poppingly stripey!
Yeah... please don't overdo the stripes.
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 11:23 am
by Griff
Diziet Sma wrote:Griff wrote:i like the backwards facing 'prongs' - it's sort of like a cross between the Krait and the sidewinder!
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.
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)
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 12:09 pm
by Disembodied
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!
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.