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Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 12:11 pm
by Storm
I had a go myself at the Gnat a whiles back, thought it would make a nice little support fighter for the Galactic Navy
Your textures rock Griff!
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 07, 2013 1:18 pm
by Griff
Wow that looks great Storm, a really nice bit of work! I couldn't see a way of fitting engines to the 'thin' end so I assumed it must been the 'front' of the ship when I started working on it, that's a really cool solution you've worked out in your version - building up the underside a bit to make room for the exhausts, plus of course you have the ship flying the right way around!
Thank goodness nobody gives me any blueprints to follow in real life, if I ever end up having to build a self assembly kitchen unit i'm going to start a thread about it here first so you guys can explain the difference between 'up' and 'down' and 'front' and 'back' to me before I get the hammer and nails out
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 3:05 pm
by Griff
I've uploaded my Gnat remake to my box page,
I've tried out some new paint stuff in the shader, it sort of looks OK it can generate some odd results though, here's one where both of the random paint mix colours came out black...
...and two more with extreme colours
so I might have to have another look at that
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 3:26 pm
by Cody
Griff wrote:I might have to have another look at that
Hmm... it is an odd-looking boat. The colour-combo I saw just now was... well, not great!
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 4:53 pm
by Griff
Cody wrote:Hmm... it is an odd-looking boat. The colour-combo I saw just now was... well, not great!
Ha, yeah if one of the paint colours generated is quite dark you end up with a really burnt looking ship, I might have to put a check in the shader to stop the paint getting too dark.
I've updated the oxp to add in a different paint scheme version, it limits the paint to just a few areas on the hull and leaves the rest whiteish
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 5:04 pm
by JazHaz
Griff, which way does the ship fly now?
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 5:10 pm
by Griff
the thick end of the ship with the 'prongs' is the 'engine' end in my version, in Ian Bells original design that's the front
so my ship flies about 'backwards' with the prongs trailing along behind it - I've got to admit that it was this feature that made me want to remake the ship, I thought this made it an unusual and cool design, I should have studied the plans better
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 5:55 pm
by Griff
updated the oxp yet again to v1.2
- added a minimum brightness level for PaintColor1, keeps the ships paint from getting too dark and blotchy
Re: Griff's normalmapped ship remakes
Posted: Sun Jul 14, 2013 6:12 pm
by Cody
Yeah, that's much better. I just flew one up against a few Vipers - good fun.
Re: Griff's normalmapped ship remakes
Posted: Mon Jul 15, 2013 6:07 pm
by pagroove
Griff,
There is one station you haven't done. I would like to see a Griff Torus one day. Would be cool.
Re: Griff's normalmapped ship remakes
Posted: Mon Jul 15, 2013 6:14 pm
by Tichy
pagroove wrote:Griff,
There is one station you haven't done. I would like to see a Griff Torus one day. Would be cool.
totally agree
Re: Griff's normalmapped ship remakes
Posted: Tue Jul 16, 2013 9:04 am
by Diziet Sma
That would be spectacularly awesome!
Re: Griff's normalmapped ship remakes
Posted: Thu Jul 18, 2013 7:13 pm
by Storm
I might be able to help there, though this was intended for the Colonization oxp I was working on with with Okti that has fallen on the wayside. The Torus colony station uses Griff's textures.
Re: Griff's normalmapped ship remakes
Posted: Thu Jul 18, 2013 8:17 pm
by Griff
That looks fantastic Storm, really great work.
-----
I've tried to find some random noise example shader code on the net to add some extra engine flicker so that the ships looks a bit better when travelling at low speeds, I found a one line pseudorandom noise generator posted here
http://stackoverflow.com/questions/4200 ... s-for-glsl
Code: Select all
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
which would have been perfect but the noise had too fine a grain and wasn't really noticeable in-game. I don't really understand the maths going on in it so I've mangled it a bit trying different numbers and removing various bits of code etc to see what would happen, it was mostly shader errors, but I've eventually managed to blunder into something that looks quite interesting, here are replacement shaders for my gnat oxp that have this extra effect added to them, drop them in the 'Shaders' folder in the griff_gnat overwriting the ones in there and start oolite with shift held down, or alternatively re-download the oxp, i've updated it to v1.2.2 which has these new shaders.
The shaders will work with any version of the gnat oxp.
The best way to see the effect is to hack yourself a samegame where you're piloting a gnat and look at the engines in the external camera views.
replacement shaders (6kb) -
https://app.box.com/s/p55n2ite7wzuf746imlx
Re: Griff's normalmapped ship remakes
Posted: Thu Jul 18, 2013 8:23 pm
by Tichy
Storm wrote:I might be able to help there, though this was intended for the Colonization oxp I was working on with with Okti that has fallen on the wayside. The Torus colony station uses Griff's textures.
Beautyful!