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Re: Griff's normalmapped ship remakes
Posted: Tue Oct 15, 2013 11:04 am
by Cody
Gouanaco wrote:Is there multi-decals only for the Cobra M III...
Yep, though there are two versions of the Griff multi-decal player Cobra III - the late-model alt-variant is my ride of choice.
Re: Griff's normalmapped ship remakes
Posted: Tue Oct 15, 2013 8:02 pm
by Griff
Keeper wrote:Don't remember seeing anything about a fix for this problem with the Griff Krait:
Code: Select all
23:25:02.658 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_krait_enviromap.vertex/griff_krait_chrome_scoop_eu.fragment:
>>>>> GLSL log:
Fragment shader uses varying gl_TexCoord but vertex shader does not write to it.
Well, debugging this oxp takes me back a bit, I couldn't even find the basic files for it in my oolite workstuff folder, eventually tracked it down to a folder called 'High Polygon ship project'
anyway, I think I might have worked out what's up, there's a line
Code: Select all
vec2 texCoord = gl_TexCoord[0].st;
in griff_krait_chrome_scoop_eu.fragment in Eric's scripted update of the OXP that shouldn't be there, I think if you just edit this shader in a text editor and delete this line (it's line number 88) everything should be OK - sorry I can't really test the fix because the drivers for my graphics card (NVidia) aren't spotting it as an error and moaning about it in the oolite log
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 1:24 am
by CaptSolo
Just now behind 10 other ships waiting to dock and using Cim's camera drones viewing from the dock master's position. Griff, it would be really cool to see at least one guy in a spacesuit inside the dock as a maintenance person, say in the pit you created for the Coriolis docking bay.
Ooops, The Station Master says c'mon in. Later!
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 3:17 am
by Keeper
Griff wrote:ah this error in the log
Code: Select all
Fragment shader uses varying gl_TexCoord but vertex shader does not write to it.
rings a bell, i think i had a few of these bugs in my shaders at one point, it looks like this oxp might need updating, if you haven't already got it grab Eric Walch's update of this oxp
https://app.box.com/shared/i9aznk80x9/1 ... /440935708 rather than my release - Eric's updatehas some amazing scripting going on in it that makes the external subentity equipment on the ship behave properly - eg shoot off the fuel injectors and the krait can't use them anymore etc!
Oh, heh... Actually I
am using that version. I forgot about that. So... hmm.
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 3:35 am
by Keeper
Griff wrote:
Well, debugging this oxp takes me back a bit, I couldn't even find the basic files for it in my oolite workstuff folder, eventually tracked it down to a folder called 'High Polygon ship project' :lol:
anyway, I think I might have worked out what's up, there's a line
Code: Select all
vec2 texCoord = gl_TexCoord[0].st;
in griff_krait_chrome_scoop_eu.fragment in Eric's scripted update of the OXP that shouldn't be there, I think if you just edit this shader in a text editor and delete this line (it's line number 88) everything should be OK - sorry I can't really test the fix because the drivers for my graphics card (NVidia) aren't spotting it as an error and moaning about it in the oolite log
How appropriate; 88 has long been my "lucky number" (if you think that's weird, my dad's "lucky number" was 527).
That indeed stops the error from occurring!
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 7:40 am
by Griff
Thanks for testing the fix Keeper, i'll send Eric a PM and ask if he can update the oxp for me
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 7:52 am
by Griff
CaptSolo wrote: Just now behind 10 other ships waiting to dock and using Cim's camera drones viewing from the dock master's position. Griff, it would be really cool to see at least one guy in a spacesuit inside the dock as a maintenance person, say in the pit you created for the Coriolis docking bay.
Ooops, The Station Master says c'mon in. Later!
ha that sounds great. It reminds me, as an easter egg i was going to make one of the docking bays a 70's disco complete with mirror ball and colourful floor tiles (like the dance floor in the club in the Saturday Night fever film)
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 6:33 pm
by DaddyHoggy
Griff wrote:CaptSolo wrote: Just now behind 10 other ships waiting to dock and using Cim's camera drones viewing from the dock master's position. Griff, it would be really cool to see at least one guy in a spacesuit inside the dock as a maintenance person, say in the pit you created for the Coriolis docking bay.
Ooops, The Station Master says c'mon in. Later!
ha that sounds great. It reminds me, as an easter egg i was going to make one of the docking bays a 70's disco complete with mirror ball and colourful floor tiles (like the dance floor in the club in the Saturday Night fever film)
For posts like this - I wish for the Oolite equivalent of the the "Like" button, so instead:
+1
Re: Griff's normalmapped ship remakes
Posted: Wed Oct 16, 2013 6:43 pm
by ZygoUgo
Superb sir, Hoopy Casino dock anyone?
Re: Griff's normalmapped ship remakes
Posted: Fri Oct 18, 2013 7:48 pm
by Eric Walch
Griff wrote:i'll send Eric a PM and ask if he can update the oxp for me
This must have been my error. I could not find that line 88 in my version of the oxp in my current oxp folder. Than I examined the version in my box account and that contained that line. There all shader files were dated 17 june 2010, but in my local copy, that file had a modification date of 25 july 2010. Apparently I was informed 3 years ago about this, but never updated the file on the box.
I will do that tomorrow.
Re: Griff's normalmapped ship remakes
Posted: Wed Nov 13, 2013 1:16 am
by supernewtable
Only one decal is showing up on all my ships, do i need to add more manually?
Btw your models are amazing, keep up the good work!
Re: Griff's normalmapped ship remakes
Posted: Wed Nov 13, 2013 1:19 am
by Cody
supernewtable wrote:Only one decal is showing up on all my ships, do i need to add more manually?
Unless you're flying one of Griff's multi-decal player Cobras (there are two models, which are not included in the shipset), you only get one decal.
Re: Griff's normalmapped ship remakes
Posted: Wed Nov 13, 2013 1:23 am
by dertien
Hello Folks, Ladies and Gents,
Been away an eternity, I know, but RL had me pinned down. Anyways, great new ships there Griff, congrats, nice addition to the already existing bunch.
I really like the new effects with 1.77 also.
I might have a little bug to report, and I don't know if anyone has already noticed this but a couple of ships don't show their cockpit and other lights. I am not running any other addons besides yours (the one up for grabs on your site now).
Oolite 1.77 and 1.76
Griff resources 1.2.25
Griff Shipset Replace 1.34
All shaders are on full and running on max specs.
I did not add any screenshots, but try it out yourself.
The Cobra Mk 1
The Cobra Mk 3
The Sidewinder
Maybe others too, but those are the ones that I have seen for sure.
A warm hello to everyone here.
Re: Griff's normalmapped ship remakes
Posted: Wed Nov 13, 2013 7:15 am
by Diziet Sma
Welcome back!
dertien wrote:Oolite 1.77 and 1.76
Griff resources 1.2.25
Griff Shipset Replace 1.34
The first thing you should try is upgrading to 1.77.1.. there's lotsa bugfixes in there..
Re: Griff's normalmapped ship remakes
Posted: Wed Nov 13, 2013 7:55 am
by Tichy
dertien wrote:
I might have a little bug to report, and I don't know if anyone has already noticed this but a couple of ships don't show their cockpit and other lights. I am not running any other addons besides yours (the one up for grabs on your site now).
Are you sure that you don't have Griff Respray installed? I had the same problem previousuly, with newer ships that weren't included in Respary.