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Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

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Commander McLane
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Post by Commander McLane »

Killer Wolf wrote:
what about setting fuel to zero?
That's what I suggested two posts above yours. :wink:
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Post by Killer Wolf »

lol, so you did.

eh, i bet you just editted it in quickly after my suggestion! :-D

actually, i recall your drive could be destroyed or damaged as per any other equipment in Frontier/FE. i had a game end due to that, i was ferrying stuff to a low tech anarchy (IIRC) and got jumped on. turned out my hyperspace engine was knackered and the low tech place had no repair ability :-(
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Post by Simon B »

OT Really - long jump timer actually looks good since it lets system ships use injectors. Isn't there a way to intercept a keystroke in a script?

I maintain that an ability to specify witchdrive=no in the shipdata would add to the game. Allowing wdrive to get damaged would too. The former opens the possibility to have in-system play as well as dedicated escort missions. The latter adds risk to combat.

Without a drive, you are restricted to in-system or following other craft through their wormholes. (I see that a wormhole scanner is an eq item now - cool.) A ship with a damaged wdrive would have to follow starships around until it entered a system which included a high tech repair facility - a navy station would do that, as well as the high-end behemoth.

The immediate effect would be to enable reasonable player versions of system ships - those fighters have speed 300 and no cargo, so combat only, but they'd be much cheaper than an asp. There are also shuttles and transports ... and a worm: your mission - infiltrate the navy shipyards and make off with the experimental craft...
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Post by Griff »

Added a Moray Starboat (link on 1st page - not yet included in Dizzy's all-in-1)
Image
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Post by Kaks »

Wow! I love the old sea boat texture! Seriously, I'll now spend some quality time just looking at your latest creation! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Cody »

Oh good... just in time for a late night flight.

Unzipped and installed. Thanks Griff.
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Post by Griff »

It's got a slightly neutered version of Ahrumans active camo shader going on it in, (nutered in that i could only spare 3 texture channels to create the effect instead of the 4 in the example shader), so you get a watery effect running over the top of the hull! linked the same effect into the glow map for the 'angry mode' - it gets a bit trippy, possibly a bit too much :D
i've been rushing to get this finished so i hope there are no bugs, i've got my eyes held open with matchsticks at the moment
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Post by DaddyHoggy »

Loving the aquamarine colour spilling out from the port holes - top notch Griff (as ever!) 8)
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Post by goran »

Beautiful. Just beautiful.
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Post by Disembodied »

I've just been back to page 1 to look at all the designs together ... really, really outstanding. It's amazing: the fact that all the ships share the original Elite "design philosophy" – a convex structure built out of straight lines – makes them all hang together. You can see that they're all related somehow, even though they're all sorts of different shapes. It really makes them all look like real things, designed differently maybe but all for the same general purpose. Just as all cars have an innate carness, and all boats have an innate boatness, all these ships have an innate spaceshipness. 8)

There are lots of made-up spaceships, from films and games and TV shows and illustrations. Many of them are just slapped together by designers to look "spacey", with aerials and flanges and bits and pieces stuck on to give a high-tech coating with nothing underneath. But Griff: these, in my opinion, are up there with the very select best of the best. They all look as if there was the same logical philosophy and science behind them, like they might actually work. Great stuff.
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Post by Simon B »

Image
(click for the bigger image)
Med and star boat decal if you want em.

Take care Griff - it's too easy to burn out.
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Post by another_commander »

Aww man, the camo shader does not seem to want to play on the Intel videocard. Ship does not appear in full shaders for me. Come on Intel, get your act together!

By the way: Griff, hats off to you. Awesome as usual.
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Post by Griff »

oh no that's a shame the camo effect won't render - it's highly likely it's because of me transplanting the code from one shader into another, i think i did something like this before by not putting variables inside the main bit of the code. I'll whip up a version of the shader without the camo so at least the hull lights will work
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Post by another_commander »

Griff: If it works for you (and others) and not for me, then the problem is most likely on my side. I occasionally had to edit shaders locally - mostly changing the order of execution of some statements - because some things would not work out of the box. I think I'll still blame Intel ;-)
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Post by DaddyHoggy »

Inside the oxp for griff's thargoids is this bit of .js

Code: Select all

// Configuration -- customize here 
this.role = "griffthargoid"; 
this.count = 0; 

// Standard attributes 
this.name           = "Spawn-" + this.role; 
this.author         = "Jens Ayton"; 
this.copyright      = "This script is hereby placed in the public domain."; 
this.version        = "1.0.1"; 
this.description    = "Script to make several ships of a given role appear at the witchpoint after every jump." 


this.shipWillLaunchFromStation = function() 
{ 
    system.legacy_addSystemShips(this.role, this.count, 1.0); 
    log("testscript.spawn", "Generated " + this.count + " " + this.role + " for testing purposes."); 
} 
The thing which is confusing me is how it spawn's the ships (note: I left the script in place but changed the count to zero) - the name "griffthargoid" doesn't seem to appear anywhere else in the oxp, so how does the script know that it's griff's thargoids that will be spawned?
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