Griff's normalmapped ship remakes

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Re: Griff's normalmapped ship remakes

Post by Cody »

Which gfx card/drivers are you using? If it's nVidia (and their latest drivers), that's probably the cause, and Griff is working on a fix (I think).
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!
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Re: Griff's normalmapped ship remakes

Post by DGill »

Cody wrote:
Which gfx card/drivers are you using? If it's nVidia (and their latest drivers), that's probably the cause, and Griff is working on a fix (I think).
I'm using a Nvidia Geforce 760 with 335.23 drivers

Griff_Ferdelance_v1.03.oxp works ok so probably stick with that for the present.
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Re: Griff's normalmapped ship remakes

Post by Griff »

this looks like I've made a mistake in the oxp folder name, it's got a . missing before oxp, i'll check this out and get it fixed and re-uploaded.
edit: yes I think renaming the oxp folder so it has that final dot in it before the oxp at the end fixes things, I've sorted and re-uploaded the oxp
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Re: Griff's normalmapped ship remakes

Post by DGill »

Griff wrote:
this looks like I've made a mistake in the oxp folder name, it's got a . missing before oxp, i'll check this out and get it fixed and re-uploaded.
edit: yes I think renaming the oxp folder so it has that final dot in it before the oxp at the end fixes things, I've sorted and re-uploaded the oxp
Tried the new file but still seem to get an error with the ferdelance

23:44:47.581 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for griff_ferdelance_new2013-NPC.fragment:
>>>>> GLSL log:
0(235) : error C7102: unmatched #if


23:44:47.581 [shader.load.failed]: ***** ERROR: Could not build shader griff_normalmap_ships.vertex/griff_ferdelance_new2013-NPC.fragment.
23:44:47.588 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
23:45:52.636 [exit.context]: Exiting: Shift-escape pressed.
23:45:52.653 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2014-06-01 23:45:52 +0100.
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Re: Griff's normalmapped ship remakes

Post by Griff »

oops, sorry about that, it looks like i've been careless cutting out some of the now redundant 'simple shader mode' stuff, I've fixed the shader and re-uploaded the oxp, if you'd like to fix your current copy, open griff_ferdelance_new2013-NPC.fragment in a text editor, and delete line 235:-

Code: Select all

#ifndef OO_REDUCED_COMPLEXITY
just delete that entire line, save the shader then restart oolite whilst holding down the shift key until the title screen appears so Oolite rereads in all your OXP's rather than relying on it's cached versions
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Re: Griff's normalmapped ship remakes

Post by DGill »

Griff wrote:
oops, sorry about that, it looks like i've been careless cutting out some of the now redundant 'simple shader mode' stuff, I've fixed the shader and re-uploaded the oxp, if you'd like to fix your current copy, open griff_ferdelance_new2013-NPC.fragment in a text editor, and delete line 235:-

Code: Select all

#ifndef OO_REDUCED_COMPLEXITY
just delete that entire line, save the shader then restart oolite whilst holding down the shift key until the title screen appears so Oolite rereads in all your OXP's rather than relying on it's cached versions
OK, thanks
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Re: Griff's normalmapped ship remakes

Post by Cody »

I finally got around to installing all those OXPs from the Core Shipset for Oolite v1.79 (Trunk) folder (including the Core-ships suppressor), and went out for a look-see. The first ship I encountered was a Moray, buzzing me in the aegis. I ain't sure if that shader is working correctly, Griff - at certain angles, the colours seem far too intense.

No errors in the log, btw - and I'm using the latest nVidia 337.88 drivers.
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!
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Re: Griff's normalmapped ship remakes

Post by Griff »

urgh, that does look a bit weird! it looks like "griff_moray_npc.fragment" was missing a bit of code to subdue the Fresnel glow effect, I think that's what is causing the horrible blue glow on the ship in your screenshot. I'll update the oxp, or you can just get the updated shaders here
https://app.box.com/s/be3w0vnyq5sjcsdpk2o2
copy them into the moray oxp overwriting the shaders currently in there, then start oolite with the shift key held down, the first time you start the game after updating the shaders
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thanks, Griff - updated shaders grabbed!
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!
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Re: Griff's normalmapped ship remakes

Post by Griff »

hopefully they'll work and I haven't broken anything else with them!
Speaking of breaking things, I've made a start on updating the standalone oxp ships like the gnat, bug etc, I just uploaded griff_cobraIII_alternate_model_v1.2.zip - should be compatible with the new NVidia drivers now and I've merged the gun and hull objects into one model to try and cut down on the amount of subents the ship uses.
I realise I haven't updated the bundle OXP yet, I'm thinking about maybe redoing the asteroids and boulders first, I'm hoping to try and generate them procedurally in a 3d app rather than try and draw them out, here's where I'm at so far - looks a bit moon-ish rather than asteroid like though :lol: (no textures on this object, still just working on the displacement mapping)
Image
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Re: Griff's normalmapped ship remakes

Post by Cody »

Interesting, and rather attractive, drive colours, Griff - three bandits heading in-system.
Griff wrote:
I just uploaded griff_cobraIII_alternate_model_v1.2.zip
An updated late-model Cobra Mk III? Excellent! Oh, I like that asteroid, btw.
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!
DGill
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Re: Griff's normalmapped ship remakes

Post by DGill »

Griff - just tried griff_gnat_V1.4 - got the following log error with oolite 1.79.0.5798, NVidia drivers 335.23. The error disappears if the two NPCs are deleted from the shipdata.plist

11:09:51.623 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
11:10:06.759 [exit.context]: Exiting: Shift-escape pressed.
11:10:06.776 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2014-06-15 11:10:06 +0100.
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Re: Griff's normalmapped ship remakes

Post by Griff »

oops, I changed the 'material' name on the ship from "griff_gnat_diffuse.png" to "Hull" and forgot to ammend some of the lines in the shipdata.plist.
I'll get a fixed version of the OXP uploaded in a moment, the manual fix is in shipdata.plist to change lines 228, 252, 269, 310 from

Code: Select all

				"griff_gnat_diffuse.png" = 
to

Code: Select all

			"Hull" = 
save the changes and the next time you start Oolite hold the shift key held down so it rebuilds its cache of OXP data

edit: fixed version uploaded to box - v1.4.1 - thanks for spotting the bug DGill :D
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Re: Griff's normalmapped ship remakes

Post by Griff »

I've made some changes to the following OXPs over the last week to fix the problem with the newer Nvidia graphics driver and to add in the new engine glow colour changes and new paint mix colour effect - I hope I haven't introduced too many typos and bugs - I've not properly tested things yet :lol:

Code: Select all

griff_elite2_griffin1
griff_ophidian
griff_gnat
griff_viper_alt
griff_elite2_bug
griff_cobra_mk1_alt_texture
griff_hognose
cobraIII_alternate_model
Still to do: Wolf, and the prototype Boa
DGill
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Re: Griff's normalmapped ship remakes

Post by DGill »

Griff wrote:
I've made some changes to the following OXPs over the last week to fix the problem with the newer Nvidia graphics driver and to add in the new engine glow colour changes and new paint mix colour effect - I hope I haven't introduced too many typos and bugs - I've not properly tested things yet :lol:

Code: Select all

griff_elite2_griffin1
griff_ophidian
griff_gnat
griff_viper_alt
griff_elite2_bug
griff_cobra_mk1_alt_texture
griff_hognose
cobraIII_alternate_model
Still to do: Wolf, and the prototype Boa

Seems to be two versions of the ophidian v1.1 on your download page - was one suppose to be the griffin?
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