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Re: Griff's normalmapped ship remakes
Posted: Sun Jun 01, 2014 1:12 pm
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).
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 01, 2014 1:36 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 01, 2014 3:48 pm
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
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 01, 2014 10:49 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Mon Jun 02, 2014 8:37 am
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:-
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
Re: Griff's normalmapped ship remakes
Posted: Mon Jun 02, 2014 10:19 am
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:-
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
Re: Griff's normalmapped ship remakes
Posted: Sat Jun 07, 2014 1:53 am
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.
Re: Griff's normalmapped ship remakes
Posted: Sat Jun 07, 2014 4:16 pm
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
Re: Griff's normalmapped ship remakes
Posted: Sat Jun 07, 2014 4:24 pm
by Cody
Thanks, Griff - updated shaders grabbed!
Re: Griff's normalmapped ship remakes
Posted: Sat Jun 07, 2014 4:31 pm
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
(no textures on this object, still just working on the displacement mapping)
Re: Griff's normalmapped ship remakes
Posted: Sat Jun 07, 2014 10:48 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 15, 2014 10:28 am
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.
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 15, 2014 11:47 am
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
to
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
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 15, 2014 11:58 am
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
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
Re: Griff's normalmapped ship remakes
Posted: Sun Jun 15, 2014 12:22 pm
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
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?