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Re: Griff's normalmapped ship remakes

Posted: Fri Jul 04, 2014 6:32 pm
by mossfoot
I have yet to try this, but am eager to.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 10:45 am
by Griff
I've fixed the shaders and role weights (I hope!) in the "Core Shipset for Oolite v1.80" subfolder at https://app.box.com/shared/rpkms25cc9
and also these additional ships (same download link as above) :D
griff_elite2_griffin1
griff_ophidian
griff_gnat
griff_viper_alt
griff_elite2_bug
griff_cobra_mk1_alt_texture
griff_hognose
cobraIII_alternate_model
Griff_Wolf_MkII

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:03 am
by Cody
Thanks, Griff - grabbed them. Your monthly bandwidth is about to take a hit, methinks!
If you need a new Oolite 1.80 back-up folder in my Box, let me know.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:26 am
by Smivs
Also, remember that OXZs can be hosted on the wiki.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:28 am
by Diziet Sma
Cody wrote:
If you need a new Oolite 1.80 back-up folder in my Box, let me know.
Likewise.. still have 98% left in mine, if Cody's gets overloaded as well.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:29 am
by Cody
Smivs wrote:
Also, remember that OXZs can be hosted on the wiki.
Which reminds me - does the Wiki have a bandwidth limit of any sort?

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:31 am
by Smivs
I don't know. Maik?

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:34 am
by maik
If I recall correctly, Dylan mentioned in some post here that there is no download limit with his provider. Maybe someone would like to double-check, I'm only on a smartphone at the moment.

I do know that the backup wiki does not have a limit.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:36 am
by Smivs
That was quick! Thanks.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 11:38 am
by maik
Just some lucky post-lunch bb catch-up 8)

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 3:53 pm
by mossfoot
so am I right in thinking I only need to create my own Griff.oxp folder, then unzip all the Griff files I want into it? This isn't as straightforward as most OXP installations methinks. ;)

What is different about these ships and the ones in the new core 1.80? I thought those were Griff based?

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 4:01 pm
by Cody
The core shipset, while based on Griff's shipset, lacks shaders/decals - and yes is the answer to your first query.

Re: Griff's normalmapped ship remakes

Posted: Sun Jul 06, 2014 4:59 pm
by Griff
yeah, these OXP's use the same ship models as Oolite v1.80 and just add in some extra normal map and effects textures so the ships have some extra glows and various special effects on them that you don't get otherwise.
It is possible to tidy up your AddOns folder as Cody suggests, just make a griff.oxp subfolder in your Oolte AddOns folder and then place the various griff oxp downloads in there so the folder structure looks a bit like this:

Code: Select all

Addons
  Griff.oxp
    griff_alloys_and_wreckage_V1.4.oxp
    griff_Anaconda_v1.04.2.oxp
    griff_Asp_v1.04.2.oxp
    griff_Adder_v1.04.2.oxp
    griff_alloys_and_wreckage_V1.4.2.oxp
I will make a bundle oxp out of all this as before once I've sorted some new asteroid textures out, I'm not so keen on them any more and would like to try again

Re: Griff's normalmapped ship remakes

Posted: Wed Jul 09, 2014 7:45 pm
by Tichy
I just installed all the coreships for 1.80 and found that the Moray is rendered almost completely black.

In my log I have this error repeated many times.

Code: Select all

  21:38:41.436 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for griff_morayMED_player.fragment:
>>>>> GLSL log:
0:148(4): error: initializer of type mat4 cannot be assigned to variable of type float
0:149(4): error: `return' with wrong type mat4, in function `contrast' returning float


21:38:41.436 [shader.load.failed]: ***** ERROR: Could not build shader griff_normalmap_ships.vertex/griff_morayMED_player.fragment.
21:38:41.439 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
  21:38:41.445 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for griff_morayMED_player.fragment:
>>>>> GLSL log:
0:148(4): error: initializer of type mat4 cannot be assigned to variable of type float
0:149(4): error: `return' with wrong type mat4, in function `contrast' returning float


21:38:41.445 [shader.load.failed]: ***** ERROR: Could not build shader griff_normalmap_ships.vertex/griff_morayMED_player.fragment.
21:38:41.448 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
Playing on Arch Linux with opensource ATI drivers (r600)

Re: Griff's normalmapped ship remakes

Posted: Wed Jul 09, 2014 8:47 pm
by Griff
Fixed the moray - I hadn't realised that I was using that faulty 'contrast' function in the MorayMED player fragment shader, I've just been using it to help add some extra texture to the hull repaint function, I thought the moraymed was a fixed Orange colour, but it looks like the player version has a small amount of randomness in it's paint mix, I've fixed the oxp and reuploaded to the v1.80 subfolder (oxp is now v1.4.3)

PLEASE NOTE!
I've just spotted a massive problem with my Core_ships_suppressor_v1.0 - it stops the spawning of a mission critical ship! :oops:
Really sorry about that, i've fixed the oxp and re-uploaded it as v1.1 - if you have v1.0 installed please either remove the oxp or update it to v1.1 or you'll miss out on something really cool