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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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Cody
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Re: Griff's normalmapped ship remakes

Post by Cody »

CaptSolo wrote:
Griff overhauled all his core ships for Oolite 1.80+, merging engine, gun and hull into one model, eliminating the need for subent declarations.
<nods> Thing is, when I was using all his Oolite 1.80+ core OXPs (with spara's patches), there were no problems - both OXPs worked fine.
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 spara »

Replace pack is now updated (v.1.1) to require Griff Asteroids.

Shame about the problems with the variants, Cody. Hopefully Griff sorts them out when he puts them up to the manager.
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Re: Griff's normalmapped ship remakes

Post by spara »

I was a bit hasty with the previous update and I had to make a new one (1.1.1). Hope this is it. At least at this point.

* All core asteroids, boulders and splinters are replaced with Griff's asteroids. Also in ship library.
* Core alloy is suppressed in favor of Griff's alloys. Not overridden, just suppressed.
* Core wreckage etc. is not suppressed to mix core effects with Griff's to add variety.

Griff, station bundle still has shiplibrary.plist producing duplicate entries. Could you please remove it?
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Re: Griff's normalmapped ship remakes

Post by Griff »

I've just uploaded OXZ versions of the highpoly Cobra MKIII and the subentity missile version of the default Cobra III - hope I've got that one OK, it seemed to work in the ship library but I've not met one in game yet

Code: Select all

{
	"identifier" = "oolite.oxp.Griff.Cobra_MKIII_Alt";
	"required_oolite_version" = "1.80";
	"title" = "Griff Cobra MkIII Alt";
	"version" = "1.3.2";
	"category" = "Ships";
	"description" = "Alternative Highpoly version of the Cobra Mk III. Requires a video card capable of supporting Oolite Shaders";
	"download_url" = "http://wiki.alioth.net/img_auth.php/4/45/Oolite.oxp.Griff.Cobra_MKIII_Alt.oxz";
	"author" = "Griff";
	"file_size" = "13503000";
	"information_url" = "http://wiki.alioth.net/index.php/Griff_Industries";
	"license" = "CC-BY-NC-SA 4.0";
	"upload_date" = "2015-09-28 20:52:09";
	"requires_oxps" = (
		{
			"identifier" = "oolite.oxp.Griff.Griff_shipset_decals";
			"version" = "1.0";
			"description" = "Griff shipset_decals";
		},
		{
			"identifier" = "oolite.oxp.Griff_alloys_and_wreckage";
			"version" = "1.0";
			"description" = "Griff Alloys and Wreckage";
		}
	);
}
and the subentity missile OXP for the default griff cobra III

Code: Select all

"identifier" = "oolite.oxp.Griff.Cobra_MkIII.SubentMissiles";
	"required_oolite_version" = "1.80";
	"title" = "Subentity Missiles for Griff Cobra MkIII";
	"version" = "1.0";
	"category" = "Retextures";
	"description" = "Subentity Missiles for NPC Cobra Mk III. Requires a video card capable of supporting Oolite Shaders.
Subentity Missile Scripts by Thargoid";
	"download_url" = "http://wiki.alioth.net/img_auth.php/b/bd/Oolite.oxp.Griff.Cobra_MkIII.SubentMissiles.oxz";
	"author" = "Griff Thargoid";
	"file_size" = "4000";
	"information_url" = "http://wiki.alioth.net/index.php/Griff_Industries";
	"license" = "CC-BY-NC-SA 4.0";
	"upload_date" = "2015-09-28 22:01:15";
	"requires_oxps" = (
		{
			"identifier" = "oolite.oxp.Griff.Cobra_MkIII";
			"version" = "1.04.3";
			"description" = "Griff Cobra Mk III";
		},
		{
			"identifier" = "oolite.oxp.Griff.Missiles";
			"version" = "1.02.1";
			"description" = "Griff Missiles";
		},
		{
			"identifier" = "oolite.oxp.Griff_alloys_and_wreckage";
			"version" = "1.0";
			"description" = "Griff Alloys and Wreckage";
		}
	);
}
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thanks for doing the subent missiles and the alt Cobra, Griff...

Code: Select all

21:21:41.894 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "alloy" specifies no model.
21:21:41.894 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "asteroid-alternative" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "splinter-alternative" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "splinter" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "boulder-alternative" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "boulder" specifies no model.
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 spara »

Cody wrote:
Thanks for doing the subent missiles and the alt Cobra, Griff...

Code: Select all

21:21:41.894 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "alloy" specifies no model.
21:21:41.894 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "asteroid-alternative" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "splinter-alternative" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "splinter" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "boulder-alternative" specifies no model.
21:21:41.895 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "boulder" specifies no model.
My bad. Fixed in 1.1.2.
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thanks, spara!
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 Norby »

I installed this big pack in addition to many shadered ships available in the manager and got CTD right after loaded a savegame. The last log entry was helpful:

Code: Select all

01:27:05.928 [general.error.allocationFailure] -[OOPNGTextureLoader(OOPrivate) doLoadTexture] (OOPNGTextureLoader.m:173): Failed to allocate space (16777216 bytes) for texture ...
I have 8GB RAM and more than 2GB still was free at the top usage during loading. I use i3 internal GPU so I looked into the BIOS and increased the allocated video memory from 512M to 1024M and problem solved.

Good to know if you install many ships then you need 1GB videoram also.
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Re: Griff's normalmapped ship remakes

Post by Diziet Sma »

Norby wrote:
I use i3 internal GPU so I looked into the BIOS and increased the allocated video memory from 512M to 1024M and problem solved.
There you go... that's why proper graphics cards rock.. :wink:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Griff's normalmapped ship remakes

Post by Cody »

Cody wrote:
Oolite's core stations all rotate at the same speed, which is something I thought had been changed - ho-hum!
Having had to tinker with the station bundle after an update, I mention this again - surely, the three station types should rotate at slightly different speeds?
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 spara »

Cody wrote:
Cody wrote:
Oolite's core stations all rotate at the same speed, which is something I thought had been changed - ho-hum!
Having had to tinker with the station bundle after an update, I mention this again - surely, the three station types should rotate at slightly different speeds?
In the core they are defined to be the same, but I think they should be different, due the stations are of different sizes. I'm having a bit of a trouble understanding the selected station_roll. It's 0.08 and the comment says "1G at rim". I can't get that to match with any of the stations. I admit that my kinematics is a bit rusty, so there might be an error somewhere in my calculations.

I first checked the collision radii of the stations as that seems to be a decent estimate of the radius on the rim. I get:

[coriolis]: 779.3702392578125
[dodo]: 832.2093505859375
[icosahedron]: 940.7927856445312

The wiki states that the angle is measured in right-angles/second. So in radians/seconds the angular velocity would be w = 0.08 * pi/2. = 0.04 * pi.

The acceleration at the distance of R would be a = w^2 * R. Solving it with respect to R gives R = a / (w^2). Letting a = 9.81 amd w = 0.04 * pi results R = 621.22551. That's a bit far from coriolis station's radius :( .

Is there an error somewhere here?
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Re: Griff's normalmapped ship remakes

Post by Norby »

Mabe there is a ring within the station at r=620m serving as main deck, then stores for light cargo outside.
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Re: Griff's normalmapped ship remakes

Post by Cody »

<chortles> I can't even follow such math anymore, let alone do it.

I left the coriolis at 0.08, set the Dodo at 0.07, and the Ico at 0.06 (and the Torus at 0.04).
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 spara »

Norby wrote:
Mabe there is a ring within the station at r=620m serving as main deck, then stores for light cargo above.
I'm happy with that. Do all the stations have the out most habitable ring at that distance? Or would it be different in different stations? If 620 would be the out most habitable ring in Coriolis, it would leave 780-620 = 160 meters for the structure etc. If we assume that it's the same case for other stations too (that 160 meters, give or take), we would get station rolls of

Coriolis: 0.08 (1G at 621)
Dodo: 0.075 (1G at 706)
Ico: 0.07 (1G at 811)

Those would make sense, I think.
Cody wrote:
I left the coriolis at 0.08, set the Dodo at 0.07, and the Ico at 0.06 (and the Torus at 0.04).
With Cody's figures the 1G distance would be

Coriolis: 621 m
Dodo: 811 m
Ico: 1104 m

So in Ico you would feel quite a lot lighter than in Coriolis.

Then again it's only a game, lower rotation velocity means easier docking. Variable rotation velocity means more variance and more believable environment. I would vote for different roll speeds for different stations.
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Re: Griff's normalmapped ship remakes

Post by Cody »

It ain't only about the math - slower rotation enhances the impression of size.
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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