Page 151 of 160
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 12:16 am
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.
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 4:19 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 5:21 pm
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?
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 8:08 pm
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";
}
);
}
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 8:23 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 8:56 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Mon Sep 28, 2015 11:47 pm
by Cody
Thanks, spara!
Re: Griff's normalmapped ship remakes
Posted: Tue Sep 29, 2015 10:34 am
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.
Re: Griff's normalmapped ship remakes
Posted: Tue Sep 29, 2015 1:22 pm
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..
Re: Griff's normalmapped ship remakes
Posted: Sat Oct 03, 2015 12:06 pm
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?
Re: Griff's normalmapped ship remakes
Posted: Sat Oct 03, 2015 3:05 pm
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?
Re: Griff's normalmapped ship remakes
Posted: Sat Oct 03, 2015 3:19 pm
by Norby
Mabe there is a ring within the station at r=620m serving as main deck, then stores for light cargo outside.
Re: Griff's normalmapped ship remakes
Posted: Sat Oct 03, 2015 3:31 pm
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).
Re: Griff's normalmapped ship remakes
Posted: Sat Oct 03, 2015 3:49 pm
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.
Re: Griff's normalmapped ship remakes
Posted: Sat Oct 03, 2015 4:14 pm
by Cody
It ain't only about the math - slower rotation enhances the impression of size.