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Re: Griff's normalmapped ship remakes
Posted: Sat Feb 06, 2016 4:30 pm
by Griff
@A_C - Thanks for spotting the missing roles, I've added those in and also the missing pirate version
re: turret weirdness: I've moved the 'barrel' away from the turret 'ball' object in the model, then used an offset value in the vertex shader to move it back into place, it's so I can 'recoil' the barrel into the ball when the turret fires, having it placed with a gap in the object.dat means i can sort of 'mask' the barrel and the ball from each other by testing for the vertex's z pos, it does mean though that it might look a bit broken with no shaders or if the model gets rescaled as the 'offset' in the vertex shader to put the barrel back into place will need updating too
edit: actually, now I've had a closer look, the boa turret barrel is offset by quite a bit in the model dat, to move it away from that sort of support pipe thing
Re: Griff's normalmapped ship remakes
Posted: Sat Feb 06, 2016 5:07 pm
by Griff
I've uploaded an update to my wolfMKII oxz, hopefully they won't be so grey in game now
Re: Griff's normalmapped ship remakes
Posted: Sat Feb 06, 2016 5:21 pm
by Cody
Thank you, sir!
Re: Griff's normalmapped ship remakes
Posted: Sat Feb 06, 2016 10:17 pm
by Norby
Thank you Griff, I have a plan with Prototype Boa, specifically with the big gun on the nose - I think this could hold a larger weapon than usual.
The cost in the old oxp was 560000 Cr but now the shipyard.plist contain 150000 Cr only which is too cheap for a ship with 4 turrets imho.
Re: Griff's normalmapped ship remakes
Posted: Tue Mar 22, 2016 6:35 pm
by CaptSolo
Whatever happened to the organic textured and shaded Thargoids? They were a nice alternative.
Re: Griff's normalmapped ship remakes
Posted: Tue Mar 22, 2016 6:53 pm
by Cody
CaptSolo wrote:Whatever happened to the organic textured and shaded Thargoids?
Here you go, amigo! It'll probably need tweaking/updating, of course!
Re: Griff's normalmapped ship remakes
Posted: Tue Mar 22, 2016 7:34 pm
by CaptSolo
Cody wrote:CaptSolo wrote:Whatever happened to the organic textured and shaded Thargoids?
Here you go, amigo! It'll probably need tweaking/updating, of course!
Muchas gracias, amigo.
Re: Griff's normalmapped ship remakes
Posted: Thu Mar 24, 2016 4:54 pm
by CaptSolo
Cody wrote:The Hognose is still blocking the docking queue occasionly - it comes to a dead stop within warning distance of the slot, maybe performs a tumble or two. Give it a nudge, and it panics. They do look terrific though, especially right up-close - that new wear 'n tear paintjob is rather cool.
Encountered this situation today for the first time. The Hognose behaved as above so I came to full stop and waited, hoping perhaps its docking clearance might be cancelled. It wasn't. Finally decided upon a course of action: I rammed the Hognose repeatedly until it began to throw sparks. That did the trick. The docking queue opened up with the launch of a cobby1 and I was allowed to dock a short while later. I didn't destroy the Hognose nor penalized for my offensive behaviour.
Re: Griff's normalmapped ship remakes
Posted: Thu Mar 24, 2016 6:02 pm
by Cody
Yeah, ramming is legal - I sometimes use it against aegis-botherers when I need to thin them out a little.
I like the Hognose, especially the Holy Joes, but unfortunately they were causing me too much hassle.
Re: Griff's normalmapped ship remakes
Posted: Mon Apr 25, 2016 1:03 am
by CaptSolo
May have fixed the Hognose AI's, specifically the section: GO_TO_STATION. Will test further but observed, for the first time, one docking normally rather than loitering around and blocking the queue.
Re: Griff's normalmapped ship remakes
Posted: Mon Apr 25, 2016 1:09 am
by Cody
Re: Griff's normalmapped ship remakes
Posted: Mon Apr 25, 2016 3:59 pm
by Griff
oh wow that's awesome news CaptSolo, I do love those crazy hognose guys. I had a look at the AI when Cody first flagged up problems with it but I just couldn't see what was wrong with it
Re: Griff's normalmapped ship remakes
Posted: Mon Apr 25, 2016 6:23 pm
by Cody
Talking of not-quite-core ships, what do I need to add to the Ophidian's shipdata.plist
to make it less common? Numbers in the Roles
thingy?
Re: Griff's normalmapped ship remakes
Posted: Mon Apr 25, 2016 6:36 pm
by Norby
Cody wrote:Numbers in the Roles
thingy?
Yes, check the table of [wiki]Oolite Ship Role Weights[/wiki].
Re: Griff's normalmapped ship remakes
Posted: Mon Apr 25, 2016 6:49 pm
by Cody
Excellent - it's now become a less common trader-smuggler! Thanks, Norby!