Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

Just like old times! <chortles>

I'm getting an odd effect when firing the laser with the HUD turned off (or on, for that matter - though it's mostly hidden by the HUD):

Image

And is the cockpit windscreen now mirrored? In which case - very cool! Or is there no light in the cockpit?
Edit to add: the laser's firing from beneath the gun, and the external views are perhaps too close.
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!
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

Delightfully grubby!

Image
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!
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: Griff's normalmapped ship remakes

Post by Griff »

Sorry about the delay Cody, thanks for checking out the ship! :)
are you OK editing the shipdata.plist in the OXP? if so here's some new external camera settings, i've moved the view twice as far out as it was before and placed the 'front view' down by the front of the gun, so it's more of a 'gun cam' than before, i think it fixes that strange error when the laser was firing, it must have been clipping or something, previously the view was a few meters or so in front of the 'window' on the ship
I'm not sure if i can remember how to access the box folder you shared with me, i'll have it written down somewhere, i'm not on my usual PC at the moment, borrowed a laptop from work that's a bit higher spec, i couldn't paint the texture on my proper pc, it just died from lack of memory, think it was the 4096x4096 texture size and too many layers :)

Code: Select all

		
custom_views =
				(
					{
						view_description = "Rear View";
						view_orientation = "1.0 0.0 0.0 0.0";
						view_position = "0.0 6.0 -110.0";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Rear Right View";
						view_orientation = "0.9239 0.0 0.3827 0.0";
						view_position = "77.7818 6.0 -77.7818";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Right View";
						view_orientation = "0.7071 0.0 0.7071 0.0";
						view_position = "110.0 6.0 0.0 ";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Front Right View";
						view_orientation = "0.3827 0.0 0.9239 0.0";
						view_position = "77.7818 6.0 77.7818";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Front View";
						view_orientation = "0.0 0.0 1.0 0.0";
						view_position = "0.0 6.0 110.0";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Front Left View";
						view_orientation = "0.3827 0.0 -0.9239 0.0";
						view_position = "-77.7818 6.0 77.7818";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Left View";
						view_orientation = "0.7071 0.0 -0.7071 0.0";
						view_position = "-110.0 6.0 0.0";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Rear Left View";
						view_orientation = "0.9239 0.0 -0.3827 0.0";
						view_position = "-77.7818 6.0 -77.7818";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Top View";
						view_orientation = "-0.7071 0.7071 0.0 0.0";
						view_position = "0.0 130.0 0.0";
						weapon_facing = "FORWARD";
					},
					{
						view_description = "Bottom View";
						view_orientation = "0.0 0.0 0.7071 0.7071";
						view_position = "0.0 -130.0 0.0";
						weapon_facing = "FORWARD";
					}
				);	


view_position_forward = "0.0 2.5 10.0";
weapon_position_forward = "0.0 -0.2  12.7969";
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote: Mon Jan 25, 2021 1:28 pm
are you OK editing the shipdata.plist in the OXP?
Yep! I'll be about it this evening - and thanks!
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!
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

That's much better - all is well.
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!
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Griff's normalmapped ship remakes

Post by cbr »

Beautiful shot...
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

A question (probably for spara): at one time, the OXP shipset included a Thargoid warship variant which was a little tougher than the norm, and more silver in colour. I'd been calling them Silverbacks, but I've not seen one for ages. Did that variant make it into the OXZ/Managed shipset?

I think this is a pic of one:

Image
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!
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Griff's normalmapped ship remakes

Post by spara »

It looks like when Griff oxzified the ships, the special versions were discarded. And not just discarded, they are not in the box repository either. A bit of a shame, variation is always variation. If someone happens to find versions of those, including the organic one, they could (and should) be released as individual oxz:s for those interested. Unless Griff objects of course.
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: Griff's normalmapped ship remakes

Post by Griff »

I'm pretty sure something i did in the shader ruined the effects for these variants, or i came up with something else i might have thought was better, i dunno, i went through a phase of endlessly tinkering with stuff and just ended up making everything drabber and greyer, let me have a look through my oolite workstuff folder, i'm sure i'll have them around if nobody else can find them first.

I've no objections at all to any of my oxp files getting re-released or edited or anything like that :) if stuff gets lost, give me a nudge on the forums i'm sure i can dig it up from somewhere
Last edited by Griff on Fri May 07, 2021 2:24 pm, edited 1 time in total.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Griff's normalmapped ship remakes

Post by spara »

Griff wrote: Fri May 07, 2021 2:19 pm
I'm pretty sure something i did in the shader ruined the effects for these, or i came up with something else i might have thought was better, i dunno, i went through a phase of endlessly tinkering with stuff and just ended my making everything drabber and greyer, let me have a look through my oolite workstuff folder, i'm sure i'll have them around if nobody else can find them first.

I've no objections at all to any of my oxp files getting re-released or edited or anything like that :) if stuff gets lost, give me a nudge on the forums i'm sure i can dig it up from somewhere
Excellent. An old version with the old shader would be just fine.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

Excellent indeed! Thanks, Griff.

If you can't find them, I'm pretty sure I have them in my Box archive (which includes your Glowroids, btw).
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!
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Griff's normalmapped ship remakes

Post by spara »

I'm fairly sure I found them from Wayback Machine. I was able to download the good old shipset_1.23 package which seems to include the variations. Needs a bit work to extract them from the package, but should not be a problem. I'll get back with this.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

Once again, excellent! <twangin' guitars>
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!
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: Griff's normalmapped ship remakes

Post by Griff »

I'm not sure if the files spara has found are more recent, but I've found a 'griff_thargoids_normalmapped oxp' from 2009/2010 with this in the readme:
"..added alternate shaders & new rare 'silver' thargoid warship. slightly tougher than the usual ones"
It sounds like this might be the OXP we're after :)

I gave it a test in Oolite V1.90. it seemed to work OK but the ships were constantly glowing with the laser firing effect, I had to change

Code: Select all

laser_heat_level = "laserHeatLevel";
to

Code: Select all

laser_heat_level = "weaponRecoveryTime"; 
which after a bit of hunting i found in an oxz version, it's weird i can't see weaponRecoveryTime listed in shader-uniform-bindings.plist and i don't think it's listed in the Shader bindings page in the wiki either, is it a valid shader binding? what's really confusing me as i could have sword the turrety boa should be using this for the turret recoil animation, but they all just seemed to be using the standard laserHeatLevel binding when i checked the oxp in my workfolder, which i don't think is correct. hmm, will have to check that :)

i've taken the opportunity to change the vertex shaders too as i'm sure the original ones used some sort of depreciated modelmatrix or something, not totally sure, the ships look bumpy anyway

2009 Thargoids are here: https://drive.google.com/file/d/1Ub-PYD ... sp=sharing

to download i think you follow that link, then there's a download arrow up in the top right of the screen, i think if you just click on the folder looking icon in the middle of the page, it'll just open the folder and let you peek inside and not actually download the files

edit: also, 2009! flipping heck where did the time go!?! :shock:
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Griff's normalmapped ship remakes

Post by Cody »

..added alternate shaders & new rare 'silver' thargoid warship. slightly tougher than the usual ones
That's the one! Grabbed it, I'll add it to my archive - thanks!
Last edited by Cody on Fri May 07, 2021 7:58 pm, edited 2 times in total.
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!
Post Reply