Released - the Cobra Mark III-XT
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- CaptSolo
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Re: Released - the Cobra Mark III-XT
Updated ship OXP ready for testing. Download from link below. Readme file included for information and instructions. Please read! Thanks.
Link
Link
- CaptSolo
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Re: Released - the Cobra Mark III-XT
After much mucking about with normal maps and custom shaders I am finally finished with it. You can reade about it here
The niormal maps worked fine but not the custom shaders. So I took a different approach thanks to the work of those who are much better at this than I am. I employed in addition to the diffuse map a greyscale emission map (colour modulated) and an RGB illumination map, both which add some life to the otherwise dull grey hull colour. Download from link above or here.
The niormal maps worked fine but not the custom shaders. So I took a different approach thanks to the work of those who are much better at this than I am. I employed in addition to the diffuse map a greyscale emission map (colour modulated) and an RGB illumination map, both which add some life to the otherwise dull grey hull colour. Download from link above or here.
- CaptSolo
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Re: Released - the Cobra Mark III-XT
New Version with tweaked model and new skin job. Shaders from Griff for the effects you can see below. Released within the next day or two. Hey, can't compete with Griff, SimonB or Smivs, but modeling is fun and my stint at shipmaking is nearly over.
- DaddyHoggy
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Re: Released - the Cobra Mark III-XT
nice!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Captain Beatnik
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Re: Released - the Cobra Mark III-XT
Very stylish! Good work Captain Solo!
I love deadlines. I like the whooshing sound they make as they fly by. (Douglas Adams, 1952 - 2001)
You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
- CommonSenseOTB
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Re: Released - the Cobra Mark III-XT
But you have real skill and your ships improve with every release. Let the fun continue.CaptSolo wrote:...but modeling is fun and my stint at shipmaking is nearly over.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: Released - the Cobra Mark III-XT
Yes. It's a real improvement. Good work!
- CaptSolo
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Re: Released - the Cobra Mark III-XT
Thanks for the comments. New version is now available for download from my Box.net OXP page:
http://www.box.com/s/qgt0x0mbend20eb2i8rb
Background information for this OXP here:
http://wiki.alioth.net/index.php/Cobra_Mark_III-XT
Took longer than I stated earlier. I decided to add a custom ship role inspired by El Viejo's Green Gecko. Players who install this OXP may encounter this ship (5% chance) at the WP beacon. More information on the Wiki page regarding these "Black Knaves of Xecees".
This ship is an excellent upgrade from the standard Cobra 3, but then I am naturally biased and also because I have been commanding one for quite some time now.
http://www.box.com/s/qgt0x0mbend20eb2i8rb
Background information for this OXP here:
http://wiki.alioth.net/index.php/Cobra_Mark_III-XT
Took longer than I stated earlier. I decided to add a custom ship role inspired by El Viejo's Green Gecko. Players who install this OXP may encounter this ship (5% chance) at the WP beacon. More information on the Wiki page regarding these "Black Knaves of Xecees".
This ship is an excellent upgrade from the standard Cobra 3, but then I am naturally biased and also because I have been commanding one for quite some time now.
Last edited by CaptSolo on Mon Nov 21, 2011 8:27 pm, edited 1 time in total.
- Cody
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Re: Released - the Cobra Mark III-XT
Tasty ship, the Black Knave variant... fights real hard. Nicely done, Solo!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Smivs
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Re: Released - the Cobra Mark III-XT
Hi Solo,
the link above is to your box account, not the download for the OXP.
the link above is to your box account, not the download for the OXP.
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Fatleaf
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Re: Released - the Cobra Mark III-XT
I have had a CTD when I tried it with the shaders off. Here is the log bit,
19:40:56.477 [rendering.opengl.shader.support]: Shaders are supported.
19:40:56.815 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for cobra3xt.fragment:
>>>>> GLSL log:
ERROR: 1:127: 'redGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:129: 'cyanGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:132: 'WeaponGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:137: 'TemperatureGlow' : no matching overloaded function found - implicit conversion not allowed
19:40:56.815 [shader.load.failed]: ***** ERROR: Could not build shader cobra3xt.vertex/cobra3xt.fragment.
19:40:57.366 [rendering.opengl.shader.mode]: Shader mode set to SHADERS_OFF.
Hope it helps.
HGTP
19:40:56.477 [rendering.opengl.shader.support]: Shaders are supported.
19:40:56.815 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for cobra3xt.fragment:
>>>>> GLSL log:
ERROR: 1:127: 'redGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:129: 'cyanGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:132: 'WeaponGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:137: 'TemperatureGlow' : no matching overloaded function found - implicit conversion not allowed
19:40:56.815 [shader.load.failed]: ***** ERROR: Could not build shader cobra3xt.vertex/cobra3xt.fragment.
19:40:57.366 [rendering.opengl.shader.mode]: Shader mode set to SHADERS_OFF.
Hope it helps.
HGTP
Last edited by Fatleaf on Mon Nov 21, 2011 10:13 pm, edited 4 times in total.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Holds the Ooniversal record for "Thread Necromancy"
- CaptSolo
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Re: Released - the Cobra Mark III-XT
URL changed to point to this OXP. Thanks Smivs.
Leafy, I tested shader effects on my wifes machine without problems so I am at a loss. I'll do so again and see if I can reproduce your results.
edit:
Was just browsing the fragment shader and the thought occurred perhaps diffuse texture is missing the alpha channel. Checking....
Leafy, I tested shader effects on my wifes machine without problems so I am at a loss. I'll do so again and see if I can reproduce your results.
edit:
Was just browsing the fragment shader and the thought occurred perhaps diffuse texture is missing the alpha channel. Checking....
- Griff
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Re: Released - the Cobra Mark III-XT
I haven't tested this, but I think you might be able to fix the shader error by putting
on line 125
and an
on line 138 so the last few lines of the shader look like this (lines 113-140):
Code: Select all
#ifndef OO_REDUCED_COMPLEXITY
and an
Code: Select all
#endif
Code: Select all
#ifdef OO_LIGHT_0_FIX
LIGHT(0, normalize(vLight0Vector));
#endif
LIGHT(1, normalize(vLight1Vector)); // change the 0 to 1 when exporting back to oolite
diffuse += gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
// Calculate the lighting
vec4 color = diffuse * colorMap;
// Add the specular highlights
color += specular * specIntensity;
// Add in the glowmap hullights
color += lightMap;
#ifndef OO_REDUCED_COMPLEXITY
// Add in the red heated metal glow around the exhaust.
color += redGlow(effectMap.b * Pulse(min(engine_power, 1.0), 1.0));
// Add in the cyan glow around the exhaust.
color += cyanGlow(effectMap.r * Pulse(min(engine_power, 1.0), 1.0)) * 2.0;
//Add in the laser firing gun barrel flash effect
color += WeaponGlow(effectMap.g * Pulse(min(laser_heat_level, 1.0), 1.0));
// Add the all over hull temperature glow. Full Shader mode only
float hullHeat = max(hull_heat_level - 0.5, 0.0) * 2.0;
hullHeat = Pulse(hullHeat * hullHeat, 0.1);
color += TemperatureGlow(hullHeat);
#endif
gl_FragColor = color;
}
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- CaptSolo
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Re: Released - the Cobra Mark III-XT
I have been away the past week. Will implement your code additions Griff and test it. Many Thanks.
- CaptSolo
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Re: Released - the Cobra Mark III-XT
I have implemented Griff's additions to the fragment shader and it tested okay with no errors in the log.
I have also corrected omissions and redundancies in shipdata.plist brought to light by Fatleaf. New download link:
http://www.box.com/s/0hp2o6i2pfnkupyd44ky
The link on the Wiki page has been changed as well. My apologies to anyone who downloaded the buggy version of this OXP. Do not hesitate to notify me of any other problems.
I have also corrected omissions and redundancies in shipdata.plist brought to light by Fatleaf. New download link:
http://www.box.com/s/0hp2o6i2pfnkupyd44ky
The link on the Wiki page has been changed as well. My apologies to anyone who downloaded the buggy version of this OXP. Do not hesitate to notify me of any other problems.