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Re: Recovering "Lost" OXPs
Posted: Mon Oct 11, 2021 5:50 pm
by Cholmondely
Does anyone have any ideas about this one?
https://bb.oolite.space/viewtopic.php?f=4&t=3421 Mafia.oxp (2007, beta version, download link broken).
Re: Recovering "Lost" OXPs
Posted: Mon Oct 11, 2021 6:53 pm
by Cholmondely
And...
Did anybody ever do anything with
Griff's cargo-loading robots?
Griff wrote: ↑Wed Mar 28, 2007 3:19 pm
Hi Ramirez
the station can be found here
http://app.box.net/shared/j6zrjibym9 inside the
busy_ports.oxp, there's some other gubbins in there too, a freight-train-like ship and i think some small cargo-ferrying robots but there's not a lot of stuff going on with them though, they just float about in space waiting for some AI's, if there's anything you like in there and you have a plan to bring them into the game then that'd be great!
Bulk Freighter which breaks up into containers
Robot Loader
Re: Recovering "Lost" OXPs
Posted: Mon Oct 11, 2021 11:28 pm
by montana05
Cholmondely wrote: ↑Mon Oct 11, 2021 6:53 pm
And...
Did anybody ever do anything with
Griff's cargo-loading robots?
Griff wrote: ↑Wed Mar 28, 2007 3:19 pm
Hi Ramirez
the station can be found here
http://app.box.net/shared/j6zrjibym9 inside the
busy_ports.oxp, there's some other gubbins in there too, a freight-train-like ship and i think some small cargo-ferrying robots but there's not a lot of stuff going on with them though, they just float about in space waiting for some AI's, if there's anything you like in there and you have a plan to bring them into the game then that'd be great!
http://wiki.alioth.net/index.php/Griff_ ... rgo_Loader
http://wiki.alioth.net/index.php/Imperial_Freighter
Re: Recovering "Lost" OXPs
Posted: Mon Oct 11, 2021 11:36 pm
by Cholmondely
Re: Recovering "Lost" OXPs
Posted: Tue Oct 12, 2021 4:11 am
by phkb
I only included the freighter, not the auto-loading bots, the in the Dictators OXP.
Re: Recovering "Lost" OXPs
Posted: Tue Oct 12, 2021 5:17 am
by montana05
phkb wrote: ↑Tue Oct 12, 2021 4:11 am
I only included the freighter, not the auto-loading bots, the in the Dictators OXP.
Correct, I extracted them from the Dictators.OXP code and used them for a WIP of mine.
Re: Recovering "Lost" OXPs
Posted: Tue Oct 12, 2021 2:38 pm
by Cholmondely
Or about this one:
https://bb.oolite.space/viewtopic.php?f=4&t=16423 Typhoon class freighter (2014 download link broken).
Re: Recovering "Lost" OXPs
Posted: Wed Nov 17, 2021 10:53 pm
by Cholmondely
Recently unearthed stuff (no wiki pages as yet):
Ships
*
Fruit Bat ship by Rorschachhamster (2013)
*
Gigantophis v0.1 - heavy cargo vessel by Knotty (2018)
*
Griff's Organic Thargoids - by Griff from 2009 - slightly tougher than the usual
*
Odyssey by maaarcooose (2013) from Ulysses 31
*
Orion by Rorschachhamster (2013) - German SciFi space ship
*
SKS Ships by Sir Arian (2014): Light, Panther Clipper, Predator, Rhino, Spaceliner
*
Wyvern Ladies adds armed long-range transports Wyvern Empress & Wyvern Queen, and the Wyvern Princess escort - by Wyvern Mommy (2011)
HUDs
*
Beige Default HUD by SusuKacangSoya (
Reddit, 2020).
*
Failing HUD - (2015) by Spara. As maintenance becomes more urgent, your HUD starts flickering!
Retextures
*Another commander's upgrades (for v.1.88's improved graphics) of Gsagostinho's retextures for some of his Asps & FdLs:
AspAndFDLSpecGlossMaps.zip
Equipment/Weapons
*
External Repair System for subentities. GGShinobi (2013) Alpha.
*
Timewarp Machine by Tsoj (2016) - needs Oolite developer version. *
BB post &
YouTube video
*
Crybaby by Dr Tripsa (2012): mounts as a missile, looks like a cargo pod & blows pirates to Kingdom Come!
Dockables
*
Academies: Dr Beeb's minor reworking of Thargoid's Lave Academy (8 in each galaxy but with backstories) - his stab at bamboozling Thargoid into having more than just the one Lave Academy.
Mechanics
*
Penalize Death.oxp Making death hurt (2012). By Spara.
Oddities (Not OXP's)
*
Pilot models for ships (2009-10) ClymAngus's link still works (in 2021).
*
Ahruman's work on a 3D long range chart (F6F6 page) (2011)
*
Marcoose's interactive Galaxy Seed map
Knotty's Gigantophis shown below
Griff's Organic Thargoids shown below:
Maaarcooose's ship: Odyssey shown below
Rorschachhamster's German sci-fi ship Orion shown below (Schneller Raumkreuzer der Orionklasse)
Maaarcooose's Galaxy Seeds Map shown below (note database of planet data at bottom - also derived from galaxy seed):
More goodies on Guide to Unlisted OXPs
Re: Recovering "Lost" OXPs
Posted: Thu Nov 18, 2021 11:46 am
by montana05
Cholmondely wrote: ↑Wed Nov 17, 2021 10:53 pm
Recently unearthed stuff (no wiki pages as yet):
Ships
*
Fruit Bat ship by Rorschachhamster (2013)
I do like this ship, it got some kind of appeal. Remake in progress.
Re: Recovering "Lost" OXPs
Posted: Fri Nov 19, 2021 1:11 pm
by montana05
Remake is done, I just need to test it. However, while checking for some background information I stumbled around the
https://bb.oolite.space/viewtopic.ph ... ight+train which looks quite interesting as well. Personally, I like his German selection points in the AI's.
Following his posts on the board, it seems that Rorschachhamster doesn't have a concern with tweaking his work, so I might publish his original designs as well.
However, there are some bugs in the fruit bat OXP:
The comma in the last line could cause problems for Apple users
Code: Select all
exhaust =
(
"6.5 1.85 -1.71 0.9 1.2 8.0",
"-6.2 1.85 -1.71 0.9 1.2 8.0",
"30.87 5.31 -10.78 0.1 0.1 2.0",
"-31.51 5.32 -10.78 0.1 0.1 2.0",
);
The role pirat doesn't exist, it should be pirate.
Re: Recovering "Lost" OXPs
Posted: Wed Nov 24, 2021 11:13 pm
by Cholmondely
Another lost ship:
Seraphim Police Viper replacement OXP: Shipbuilder (2010)
Re: Recovering "Lost" OXPs
Posted: Fri Dec 03, 2021 10:37 am
by Cholmondely
another_commander wrote: ↑Thu Sep 24, 2020 11:35 am
montana05 wrote: ↑Thu Sep 24, 2020 10:02 am
Ideas for better lightning (gloss, shininess and specular_color) are welcome as well.
Some lighting and material tips here:
1. Decide what your ship should look like early on. Decide on the type of materials you need for each single part of it. Don't just go with it thinking that you just need to "dress it up" with a texture. If you do, it will most likely end up looking like the texture is a piece of color paper wrapped around a model.
2. Materials are divided into two major categories: metals and dielectrics (i.e. non-metals). Here are some basic guidelines for each:
Metals:
- Specular: Usually white or some shade of gray, values usually in the range of 0.65 - 0.75. Metals can have tinted specular too, e.g. gold, copper. You define this tint in the specular map or with specular_color.
- Gloss: Up to the artist. Experiment until you see something you like.
- Diffuse: Pure metals always have black diffuse color.
Dielectrics:
- Specular: Very low. Usually around (0.04, 0.04, 0.04). Dielcetrics never have tinted specular, unless you are trying to create impossible materials. Things like water have even less specular. For example, the specular value used for the ocean specular reflections in the Lave is Earth OXP is 0.02. Some materials may have slightly different specular values, but normally they are low and materials with specular at around 0.4-0.5 are extremely rare to non-existent. If you are unsure what value to use for your material and you know it is a dielectric, use 0.04.
- Gloss: Depends. Normally on the artist and the appearance they want to achieve. Plastic for example usually has high gloss values but it is not a rule, just a guideline.
- Diffuse: Whatever color your material is. Important - DO NOT include lighting information in a diffuse map - it will look totally off when viewed from the wrong angles. Just put the color of the material there and let the shaders decide on how the lighting will look.
3.The type of material you want to use is not what your object of interest is made of, but what it is on the surface that will reflect the light. Practical example: If your ship is made of titanium and has a coat of paint all over it, the material you want to try to reproduce is paint (which is dielectric) and not titanium.
4. Re normal maps - Try to make details that have a purpose on them. The Arachnid above has a normal map with lots of details, but they are just fluff without purpose. Griff's ships have details on the normal map that seem to outline objects that "do something". The Serpent class above also.
5. Generally speaking, you will get much better results if you use spec and gloss maps rather than numeric values for spec and gloss in the material definition. The reason is that you can describe much better the variations of materials over your surface. You can also describe variations within the same material (e.g. a shiny ship that has a part of a wing that's rusty or dusty - this can be achieved only by texture).
6. Gloss is where an artist has completely free reign. While the other properties are more or less governed by physics, gloss is whatever you want it to be. That is your chance to be truly creative.
I've copied this into the OXP howto texture page and the very first snippet into the OXP howto model page
Re: Recovering "Lost" OXPs
Posted: Sat Dec 04, 2021 5:54 pm
by Cholmondely
I've uncovered a "Murgh" who is a Wikipedia Wine editor, and spent years in Norway and the Netherlands. This Murgh also edited the Wikipedia Oolite page on a number of occasions, adding a wealth of information about .oxp's and what they do to the game...
I've added a note on his Wikipedia user: page asking if he can grant us a blanket license for his oxp's. He last logged in there some 6 months ago.
Re: Recovering "Lost" OXPs
Posted: Sat Dec 04, 2021 11:20 pm
by Old Murgh
Cholmondely wrote: ↑Sat Dec 04, 2021 5:54 pm
I've uncovered a "Murgh" who is a Wikipedia Wine editor, and spent years in Norway and the Netherlands. This Murgh also edited the Wikipedia Oolite page on a number of occasions, adding a wealth of information about .oxp's and what they do to the game...
I've added a note on his Wikipedia user: page asking if he can grant us a blanket license for his oxp's. He last logged in there some 6 months ago.
Hello. I got your message and of course you may feel totally free to update any of the old OXPs or otherwise make use of the old scraps if they can still hold appeal. It would be very cool for me if something from so long ago could even in a small part manage to survive through the ages, along with the simple and brilliant concept of Oolite.
And it's heartwarming to see the OoliteBB still going strong.
Cheers.
Re: Recovering "Lost" OXPs
Posted: Sat Dec 04, 2021 11:22 pm
by Cody
Welcome back, Commander!