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Posted: Mon Nov 01, 2010 10:21 pm
by Eric Walch
Griff wrote:Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?
Just try it, I don't know if its possible. What is possible is defining materials completely in JS code. As you said, I use it in asteroidStorm 4.0. In shipdata I removed all the material directories (it felt strange to delete all the stuff in shipdata) and added an array of material directories in the JS script.
The material directories are quite at the start of the asteroid storm script, you can't miss it. In those material sets you can change all parameters by script and reapply the new material to the ship.
For asteroid storm I use the scripted material to make it possible to give random asteroids that are added as cluster, often have the same texture.
Posted: Tue Nov 02, 2010 12:05 am
by Kaks
Griff wrote:Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?
Code: Select all
materials =
{
"myasteroidtexture.png" =
{
diffuse_color = {type = "randomUnitVector"; scale = 0.25;};
};
};
Kinda! There's the evilness of slightly different punctuation ( in js you must use JSON notation instead of openStep)
Assuming you've got the debug console, and you've just targeted the asteroid with myasteroidtexture.png, the following should work
Code: Select all
PS.target.setMaterial( {
"myasteroidtexture.png" :
{
diffuse_color : {type : "randomUnitVector", scale : 0.25}
}
});
but you can also completely replace textures, like you can inside the shipdata material section. Still on the js console, type:
Code: Select all
PS.setMaterials({
"cobra3_redux.png" : { diffuse_map : "galaxy256.png" });
should completely retexture your ship, provided you're flying a standard cobby!
...and that other OXP Thargoid mentioned should be butterflies!
Posted: Tue Nov 02, 2010 5:51 am
by Thargoid
Kaks wrote:...and that other OXP Thargoid mentioned should be butterflies!
Sounds right. I could recall I did it recently(ish) but not which one. But Butterflies was only a little demo OXP, which is probably why I didn't recall it directly.
Re: Zygoroids up for grabs
Posted: Sun Mar 06, 2011 2:28 pm
by ZygoUgo
Ooooh, this new version of Blender's good, isn't it...
Re: Zygoroids up for grabs
Posted: Mon Sep 24, 2012 11:57 am
by Switeck
Is this a dead project?
...Because I think I've run across a couple minor problems with it.
These asteroids are always bounty=0.
Plus, they don't seem to fragment into boulders when destroyed by a mining laser.
These asteroids "smoke" when badly damaged, just like badly damaged npc ships do.
I think this is because like_ship = "asteroid";
has been commented-out in its shipdata.plist file.
Re: Zygoroids up for grabs
Posted: Mon Sep 24, 2012 2:14 pm
by maik
Well, it never made it beyond WIP stage. However, I saw ZygoUgo online not so long ago, so he might respond to PMs.
Re: Zygoroids up for grabs
Posted: Mon Nov 12, 2012 10:52 am
by Diziet Sma
Nope.. it's alive! And
back.
Re: Zygoroids up for grabs
Posted: Mon Nov 12, 2012 11:07 am
by maik
Diziet Sma wrote:
Nope.. it's alive! And
back.
Great news!
Re: Zygoroids up for grabs
Posted: Wed Feb 13, 2013 4:55 pm
by ZygoUgo
Minor update, now offering a version that leaves the original core asteroids untouched,
links in first post
I have also improved the textures of the two newer Roids, and the largest has a colour variant as
it's so predominant from a distance making it seem there are more of it than the others. I also altered the shipdata so they weren't so common.
Big guy and bruv..
Slightly icy guy..
Re: Zygoroids up for grabs
Posted: Wed Feb 13, 2013 5:52 pm
by Smivs
These look very nice
Re: Zygoroids up for grabs
Posted: Wed Feb 13, 2013 6:30 pm
by JeX
Holy Smoly they are beautiful!
Any chance of this OXP not being taxing on the graphics card?
Re: Zygoroids up for grabs
Posted: Wed Feb 13, 2013 9:48 pm
by GGShinobi
Coool!
I love adding more variety to my ooniverse!! Downloading!
JeX wrote:Holy Smoly they are beautiful!
Any chance of this OXP not being taxing on the graphics card?
Hope that too! Would be a pity!!
Re: Zygoroids up for grabs
Posted: Wed Feb 13, 2013 10:15 pm
by Shipbuilder
ZygoUgo - I take my hat off to you a great looking piece of work..
Re: Zygoroids up for grabs
Posted: Wed Feb 13, 2013 10:35 pm
by Cody
I thought this was a Griff error, but I see this in your 'roid OXP:
Code: Select all
script = "griff_spawn_biggerrock_chunk.js";
which throws this:
Code: Select all
[script.load.notFound]: ***** ERROR: Could not find script file griff_spawn_biggerrock_chunk.js.
The 'roids look beautiful in-game, by the way... a nice mix with Griff's variants!
Re: Zygoroids up for grabs
Posted: Thu Feb 14, 2013 8:07 am
by ZygoUgo
Thanks guys
The models are around 200polys at the most (if I remember correctly), the rest of the detail is in the normal maps, so long as you have shader support this is how they should appear in game, so they shouldn't be any more taxing than a lot of the ships.
@El Viejo: Thankyou for reminding me, I keep forgetting about that as it means changing it every time I upload from my personal version. I think what I'll do is add my version of Griffs script (& his original for OXP independance) to the Scripts folder so the bigger asteroids should smash into more glowy parts.
I'll re-upload shortly