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Posted: Sat Mar 13, 2010 10:28 pm
by Cody
... and there I was, about to have an early night.
That looks real tasty, Griff. Just downloaded it. Thanks.
Posted: Sun Mar 14, 2010 12:01 am
by DaddyHoggy
Griff wrote:added a 'Mamba' remake (not yet included in Dizzy's all-in-1 bundle oxp)
Very lovely - very lovely indeed.
Posted: Sun Mar 14, 2010 12:09 am
by Cody
On manual approach to Inbibe station, the slot didn’t look right… like it had a force field across it.
Went ahead anyway, fully expecting to get smeared… but docking was normal, no problem.
<scratches head>
edit: same at Laquused station, and on the demo screen.
Now solved!
Posted: Sun Mar 14, 2010 10:44 am
by lfnfan
woo. Mamba lookin' good.
Thanks Griff
Posted: Mon Mar 15, 2010 9:28 am
by Griff
Spotted and fixed a few tiny bugs in some of the OXPs:
Anaconda
removed a redundant vec2 called 'texcoord' from the engine & gun fragment shaders.
Cobra III & Cobra II Scuffed
fixed an error in the fragment shader for the gun subentity which was using the incorrect OpenGl lightsource whilst in game (light 0 instead of Light 1)
Moray & Fer-de-lances
added missing texture repeat options to the shipdata.plist for these ships (it meant the faked 'starfield' reflection wasn't being repeated when it scrolled to it's edges)
Worm
added simple shader mode hull lights which i'd forgotten to add in when i did the rest of the ships.
All the above fixes will be included in the Dizzy all-in-1 bundle in its next update
Posted: Mon Mar 15, 2010 11:47 am
by Diziet Sma
The new all-in-one pack is now online.
Posted: Sat Mar 20, 2010 4:48 am
by Simon B
I'll clean up the fer-de-lance model and textures and bundle them for griffs attention.
That mamba looks like it borrowed a bit from my suggestion at the back there ... would griff like the gecko model? I can probably mod it to echo that mamba.
Give it a week for me to polish off actual Work work.
Posted: Sat Mar 20, 2010 11:12 pm
by bigmike20vt
hi
i installed the new multipack.
everything looks amazing.
1 quick question. my save no longer worked, my ship was a question mark so i have edited the save so i can now see my ship again..
only thing is....
can you tell me what part of the file i need to edit to change the colour of my shio? some of the griff shipos look amazing in game, but mine is just gun metal grey. i figure it is not exactly cheating giving my ship a coat of paint
was thinking perhaps the yellow and green centenery colours of manchester united
cheers
Posted: Sat Mar 20, 2010 11:22 pm
by Cody
Hi bigmike20vt
This should be what you're looking for:
In the Config\shipdata.plist of the OXP, find your chosen ship; go to the player ship section. A few lines down in the uniforms section there are two lines: PaintColor1 and PaintColor2, each with three values… RGB, all set to zero by default.
Code: Select all
PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; };
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
Set each of them anywhere between 0.0 and 1.0 and keep tinkering until you get the colour you want.
Also, don't forget your custom decal, which is covered
here.
I hope that's clear.
Enjoy!
Posted: Sun Mar 21, 2010 1:21 am
by Simon B
Custom paint and decals will work well for ships in mission oxps like black baron.
Posted: Sun Mar 21, 2010 6:39 pm
by JazHaz
Was rereading this thread when I came up with the following that needs answering.:
DaddyHoggy wrote:
Cool - what about the Trade Station/Con-Store's too?
My computer doesn't do shaders so I can't do screenshots of the constores to do them justice as all the ads don't show up on my computer.
Can someone do some screenies so we can add them to the Gallery?
Posted: Sun Mar 21, 2010 10:37 pm
by bigmike20vt
cheers guys
El Viejo wrote:Hi bigmike20vt
This should be what you're looking for:
In the Config\shipdata.plist of the OXP, find your chosen ship; go to the player ship section. A few lines down in the uniforms section there are two lines: PaintColor1 and PaintColor2, each with three values… RGB, all set to zero by default.
Code: Select all
PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; };
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
Set each of them anywhere between 0.0 and 1.0 and keep tinkering until you get the colour you want.
Also, don't forget your custom decal, which is covered
here.
I hope that's clear.
Enjoy!
Posted: Sun Mar 21, 2010 11:04 pm
by DaddyHoggy
JazHaz wrote:Was rereading this thread when I came up with the following that needs answering.:
DaddyHoggy wrote:
Cool - what about the Trade Station/Con-Store's too?
My computer doesn't do shaders so I can't do screenshots of the constores to do them justice as all the ads don't show up on my computer.
Can someone do some screenies so we can add them to the Gallery?
A couple to get you going - MallWart:
Star:
Tescoo Oxpress:
Trade Station:
Sainsboory's (small)
Variable quality - but perhaps enough as place holders until something better comes along?
Posted: Sun Mar 21, 2010 11:06 pm
by JazHaz
Great! Excellent, just what we need!
Posted: Mon Mar 22, 2010 8:38 am
by Diziet Sma
El Viejo wrote:Hi bigmike20vt
This should be what you're looking for:
In the Config\shipdata.plist of the OXP, find your chosen ship; go to the player ship section. A few lines down in the uniforms section there are two lines: PaintColor1 and PaintColor2, each with three values… RGB, all set to zero by default.
Code: Select all
PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; };
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
Set each of them anywhere between 0.0 and 1.0 and keep tinkering until you get the colour you want.
Also, don't forget your custom decal, which is covered
here.
I hope that's clear.
Enjoy!
Actually, El Viejo, you can go higher than 1.0 to good effect.. I'm using 1.5 atm.. but when you get too high, you end up with a "Neon Cobby", such as this with values set at 100.0