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Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Fri Dec 09, 2011 11:36 am
by Staer9
The shear amount of errors in both the .plists and models has unfortunately slowed me down somewhat...
everything is actually ready, but some textures are not being reconised and are showing up bright pink, I do know how to fix that, but it will probably delay the BETA release to tommorrow,

appologies for the inconveniece

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Fri Dec 09, 2011 12:19 pm
by JazHaz
Staer9 wrote:
The shear amount of errors in both the .plists and models has unfortunately slowed me down somewhat... it will probably delay the BETA release to tommorrow, appologies for the inconveniece
Don't worry! I'm sure we would prefer it if you try to bugfix before release.

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Sat Dec 10, 2011 11:06 am
by Staer9
Ok, BETA is out.

V0.1.7:
all models finished,
all diffuse textures finished,
shipyard.plist finished,
demoships.plist finished,
cobra-2x-hud finished (just a carbon copy of the normal cobra 2x hud),
Shipdata.plist working, but not finished.

Shipdata status:
basic structure finished,
all ships included and working,
exhaust possitions and laser possition are however slightly wrong on some ships.

Patches will be released daily until it is fully stable (starting monday, I can't work on sundays)
The main copy will also be updated if you don't know how to apply the patches.

file is rather large (23mb) and only just fits on box.com, I will need someone to host the shadered version,
if you want to do so, please PM me.

Download:
http://www.box.com/s/79m4e2jzd8a3qskurxx0

Re: [BETA] Staer9's Shipset

Posted: Sat Dec 10, 2011 2:37 pm
by JazHaz
Great, just downloaded.

Re: [BETA] Staer9's Shipset

Posted: Sat Dec 10, 2011 4:15 pm
by JazHaz
The Python Class Cruiser, does have the Scoop Camera view, I take it?

Re: [BETA] Staer9's Shipset

Posted: Sat Dec 10, 2011 7:33 pm
by Wildeblood
JazHaz wrote:
The Python Class Cruiser, does have the Scoop Camera view, I take it?
I just had a look - it's got a scoop camera view in among the custom views (copy/pasted from Neolites?), but it doesn't have a scoop position defined (yet).

Re: [BETA] Staer9's Shipset

Posted: Sat Dec 10, 2011 11:19 pm
by Gimi
Thank you Staer9, been waiting for this one.

Re: [BETA] Staer9's Shipset

Posted: Sat Apr 21, 2012 12:30 pm
by Staer9
I am proud to say that I have finally got enough time to continue work on this :D

There should be a patch ready soon with some basic exhaust possition updates and material updates (ready for shaders)

it will probably still take a few weeks to finish updating and testing so pay attention to this thread 8)

Re: [BETA] Staer9's Shipset

Posted: Sat Apr 21, 2012 12:50 pm
by Wildeblood
I've a request: could you include the python textures without the teeth and "ET Special" markings, please? I really like your take on the pythons.

Re: [BETA] Staer9's Shipset

Posted: Mon Apr 23, 2012 2:26 pm
by Staer9
Patch #1

download: REMOVED - please download patch #2 below
installation instructions:
place in the Config folder and overwrite the existing shipdata.plist
rename "Staer9's Shipset (non-shadered)BETA-v0.1.7.oxp" to "Staer9's Shipset (non-shadered)BETA-v0.1.8.oxp" (swap the 7 for the 8) this helps me know which version you are using in bug reports.

Fixes:
All ship material definitions are ready for shadering and illumination maps (non-shadered),
Ships now have a default shine (they should look a bit more metalic),
half the exhausts are fixed (up to the iguana)

Next update will feature:
All exhausts fixed,
some illumination maps,
and probably some other things I'm forgetting now

*note* the big download hasn't been updated so don't bother re-downloading it if you have it already.

Re: [BETA] Staer9's Shipset

Posted: Mon Apr 23, 2012 2:28 pm
by Staer9
Wildeblood wrote:
I've a request: could you include the python textures without the teeth and "ET Special" markings, please? I really like your take on the pythons.
I can do... but without the teeth and markings they would just be carbon-copys of Griff's textures,
all I did with the pythons was add, move and scale bits of the models to make them look more like the original designs, then make them fit onto Griffs texture.

Re: [BETA] Staer9's Shipset

Posted: Mon Apr 23, 2012 2:52 pm
by Wildeblood
Staer9 wrote:
I can do... but without the teeth and markings they would just be carbon-copys of Griff's textures...
Yes, but I didn't realize that when I asked. :mrgreen: Afterwards, I had at look at Griff's original texture and was fairly sure they were the same. Thanks for confirming.
Staer9 wrote:
....all I did with the pythons was add, move and scale bits of the models to make them look more like the original designs, then make them fit onto Griffs texture.
But it makes all the difference in the world. I'm constantly irritated by Griff's take on freighters: with piddly little exhausts that look more like headlights, they always look to me to be travelling backward. The changes you made took one of his worst models and made it the best. Excellent work!

Re: [BETA] Staer9's Shipset

Posted: Tue Apr 24, 2012 4:36 pm
by Staer9
Patch #2

download: https://www.box.com/s/165326e80d9c18866373
installation instructions:
place in the Config folder and overwrite the existing shipdata.plist
rename "Staer9's Shipset (non-shadered)BETA-v0.1.8.oxp" to "Staer9's Shipset (non-shadered)BETA-v0.1.9.oxp" (swap the 8 for the 9 this helps me know which version you are using in bug reports.

Fixes:
All the exhausts are fixed (If you notice any unusual ones please notify me, screenshots would be helpful)
Fixed a subentity bug that would have given the sidewinder-x the neolite subents (if that oxp was installed)

Next update will feature:
some illumination maps,
all the specular maps (they are much quicker to make than illumination maps),
fixes for bugs I havn't found yet

*note* the big download will be updated when I have some working specular/illumination maps

does not require patch #1 if you didn't get it as this includes it all

Re: [BETA] Staer9's Shipset

Posted: Wed Apr 25, 2012 12:02 pm
by Staer9
Patch #3

This is a big update that includes the following:

Fixes:
fixed a misspelling of the Python ET engine subent that was causing some errors
fixed a CnP error that had given one ship the Firefly texture

Additions:
All ships now have specular maps baked onto the diffuse map to save space.
All ships now have normal maps (*note* normal maps are baked using a timesaving method, please inform me of any that look weird)
Material definitions are sorted to use the default shader (so hopefully there won't be any unnessary lag)

*note* I havn't changed any of the laser possitions (because in my breif tests everything seems to be alright) if you see any unusual looking lasers please notify me which ship it is (screenshots would be helpful)

This release is shadered! don't bother yourself with the hefty download (52mb) if your machine doesn't support shaders.

Download: Please use latest release

Please let me know if the download works, as it is hosted on dropbox (due to size) and I'd like to know if I should continue to use said Dropbox.


Also, I'd like some screenshots of the ships for the wiki page :wink:

Re: [BETA] Staer9's Shipset (big update, now shadered)

Posted: Wed Apr 25, 2012 7:20 pm
by Ironfist
Download seems to work fine. I will install it and report back.

Ironfist