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Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 6:12 pm
by spara
Smivs wrote:
I'm not too familiar with ADCK's behemoths TBH, but what you suggest sounds possible. Is the nameplate specified for just the position/faces where it appears on the ship?
Now that I have meddled with them awhile, I'm starting get acquainted with them. Not exactly what I had in mind when I started reviving them :).

Anyway, the dat-file defines two textures, one big one that has a hole in it and a small one that fills the hole. The small one is positioned by the entry in the dat-file. The big one could easily be put in place as a diffuse-map, but I guess that the positioning of the small one is not possible.

The original Aegidian's Behemoth solves this differently, it has a unique dat-file for each Behemoth.

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 6:32 pm
by Smivs
spara wrote:
Anyway, the dat-file defines two textures, one big one that has a hole in it and a small one that fills the hole. The small one is positioned by the entry in the dat-file. The big one could easily be put in place as a diffuse-map, but I guess that the positioning of the small one is not possible.

The original Aegidian's Behemoth solves this differently, it has a unique dat-file for each Behemoth.
How you approach this may be decided by how many varieties (names) there are.
Probably the easiest way is to do a 'named' texture for each one and like_ship them, using the same model and specifying the correct diffuse map for each via 'materials' in shipdata.
Either that or just have a template ship and call the texture required by script using 'set_materials'. This way a 'random' texture could be applied when the ship is spawned.

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 6:50 pm
by spara
Smivs wrote:
spara wrote:
Anyway, the dat-file defines two textures, one big one that has a hole in it and a small one that fills the hole. The small one is positioned by the entry in the dat-file. The big one could easily be put in place as a diffuse-map, but I guess that the positioning of the small one is not possible.

The original Aegidian's Behemoth solves this differently, it has a unique dat-file for each Behemoth.
How you approach this may be decided by how many varieties (names) there are.
Probably the easiest way is to do a 'named' texture for each one and like_ship them, using the same model and specifying the correct diffuse map for each via 'materials' in shipdata.
Either that or just have a template ship and call the texture required by script using 'set_materials'. This way a 'random' texture could be applied when the ship is spawned.
Yep, that's what I thought too. The number of behemoths is 16 (I think...). So doing a different skin for each is probably a bad idea in terms of oxp size. To do it properly without shaders would mean doing a different dat-file for each behemoth. Seems like a lot of work, so I'll let it be. Maybe in a future version of Oolite, there is a way to replace textures defines in the dat-file through 'materials.' Then again, I would assume that the future oxps don't do it like this :).

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 6:55 pm
by Smivs
The only other hope is if you can manipulate two diffuse maps for the same model using materials. I'm not sure that you can - Jens or one of the other devs would know.

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 6:56 pm
by JensAyton
spara wrote:
Maybe in a future version of Oolite, there is a way to replace textures defines in the dat-file through 'materials.'
This is already possible.

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 7:46 pm
by spara
JensAyton wrote:
spara wrote:
Maybe in a future version of Oolite, there is a way to replace textures defines in the dat-file through 'materials.'
This is already possible.
I'm so bad at this :oops:. Yes, now I see. That "cube-face" is the reference in the dat-file. Thanks for the clarification. Let's see, if I can summon some strength to do necessary changes to the oxp. Not tonight probably.

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 8:30 pm
by JensAyton
By the way, any OXPer would benefit from dissecting and understanding the [wiki]Material Test Suite OXP[/wiki] (and taking note of the fact that tests 1–7 work without shaders).

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 8:48 pm
by spara
JensAyton wrote:
By the way, any OXPer would benefit from dissecting and understanding the [wiki]Material Test Suite OXP[/wiki] (and taking note of the fact that tests 1–7 work without shaders).
How very true, I somehow have missed that link earlier. It's probably because it's at the bottom of the 'materials' page and I have not reached it earlier :lol:. Excellent example page with good examples. Wish I had more time.

Re: [Release] Adck's Behemoths Redux

Posted: Sat May 04, 2013 10:34 pm
by Smivs
JensAyton wrote:
spara wrote:
Maybe in a future version of Oolite, there is a way to replace textures defines in the dat-file through 'materials.'
This is already possible.
This is what I was trying to say earlier - sorry, perhaps I wasn't being clear enough. I seem to have become a bit of an 'expert' (term used very loosely :P ) on this stuff, so if you need any help or advice, please feel free to ask. :)

Re: [Release] Adck's Behemoths Redux

Posted: Mon May 06, 2013 8:55 pm
by spara
Two updates:

* Facelift (1.1.5). Now the nameplates work without shaders.
* Extra Behemoths (1.0.1). Fixed a couple of bugs and made nameplates to work without shaders.
Smivs wrote:
I seem to have become a bit of an 'expert' (term used very loosely :P ) on this stuff, so if you need any help or advice, please feel free to ask. :)
I'm afraid I'll never be an expert in these matters :(. But I'm getting better all the time :D. Thank you all for helping out.

Re: [Release] Adck's Behemoths Redux

Posted: Mon Jul 29, 2013 7:41 pm
by spara
Small update on facelift.

* Anaconda's normal map is fixed, thanks to Tichy
* Textures compressed with optipng. Download size is now a couple of MBs smaller

Re: [Release] Adck's Behemoths Redux

Posted: Mon Jul 29, 2013 9:52 pm
by JazHaz
spara wrote:
Small update on facelift.

* Anaconda's normal map is fixed, thanks to Tichy
Why is the Anaconda in this OXP? I checked the original readmes but couldn't see a mention of the Annie...?

Re: [Release] Adck's Behemoths Redux

Posted: Mon Jul 29, 2013 9:59 pm
by spara
JazHaz wrote:
spara wrote:
Small update on facelift.

* Anaconda's normal map is fixed, thanks to Tichy
Why is the Anaconda in this OXP? I checked the original readmes but couldn't see a mention of the Annie...?
The model is used as a navy transport. Different texture, same normal map.

Re: [Release] Adck's Behemoths Redux

Posted: Thu Sep 12, 2013 6:19 pm
by spara
New version of galactic navy facelift (1.2).

* New textures for Behemoth Type 2
* Griffified Behemoth docks
* Custom BGS tunnel effect enabled for all GalNavy dockables

Wish I had a bit more time in my hands :). Next on my todo is tinkering SimonB's Light Destroyer to work with GalNavy as an addon, making Navy Carrier to work with GalNavy and Behemoths as an addon and updating extra behemoths (3 & 4) to same graphical level with type 2.

Re: [Release] Adck's Behemoths Redux

Posted: Thu Sep 12, 2013 6:51 pm
by JazHaz
Congrats!