Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Well, you could go for a really geeky option:

Code: Select all

roles='oolite-nil';
does almost sound official...

Ahruman, shall we have an officially sanctioned name for a 'don't use me' ship?
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

I’d prefer “unused”. Simple, and no-one’s very likely to use it. :-)
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Or you could always use something like "trader(0)", so the role is there but with a zero chance of the populator picking it.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Post by Cody »

I just updated my ATI Radeon drivers to 9.9.
To test it I unloaded Griff's Ship Set and flew with just these OXP's:

Fighter HUD
System Redux
Target Autolock
Target Reticle

No problems.

Then I loaded Griff's set. All appeared well, but this error message was in the Latest.log when I checked:

[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[strings.conversion.vector]: ***** ERROR: cannot make vector from '0.0 -9.5 - 48.5': could not scan a float value.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.


Any thoughts?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

hmm, there's a little bit about the alertcondition error in the last few posts of this thread
https://bb.oolite.space/viewtopic.php?t=6581
are you running Oolite on a windows PC El Viejo? i am and i get the error in the log but the shader runs OK and the alertCondition behaves as it should (it makes the lights on the player ship pulse red when you're under attack, and 'switches the lights off' (colours them black in reality) when your viewing ships in the shipyard/ commander loading screen

the "[strings.conversion.vector]: ***** ERROR: cannot make vector from '0.0 -9.5 - 48.5': could not scan a float value. " error is in griff_ferdelance_normalmapped.oxp, in the shipdata.plist file
lines 5 and 166 read

Code: Select all

aft_eject_position = "0.0 -9.5 - 48.5";
there shouldn't be a space between - and 48.5
i've fixed this now and re-uploaded the oxp
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Post by Cody »

Hi Griff.

Yeah, I'm running 1.73.3 on PC and Wndows.

There was no problem in game - all was fine.
I'll have a read through the suggested thread, and re-download the OXP.


Regards
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Micha
Commodore
Commodore
Posts: 815
Joined: Tue Sep 02, 2008 2:01 pm
Location: London, UK
Contact:

Post by Micha »

Very nice indeed, Griff.

Only niggle: It'd be nice to have version numbers in the OXP names.. Kinda hard to keep up-to-date otherwise :)
The glass is twice as big as it needs to be.
mitchelln
Average
Average
Posts: 11
Joined: Wed Sep 23, 2009 3:27 pm
Contact:

Overriding ship

Post by mitchelln »

Sorry if I'm being thick, but how do I override my ship in my save game file?
I've tried various strings such as griff_normal, griff_cobra3_normalmapped_scuffed_texture etc but it doesn't work.

Thanks!

Ah, got it - griff_normalmapped_cobra_mkIII_player as defined in shipyard.plist

Great looking ships!

:)
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

i forgot to mention in the readme's for the oxp's but you can change the paint colour on the player ships by editing the shipdata.plist file in the oxp's config folder.
look for lines like these in the player version of the ship

Code: Select all

PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; }; 
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
DecalColor =  { type = vector; value = "1.0 0.3945 0.0"; };
the numbers in the value = "" bit are Red, Green and Blue values, in the range 0.0 - 1.0

you can also choose between four different decals by editing the value in the line uDecalSelect = { type = "float"; value = 0.3; };
0.0 - 0.24 is decal1, 0.25 - 0.49 is decal 2, 0.50 - 0.74 is decal 3 and 0.75 - 1.0 is decal 4.
au usual, if you edit anything in an oxp remember to hold down shift after starting oolite untill the spinning cobraIII appears go get oolite to notice the changes you've made
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Incidentally, Griff, in the trunk entityPersonality/entityPersonalityInt is stored in saved games. It isn’t transferred from the display model when you buy ships, but that should be simple to implement.
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

I've added a Python to the links on the first page of the thread, in the screenshot i was suprised to see how much it looks like my fer-de-lance remake - they do look different in game honest!

@ Ahruman - Does that mean that decals could be randomly selected (like they are for NPC ships) when browsing the shipyard, then saved into the players save file when the ship is bought?
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Griff wrote:
Does that mean that decals could be randomly selected (like they are for NPC ships) when browsing the shipyard, then saved into the players save file when the ship is bought?
That’s the plan.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Griff wrote:
I've added a Python to the links on the first page of the thread, in the screenshot i was suprised to see how much it looks like my fer-de-lance remake - they do look different in game honest!
Nice addition. I wanted to kill one but they were all friendly and I didn't want to fire the first shot. :lol:

I noticed you did set "auto_ai = no". Do you have a reason for that? Now all ships take the AI from the template. And that is a trader-AI, even when added as pirates. You should set it to auto_ai = yes, so that the system chooses the right AI for the added role.


And the internal "black dog" has escorts. I would give this "black dog" also 2 escorts like the original. And to make sure it only gets stylish correct escorts you should also define "escort-role = shader-escort". You already included that role in your sidewinder. And if the player has not installed any oxp with those shader-escorts, it will default to a regular escort.
Last edited by Eric Walch on Sun Sep 27, 2009 8:46 pm, edited 1 time in total.
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

the auto ai = no is a mistake, i had a lot of problems writing out the shipdata.plist, syntax errors and stuff even though i couldn't spot them, i must have changed that line for some reason and forgotten to change it back once i got the oxp working.
i'll make one of the current variations in the oxp a blackdog and give it some escorts, i need to get around to doing some proper pirate themed decals too
edit: thanks for the bug fixes eric, i've updated the oxp!
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Thank you for the new ship! Gorgeous as ever! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Post Reply