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Posted: Mon Jan 26, 2009 6:46 pm
by Screet
Tivva wrote:
I just d/l your cobra 3 from your boxnet link
It's VERY STEALTHY :wink:
Looks like you've got shaders enabled and watching the effect of a bug. I've got a Vista PC, griffs CM3 did look fine so far, but I get black ships like that from your screenshot now and then. Restarting the game does help, though it sometimes requires restarting until the ships work properly. Furthermore, sometimes they turn black right before my eyes (and stay black until I restart Oolite). Sometimes I got the same problem in white.

If anyone asks: I've tried different drivers and am using the most current hotfix version.

Screet

Posted: Mon Jan 26, 2009 7:54 pm
by Griff
@ Tivva
That's a bit odd, are there any errors written in the oolite log? the gun and the main hull of the cobra use different fragment shaders, since we can see the gun subentity it looks like there's something in the main hull's fragment shader that is causing it not to appear. Are you using one of the more recent Oolites - the mainhull shader used a random vec3 generating option in the shipdata.plist that the devs only coded in recently, if you are using the most recent test release try setting shaders to low or off and see if the cobra3 appears.

@ZygoUgo the random recolouring of the paint is only available in full shader mode in the oolite options (when you change the shader mode you'll have to quit the game and restart it to see the effects)
recolouring the texture map before applying it to the ship is probably quite a taxing effect for graphics cards to do, so to be safe i moved the process it into the 'full shader mode only' part of the shader, infact in simple shader mode the only effects you'll get is the fancy specular effect, I've probably been too cautious though so maybe i should move some of the glow maps back into the simple shader mode too, i'm not sure how to benchmark shaders though so i don't know what's considered high end and suitable for powerful video cards only.

Posted: Mon Jan 26, 2009 8:07 pm
by Tivva
Griff wrote:
@ Tivva
That's a bit odd, are there any errors written in the oolite log? the gun and the main hull of the cobra use different fragment shaders, since we can see the gun subentity it looks like there's something in the main hull's fragment shader that is causing it not to appear. Are you using one of the more recent Oolites - the mainhull shader used a random vec3 generating option in the shipdata.plist that the devs only coded in recently, if you are using the most recent test release try setting shaders to low or off and see if the cobra3 appears.
Griff
YHM

Posted: Mon Jan 26, 2009 8:11 pm
by goran
Image Image

Posted: Mon Jan 26, 2009 8:38 pm
by Screet
Griff wrote:
I've probably been too cautious though so maybe i should move some of the glow maps back into the simple shader mode too, i'm not sure how to benchmark shaders though so i don't know what's considered high end and suitable for powerful video cards only.
I've got a 4870X2 here. With oolite in window mode, it can only use one of its two GPUs. However, the GPU load is so little (with full shaders) that the card powers down to minium speed.

It might be a bug of GPU-Z, but that program claims that even in that scenario my card is almost entirely idle?!?

About that shader-thing: I can see the same bug from time to time with other ships. Including effects like the hull of a ship becoming invisible (black) and the wings drawn normally. Either the drivers are a mess or something is wrong with Oolite. Even if the ships do appear correctly, it can happen during flight that the ships turn black (or white). Relaunching Oolite helps to solve it for some time.

Screet

Posted: Mon Jan 26, 2009 9:21 pm
by Griff
Hmm, i just noticed that i did a bit of tweaking on the oxp last night changing the engine glows and i managed to re-upload the oxp with a missing texture, i've fixed that now and updated the oxp (same link as before) maybe that was causing oolite problems?
Also, I've uploaded another version of the oxp here: http://www.box.net/shared/cf4558d86n
same model but i've scaled all the textures down 25% - maybe the size of the texture is a problem, i'll need to sort thatout properly, i think it's using 3 1024x1024 texture maps at the moment :shock:

Posted: Mon Jan 26, 2009 10:09 pm
by Tivva
Hi All
As per previous post (page 41)- I have problems with griffs super new Cobra 3- 'Tis invisible.
Where do I find the shipdata plist file on a mac to help find the problem?

tia

Posted: Mon Jan 26, 2009 10:19 pm
by JensAyton
Tivva wrote:
Where do I find the shipdata plist file on a mac to help find the problem?
Control-click the OXP, select Show Package Contents, look in Config.

However, it would be more useful if you posted the contents of your log file, which can be found at ~/Library/Logs/Oolite/Latest.log.

Posted: Mon Jan 26, 2009 10:25 pm
by ZygoUgo
Just had a look at the new upload of 'non-normally' on Windows, now got different emblems and coloured hull lights but no differences in body colour. The shaders were already full so it's not that.
Are the colour variations on the body much rarer as that would mean it was probably fine?
Just been checking the Cobras that are spawned outside the first station by the mini script.

Posted: Mon Jan 26, 2009 10:31 pm
by Griff
@ ZygoUgo
Were you seeing only the light spilling out from the cockpit window and the rest of the texture black, i just checked the oxp and saw this, something must have gone wrong with the alpha channel in the textures when i scaled them down - they looked fine but i think the alpha channel got changed or something - i've fixed it now and re-uploaded the oxp, sorry about that - i should have checked.
as long as you're running in full shader mode every NPC cobra you meet will have randomly generated colours, the player version will always be the default green one with an orange star emblem but you can change this by editing the shipdata.plist - go to lines 56-59

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"; };
uDecalSelect = { type = "float"; value = 0.3; };
Paintcolor1, PaintColor2 and DecalColor:
the 0.0 numbers are rgb values for the colour to mix into the texture, use the range 0.0 - 1.0 for each one, values under 0.4 work best anything higher gets eye-poppingly vivid!

uDecalSelect is used to select which decal to show, the image is split into 4 columns:
0.0-0.24 is decal 1, 0.25-0.49 is decal 2, 0.50-0.74 is decal3, 0.75-0.99 is decal 4

Posted: Mon Jan 26, 2009 10:36 pm
by Tivva
Ahruman wrote:
Control-click the OXP, select Show Package Contents, look in Config.
However, it would be more useful if you posted the contents of your log file, which can be found at ~/Library/Logs/Oolite/Latest.log.
Thanks Jens
Copy of log file & shipdata.plist now sent to Griff

Posted: Mon Jan 26, 2009 10:38 pm
by ZygoUgo
She was fine, it was the larger texture (I'd rather everything was, it's only £26 for a 8600GT :D ), they were all the same military green that's all, no sign of a psycho barbie boat.
The cabin light was red on the naughty ones and they all had different (but orange) transfers.

EDIT:I'll get a piccie, back in a mo..
Image
I have your Boa installed and that has definately changed colours and decals
I'm on test release 172.2

Posted: Mon Jan 26, 2009 10:41 pm
by Griff
Sounds a bit like the random number generating code isn't generating numbers randomly, it's working here though and seems to be in the screen shots A_C has posted, i'm using a build of the trunk Oolite and A_C probably does too, who's using the oxp with the test releases? does the ranom colour work there? do you have the griff_boa oxp installed, does that give you random coloured boas?
It's me being clueless - i posted a version of the oxp with the random generating vec3 taken out, it was using fixed values instead

Posted: Mon Jan 26, 2009 11:08 pm
by gogz69
Griff wrote:
Sounds a bit like the random number generating code isn't generating numbers randomly, it's working here though and seems to be in the screen shots A_C has posted, i'm using a build of the trunk Oolite and A_C probably does too, who's using the oxp with the test releases? does the random colour work there? do you have the griff_boa oxp installed, does that give you random coloured boas?
Normal Map:- Colours Fine, random (Boa's too)

The generator has knocked up some interesting colours so far for the cobbie. (yellow/purple) :shock:

Barbie Cobra. :lol:

Should put a lipstick stamp decal on.

Posted: Mon Jan 26, 2009 11:29 pm
by Griff
@ ZygoUgo
OMG! i've just worked out why the random colours aren't happening, and it's totally my fault - i'm really sorry but last night i changed the oxp because i wanted to re-do the engine glows and change a texture - i changed the code in the player version and then copied & pasted it to all the NPC versions, like a berk i totally forgot that the player version of the ship doesn't get random paint colours and so the NPC version don't now either, i'll get the oxp fixed and re-uploaded
Ok, sorry about all this, i've re-uploaded the oxp with the proper shipdata.plist in
you can either re-download the oxp or fix it yourself, just open the shipdata.plist, find the following
groups of lines:
Lines 174-177, 225-228, 276-279, 327-330
take out the code that's there which looks like this:

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"; };
uDecalSelect = { type = "float"; value = 0.3; };
and replace it with this:

Code: Select all

PaintColor1 = {type = "randomUnitVector"; scale = 0.3;};
PaintColor2 = {type = "randomUnitVector"; scale = 0.3;};			
DecalColor =  {type = "randomUnitVector"; scale = 0.5;};
uDecalSelect = "entityPersonality";
The normalmapped version of the oxp is OK, somehow i managed not to knacker that one :?