[Release] Staer9's Shipset
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- JazHaz
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Re: [Release] Staer9's Shipset
Recently bought the Staer9 Python Class Cruiser. Loving the new texture. However there is a bug/problem with the model, which comes apparent when you use the Scoop View.
Below is a screenshot taken whilst docking while viewing the Scoop View. Note that you can see part of the ship at the top, but some of it is see-through. Click on it to view in Flickr.
Staer9 Python Class Cruiser scoop view bugs by JazHaz, on Flickr
EDIT: whilst on this subject, is it possible to adjust the external views, to see them from further away? Currently the ship fills most of the screen. I don't mind editting my copy of the OXP, but just not sure if I will need to muck about with quaternions (which would put me off).
Below is a screenshot taken whilst docking while viewing the Scoop View. Note that you can see part of the ship at the top, but some of it is see-through. Click on it to view in Flickr.
Staer9 Python Class Cruiser scoop view bugs by JazHaz, on Flickr
EDIT: whilst on this subject, is it possible to adjust the external views, to see them from further away? Currently the ship fills most of the screen. I don't mind editting my copy of the OXP, but just not sure if I will need to muck about with quaternions (which would put me off).
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Shipbuilder
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Re: [Release] Staer9's Shipset
JazHaz - See the custom view script below in XML format. The quaternions are set up to give the standard 10 views. You can edit the distances to make the ship larger or smaller on your screen. If however you use OpenStep you should still be able to use the quaternion values. Maybe someone who knows more about OpenStep can confirm this.but just not sure if I will need to muck about with quaternions (which would put me off).
Hope that this helps.
<key>custom_views</key>
<array>
<dict>
<key>view_description</key>
<string>Rear View</string>
<key>view_position</key>
<string>0.0 10.0 -100.0</string>
<key>view_orientation</key>
<string>1.0 0.0 0.0 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Rear Right View</string>
<key>view_position</key>
<string>75 10.0 -75</string>
<key>view_orientation</key>
<string>0.9239 0.0 0.3827 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Right View</string>
<key>view_position</key>
<string>100.0 10.0 0.0</string>
<key>view_orientation</key>
<string>0.7071 0.0 0.7071 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Front Right View</string>
<key>view_position</key>
<string>75 10.0 75</string>
<key>view_orientation</key>
<string>0.3827 0.0 0.9239 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Front View</string>
<key>view_position</key>
<string>0.0 10.0 100.0</string>
<key>view_orientation</key>
<string>0.0 0.0 1.0 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Front Left View</string>
<key>view_position</key>
<string>-75 10.0 75</string>
<key>view_orientation</key>
<string>0.3827 0.0 -0.9239 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Left View</string>
<key>view_position</key>
<string>-100.0 10.0 0.0</string>
<key>view_orientation</key>
<string>0.7071 0.0 -0.7071 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Rear Left View</string>
<key>view_position</key>
<string>-75 10.0 -75</string>
<key>view_orientation</key>
<string>0.9239 0.0 -0.3827 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Top View</string>
<key>view_position</key>
<string>0.0 100.0 0.0</string>
<key>view_orientation</key>
<string>-0.7071 0.7071 0.0 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Bottom View</string>
<key>view_position</key>
<string>0.0 -100.0 0.0</string>
<key>view_orientation</key>
<string>0.0 0.0 0.7071 0.7071</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
</array>
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- Cody
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Re: [Release] Staer9's Shipset
I know very little about OpenStep (except that it's easier to read), but this is the OpenStep custom 'Cinematic View' I use for Rolling Thunder:Shipbuilder wrote:Maybe someone who knows more about OpenStep can confirm this.
Code: Select all
{
view_description = "Cinematic View";
view_orientation = "0.1 0.35 1.0 0.05";
view_position = "20.0 -10.0 400.0";
weapon_facing = "FORWARD";
}
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And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Smivs
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Re: [Release] Staer9's Shipset
Indeed they do. Making the view further away is easy...just increase the distance in the relevant direction - no need to mess with the quarternions at all. For the 'scoop-view' issue, just move it forward a bit so it's outside the ship.
The first three numbers are the ones to be looking at, the x,y and z axes.
The first three numbers are the ones to be looking at, the x,y and z axes.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: [Release] Staer9's Shipset
On a slightly brighter note.
I didn't want uber and yet still (being a sore loser) wanted to slightly tip the balance of play in my favour due to my early onset slower reflexes and varifocals.
Well ..having gone to the Monks for a Payday loan, as you do. I flew my Cat Mk II into the shipyards at Xeer and spoke to their technical Wizzes about doing something with the limited cargo capacity and as it happens the engines could be replaced with one of the newer, faster and importantly smaller Tiapan V3 engines. The upshot is I have now got 15 tonnes of reclaimed space and the engines, which were none too shabby at a speed of 4.2 are now maxing out at 4.6 wich with Q Charger fitted are really potent(Good for running away from the Monks Goons too)... As an added bonus, They also found space to affix a couple of more pylons.
Though my cannons do fire pretty magenta blasts now instead of the yellow beam...Its all good....Now..how to pay back the Monks ???
I didn't want uber and yet still (being a sore loser) wanted to slightly tip the balance of play in my favour due to my early onset slower reflexes and varifocals.
Well ..having gone to the Monks for a Payday loan, as you do. I flew my Cat Mk II into the shipyards at Xeer and spoke to their technical Wizzes about doing something with the limited cargo capacity and as it happens the engines could be replaced with one of the newer, faster and importantly smaller Tiapan V3 engines. The upshot is I have now got 15 tonnes of reclaimed space and the engines, which were none too shabby at a speed of 4.2 are now maxing out at 4.6 wich with Q Charger fitted are really potent(Good for running away from the Monks Goons too)... As an added bonus, They also found space to affix a couple of more pylons.
Though my cannons do fire pretty magenta blasts now instead of the yellow beam...Its all good....Now..how to pay back the Monks ???
Flying Python Class Cruiser, Chapter & Verse IV
- Staer9
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Re: [Release] Staer9's Shipset
@Shipbuilder, please refrain from filling other people threads with massive strings of plists (not to mention the fact that it's in XML which both isn't used by anyone and more importantly isn't used in the oxp's thread that you're posting on)
As Smivs said it is just a case of moving the position slightly further forward.
Quaternions need not be messed with to move tha camera further away from the ship either, just increase the value of the first and last (x and z) to move the camera away, Y controls camera height and changing that would require messing with quaternions to re-center the veiw.
Sorry about that... When I tested the veiws I only tested fore, aft, port and starboard and didn't think to check scoop veiw.JazHaz wrote:Recently bought the Staer9 Python Class Cruiser. Loving the new texture. However there is a bug/problem with the model, which comes apparent when you use the Scoop View.
Below is a screenshot taken whilst docking while viewing the Scoop View. Note that you can see part of the ship at the top, but some of it is see-through. Click on it to view in Flickr.
EDIT: whilst on this subject, is it possible to adjust the external views, to see them from further away? Currently the ship fills most of the screen. I don't mind editting my copy of the OXP, but just not sure if I will need to muck about with quaternions (which would put me off).
As Smivs said it is just a case of moving the position slightly further forward.
Quaternions need not be messed with to move tha camera further away from the ship either, just increase the value of the first and last (x and z) to move the camera away, Y controls camera height and changing that would require messing with quaternions to re-center the veiw.
- Shipbuilder
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Re: [Release] Staer9's Shipset
Staer9 - You appear to have taken issue with my post including the plist earlier on this thread. It was not my intention to fill up your thread or cause offence but simply to provide a detailed example of how to set up a set of external views and seek confirmation that the process is similar in both XML and OpenStep.
This was done solely to assist a forum member following a question raised on this forum therefore I was surprised to read your post. As I note above it was not my intention to cause offence or annoyance.
I am still quite new to the forum so perhaps do not know the forum etiquette fully.
This was done solely to assist a forum member following a question raised on this forum therefore I was surprised to read your post. As I note above it was not my intention to cause offence or annoyance.
I am still quite new to the forum so perhaps do not know the forum etiquette fully.
The GalTech Industries Corporation - Building ships to populate the galaxies.
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
- JazHaz
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Re: [Release] Staer9's Shipset
I just tried editting the scoop view to fix this, but found that changing the x view changed the view slightly to the starboard side. So I just changed the z, increasing by 5 points and testing. I found that moving the original z by 15 was enough.Staer9 wrote:Sorry about that... When I tested the veiws I only tested fore, aft, port and starboard and didn't think to check scoop veiw.JazHaz wrote:Recently bought the Staer9 Python Class Cruiser. Loving the new texture. However there is a bug/problem with the model, which comes apparent when you use the Scoop View. You can see part of the ship at the top, but some of it is see-through.
As Smivs said it is just a case of moving the position slightly further forward.
Quaternions need not be messed with to move tha camera further away from the ship either, just increase the value of the first and last (x and z) to move the camera away, Y controls camera height and changing that would require messing with quaternions to re-center the veiw.
Here's the view setting I found worked:
Code: Select all
{
"view_description" = "Scoop camera";
"view_orientation" = "1.0 0.0 0.0 0.0";
"view_position" = "0.0 -11.5 37.0";
"weapon_facing" = "FORWARD";
},
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
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Re: [Release] Staer9's Shipset
Well, yes. The x-axis is by definition the left-right axis. Just as the y-axis is the up-down axis and the z-axis is the front-rear axis.JazHaz wrote:I just tried editting the scoop view to fix this, but found that changing the x view changed the view slightly to the starboard side.
- OneoftheLost
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Re: [Release] Staer9's Shipset
Err..
Uh.. I really don't have anything constructive to add in regards to code or whathaveyou.
I did however want to thank you for putting this together! I normally only fly with Oldships.oxp and a shipset, as I like a 'little' bit of variety but not to much. I just tried your ships along with Griff's and WOW. Really lovin' your shipset Staer9. Looks downright beautiful. I especially like your interpretation of the Salamander.
Thanks for this.
Now back to your regularly scheduled thread.
Uh.. I really don't have anything constructive to add in regards to code or whathaveyou.
I did however want to thank you for putting this together! I normally only fly with Oldships.oxp and a shipset, as I like a 'little' bit of variety but not to much. I just tried your ships along with Griff's and WOW. Really lovin' your shipset Staer9. Looks downright beautiful. I especially like your interpretation of the Salamander.
Thanks for this.
Now back to your regularly scheduled thread.
Profile: Commander Kolt
Ship: Cobra III - Longinus V
Elite Rating:Poor
Location: G1
Ship: Cobra III - Longinus V
Elite Rating:Poor
Location: G1
Re: [Release] Staer9's Shipset
Seems to be a minor bug with the Iguana as it doesn't have any weapons defined. The problem seems to be that the subentity entries for its lasers aren't defined anywhere in the shipdata.
- SandJ
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Re: [Release] Staer9's Shipset
It is probably ALL NPC Iguanas.cim wrote:Seems to be a minor bug with the Iguana as it doesn't have any weapons defined. The problem seems to be that the subentity entries for its lasers aren't defined anywhere in the shipdata.
Oldships_V3.2.oxp\Config\shipdata.plist
PAG_oldships_v2.5.oxp\Config\shipdata.plist:
Code: Select all
<key>forward_weapon_type</key>
<string>WEAPON_NONE</string>
Staer9's Shipset (shaded) BETA-v0.2.8.oxp\Config\shipdata.plist:
Code: Select all
"forward_weapon_type" = "WEAPON_NONE"
However, Griff_Shipset_Addition_v1.01.oxp\Config\shipdata.plist says:
Code: Select all
"griff_normalmapped_anaconda_NPC" =
aft_weapon_type = "WEAPON_PULSE_LASER";
forward_weapon_type = "WEAPON_NONE";
Griff_Shipset_Addition_v1.01.oxp\Config\shipdata.plist also says:
Code: Select all
"griff_normalmapped_asp_mk2_NPC" =
forward_weapon_type = "WEAPON_NONE";
"griff_normalmapped_cobra_mkIII_NPC" =
forward_weapon_type = "WEAPON_NONE";
"griff_normalmapped_gecko_NPC" =
forward_weapon_type = "WEAPON_NONE";
"griff_normalmapped_python_NPC" =
forward_weapon_type = "WEAPON_NONE";
"griff_normalmapped_viper_NPC" =
forward_weapon_type = "WEAPON_NONE";
"griff_normalmapped_viper-interceptor_NPC" =
forward_weapon_type = "WEAPON_NONE";
HTH. or have a completely misunderstood?
Flying a Cobra Mk I Cobbie 3 with nothing but Explorers Club.OXP and a beam laser 4 proper lasers for company
Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.
Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.
Re: [Release] Staer9's Shipset
A lot of these ships are "multiple forward laser" ones and have their lasers on subentities. So the staer9 Cat, for instance, has subentities:SandJ wrote:HTH. or have a completely misunderstood?cim wrote:Seems to be a minor bug with the Iguana as it doesn't have any weapons defined. The problem seems to be that the subentity entries for its lasers aren't defined anywhere in the shipdata.
Code: Select all
"subentities" = (
"staer9_cat_left_gun 0.0 0.0 0.0 1 0 0 0",
"staer9_cat_right_gun 0.0 0.0 0.0 1 0 0 0"
);
Code: Select all
"forward_weapon_type" = "WEAPON_MILITARY_LASER";
A lot of Griff's ships do the same thing (but with only a single forward laser subentity) so that laser overheating can be shown nicely in the shaders.
- JazHaz
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Re: [Release] Staer9's Shipset
Yes, I'm getting the following error in trunk v1.77.0.5307:SandJ wrote:It is probably ALL NPC Iguanas.cim wrote:Seems to be a minor bug with the Iguana as it doesn't have any weapons defined. The problem seems to be that the subentity entries for its lasers aren't defined anywhere in the shipdata.
Code: Select all
10:09:00.340 [setup.ship.badEntry.subentities]: Failed to set up entity iguanaspike-port
10:09:00.340 [setup.ship.badEntry.subentities]: Failed to set up entity iguanaspike-stbd
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Staer9
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Re: [Release] Staer9's Shipset
Well, I'm back, and it seems I may have a bit of work to do...
The iguana has no weapons defined because it uses two side mounted lasers that each have weapons defined in their own entities,
I haven't had a look at the latest Oolite build so I'm guessing it doesn't like my coding.
The shipdata is just an Openstep conversion of the neolite shipdata, and as far as I'm aware that was just a merging of the oxps that made it (but obviously with added shader bits)
It would probably also be an issue with any ship that uses subentity lasers, are you using any other oxps to benchmark it against?
The iguana has no weapons defined because it uses two side mounted lasers that each have weapons defined in their own entities,
I haven't had a look at the latest Oolite build so I'm guessing it doesn't like my coding.
The shipdata is just an Openstep conversion of the neolite shipdata, and as far as I'm aware that was just a merging of the oxps that made it (but obviously with added shader bits)
It would probably also be an issue with any ship that uses subentity lasers, are you using any other oxps to benchmark it against?