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Re: [Release] Staer9's Shipset

Posted: Sun May 20, 2012 12:51 pm
by JazHaz
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.

Image
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).

Re: [Release] Staer9's Shipset

Posted: Sun May 20, 2012 2:21 pm
by Shipbuilder
but just not sure if I will need to muck about with quaternions (which would put me off).
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. :)

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>

Re: [Release] Staer9's Shipset

Posted: Sun May 20, 2012 2:49 pm
by Cody
Shipbuilder wrote:
Maybe someone who knows more about OpenStep can confirm this.
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:

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"; 
}
So I think the numbers remain the same (ie the same set work in either format).

Re: [Release] Staer9's Shipset

Posted: Sun May 20, 2012 2:54 pm
by Smivs
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.

Re: [Release] Staer9's Shipset

Posted: Mon May 21, 2012 3:59 pm
by Duggan
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 ???

Re: [Release] Staer9's Shipset

Posted: Mon May 21, 2012 4:26 pm
by Staer9
@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)
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.

Image
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).
Sorry about that... When I tested the veiws I only tested fore, aft, port and starboard and didn't think to check scoop veiw.

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.

Re: [Release] Staer9's Shipset

Posted: Tue Jun 05, 2012 12:30 am
by Shipbuilder
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.

Re: [Release] Staer9's Shipset

Posted: Tue Jun 05, 2012 8:49 am
by JazHaz
Staer9 wrote:
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.
Sorry about that... When I tested the veiws I only tested fore, aft, port and starboard and didn't think to check scoop veiw.

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.
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.

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";
			},

Re: [Release] Staer9's Shipset

Posted: Tue Jun 05, 2012 9:28 am
by Commander McLane
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.
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.

Re: [Release] Staer9's Shipset

Posted: Wed Jun 06, 2012 1:09 am
by OneoftheLost
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.

Re: [Release] Staer9's Shipset

Posted: Sun Jun 10, 2012 4:39 pm
by cim
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.

Re: [Release] Staer9's Shipset

Posted: Sun Jun 10, 2012 5:11 pm
by SandJ
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.
It is probably ALL NPC Iguanas.

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) v1.0.oxp\Config\shipdata.plist
Staer9's Shipset (shaded) BETA-v0.2.8.oxp\Config\shipdata.plist:

Code: Select all

        "forward_weapon_type" = "WEAPON_NONE"
Also true for the Worm and shuttles, understandably.

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";
which makes sense since it will always be trying to run away.

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";
Ditto for the neo-boa, staer9_cat, random_hits_cat_mark, random_hits_mark_igu, random_hits_mark_wolf, random_hits_patrol_iguana, "random_hits_patrol_wolfmk2SE, kwcobra6npc and "kwstarsnake.

HTH. or have a completely misunderstood?

Re: [Release] Staer9's Shipset

Posted: Sun Jun 10, 2012 5:29 pm
by cim
SandJ wrote:
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.
HTH. or have a completely misunderstood?
A lot of these ships are "multiple forward laser" ones and have their lasers on subentities. So the staer9 Cat, for instance, has subentities:

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"
                );
and those subents have

Code: Select all

"forward_weapon_type" = "WEAPON_MILITARY_LASER";
so the staer9 Cat effectively has two forward military lasers (in the NPC version). Giving it a third on the main hull would be overkill!

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.

Re: [Release] Staer9's Shipset

Posted: Thu Sep 20, 2012 9:56 am
by JazHaz
SandJ wrote:
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.
It is probably ALL NPC Iguanas.
Yes, I'm getting the following error in trunk v1.77.0.5307:

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

Re: [Release] Staer9's Shipset

Posted: Fri Oct 26, 2012 9:12 pm
by Staer9
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?