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Things to come...

Posted: Wed Jan 14, 2015 5:25 pm
by Amah
Currently working on the chameleon. Here's a first attempt with the texture and the exhaust. I have to clean up the shipdata and add the new roles, so nothing released yet:
Image

/e: uploaded the first version of noshaders staer9 chameleon to my box account now. If you like, have a test flight and if you find bugs say a word.

have fun

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Fri Jan 16, 2015 10:11 pm
by Amah
just released a first update of the noshaders Staer9 Chameleon.

Splitted the diffuse from the lightmap for a pseudo colour change effect, which seemed kind of suiting for a ship with this name.

hope you like it, have fun

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Mon Jan 19, 2015 6:29 am
by Amah
Hej fellow-pilots,

for everyone insterested, the initial noshaders version of Staer9's Mussurana Void Yacht is now online on the box repository. It sports two textures, the v1.0 emerald green one and a silvery/greyish one from v1.2, touched up lightmaps and exhaust trail colour.
ImageImage

The Iguana had to be bugfixed and updated, too.

hope you like it, have fun

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Wed Jan 21, 2015 10:13 pm
by Amah
Hejsan,

just uploaded my take on a noshader Staer9's Monitor and Keeper's Monitor II medium trading vessel. I think they are a nice addition to the pool of medsize cargo ships. The textures are based on version 1.0 by Staer9 and and 1.2 by Keeper and were composed to look ok even on lowend graphics hardware or Oolite running on normal details.

ImageImage

As always you can download the OXP on my box account in the noshaders/staer9 section. I hope you like them.
have fun,

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Sun Jan 25, 2015 9:25 pm
by Amah
Hej folks,

just uploaded another of Staer9's NPC ships to Staer9 section of the noshaders box.com oxp repository: The Sidewinder XPort
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If you find bugs or have suggestions I'd be happy for some feedback. Next up will be the Asp Mk2 Special and then only 4 to go :-)

have fun

Re: [Wip] No shaders extra and alternative ships...

Posted: Wed Jan 28, 2015 7:13 pm
by Amah
Hi fellow OOliteers,

I just uploaded my first try on a noshaders Staer9 Asp Mw/Mk2 special...
Texture is a blend between the 1.0, 1.2 and Griff's default Asp texture, resulting in a nice worn out and dirty look, I think.
Image

you can find downloads as always on my box.com oxp repository in the noshaders section in the staer9 folder.

have fun,

FYI: some fun fact Norby mailed me about the Asp special:
The Asp Special has a strange difference: each size is about the doluble than Griff's Asp so has larger mass than an Anaconda. I asked and got this answer:

"there is a reason the ask special is larger, all my ships in that set were modelled on top of the originals, so in that case Giles' asp special was that size, so I matched it."

So I leave it as a very special and extra large version of Asp class which can hold the XL escort deck but has a huge penalty in dodging lasers.

Re: [Wip] No shaders extra and alternative ships...

Posted: Mon Feb 02, 2015 4:19 pm
by Amah
Something more to play with... I just uploaded the noshader conversion of the Cobra MkII-X by Staer9. Stripped off shader support, so the ship doesn't rely on shaders to look decently anymore. Cleaned up the shipdata and changed ai and roles to be Oolite v1.80 compatible.

Image

Hope you like it.

Re: [Wip] No shaders extra and alternative ships...

Posted: Mon Feb 02, 2015 10:07 pm
by phkb
I was attempting to dock at a Dodec station (G5 Esqube) - it appeared to be the Dodec station from this OXP, not the standard Dodec - I had everything lined up, something I'd done thousands of times before. Here's an image of my approach:

Image

I hit the back wall of the docking port, expecting to see the docking animation, but instead Boom. Press space. I thought, "That's odd". So I go back again. This time, I hit the back wall of the docking port and it's as if I pass through that wall into another docking port, then suddenly the docking animation kicks in and I dock.

So, I think there's a bug with the config of the Dodec station docking port. If this is the wrong OXP please let me know. I did try to narrow it down by removing OXP's and thought I found the right one, but you never know.

Re: [Wip] No shaders extra and alternative ships...

Posted: Tue Feb 03, 2015 6:18 am
by Amah
Hmmh, yes the Z_Groovy docking port of the G-Stations is kind of bugged.

First the docks are much smaller than the standard ones, so it's a lot harder to dock in one of them. (Using the neo docklights helps here).
For testing I added the Oolite docks and they are much much bigger. I read OOlite will have a scale for shipdata, so I might use that when it's supported for stable.

About the second docking port behind the first: the second docking port is a visual "fix" I put in place. In Dertien's original you hit the wall, and went through it, nothing happens and you were flying inside the station and then suddenly dock. I ususally fastdock with the G-Stations

Re: [Wip] No shaders extra and alternative ships...

Posted: Wed Feb 11, 2015 6:14 am
by phkb
Got this error when a Cobra AC turned up:

Code: Select all

15:28:27.365 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (oolite-populator 1.80): Error: Ship.setCargoType: Invalid arguments ("PIRATE_GOODS") -- expected Can only be used on cargo pod carriers, not cargo pods (noshaders_Cobra_AC_Pirate_NPC).
15:28:27.365 [script.javaScript.exception.ooliteDefined]:       Resources/Scripts/oolite-populator.js, line 1654.

Re: [Wip] No shaders extra and alternative ships...

Posted: Wed Feb 11, 2015 12:29 pm
by Norby
phkb wrote:
Got this error when a Cobra AC turned up
We discussed a similar problem here. Amah should change the cargo_type of this pirate from CARGO_CARRIED to CARGO_NOT_CARGO in shipdata.plist in his NoShaders_Z_GrOovy_Cobra_AC OXP, due to CARGO_CARRIED and CARGO_RANDOM types are usable on cargo pods only.

Re: [Wip] No shaders extra and alternative ships...

Posted: Wed Feb 11, 2015 4:53 pm
by Amah
Hi phkb, hi Norby.

thanks to you both for reporting and for the references how to fix it quickly! I'm uploading both the fixed zgroovy_extraships.oxz and the Cobra_AC.oxp atm, so it should be online shortly. Again, thanks for the feedback :-)


Other than that... I'm currently working on the Staer9 Ghavial and I'm using your slightly shrunken model of the escortpack, Norby. :-)

Sweet, sweet Valentine...

Posted: Sat Feb 14, 2015 3:15 pm
by Amah
Hej fellow commanders,

just uploaded a first noshader retexture of Staer9's Ghavial. Hullpainting is based on the original 1.0 version, the model is the modified version by Norby and the teeth decal was inspired by the wiki entry on the Ghavial.

Image

As always you can find the oxp in the staer9 folder in the noshaders section on the box.com repository.

Have fun and see you later, aligator.

Re: [Wip] No shaders extra and alternative ships...

Posted: Sun Feb 15, 2015 1:48 am
by pagroove
I would like to see what you could do with my Old ships 2010 pack. The pack needs an update and could use some more variants. I want a white Monitor 1/2 for example. Also the roles needs updating. But I don't have time for it. If you want you can fiddle with it. Only if you want of course.

Re: [Wip] No shaders extra and alternative ships...

Posted: Thu Feb 19, 2015 10:13 am
by Amah
hej pagroove,

first of all sorry for the delay in replying. I have got the flu or something similar. I'll see what I can do to oldships. I am already visiting it to check staer9' shipset balance. So, when I have finished work on staer9's I'll get back to you and I could have a look. :-)