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Re: Skinner’s Den
Posted: Thu Mar 14, 2013 1:14 am
by Paradox
Working on the FS Leviathan, and now I am attempting to get a handle on the emission maps and the emission_modulate_color settings. Here is the code that I am currently using:
Code: Select all
materials =
{
"LeviathanTexture2.png" =
{
emission_map = "Leviathan_emission.png";
emission_modulate_color = (255, 0, 0, 50);
};
};
and the result:
The problem is that I have tried the line
Code: Select all
emission_modulate_color = (255, 0, 0, 255);
With absolutely no discernible difference in the strength of the "glow" color... Am I mistaken that the 4th digit controls the alpha in this case?
The map itself is simply white on black, so the only color showing in the "swirls" should be whatever is supplied by the modulator...
Re: Skinner’s Den
Posted: Thu Mar 14, 2013 7:12 am
by cim
Paradox wrote:With absolutely no discernible difference in the strength of the "glow" color... Am I mistaken that the 4th digit controls the alpha in this case?
Yes.
specular_map
and
normal_and_parallax_map
use the alpha channel for something (though not transparency in either case), but the rest of the maps ignore that value. Change the red channel value instead.
Re: Skinner’s Den
Posted: Thu Mar 14, 2013 5:05 pm
by Paradox
cim wrote:Paradox wrote:With absolutely no discernible difference in the strength of the "glow" color... Am I mistaken that the 4th digit controls the alpha in this case?
Yes.
specular_map
and
normal_and_parallax_map
use the alpha channel for something (though not transparency in either case), but the rest of the maps ignore that value. Change the red channel value instead.
ok, thank you. };]
Re: Skinner’s Den
Posted: Thu Apr 11, 2013 8:27 pm
by Paradox
Okay, having an odd issue here.. When mapping the D.T.T Manta, I made the "wings" sub-entities to make the texture mapping easier on this one... However, something isn't working when it comes to the emission maps... You
can have emission maps on sub-entities right? I am pretty sure that is what I did with Heavy Metals aft laser... but in this picture...:
...The blue/green designs on the wings should be glowing, and obviously are not... I have checked and double checked file names, even copying and pasting the names of the files directly. So, next thought, is a nasty wild syntax might be the cause (No errors in the log however...). Here is the code... Can anyone see a reason here that might be the cause?
Code: Select all
{
// ++++++ D.T.T. Manta ++++++
"dttmanta" =
{
aft_eject_position = "0.0 -4.0016 -17.3695";
aft_weapon_type = "WEAPON_BEAM_LASER";
ai_type = "pirateAI.plist";
auto_ai = yes;
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 4.0;
exhaust = (
"0.0 3.3252 -32.9378 5.0 2.0"
);
forward_weapon_type = "WEAPON_BEAM_LASER";
has_ecm = .75;
has_escape_pod = 0.75;
has_fuel_injection = .5;
has_scoop = YES;
has_shield_booster = .25;
likely_cargo = 3;
materials =
{
"MantaBodyTexture.png" =
{
emission_map = "MantaBodyEmissions.png";
shininess = 10;
specular_color = (0.3, 0.3, 0.3, 0.5);
};
};
max_cargo = 18;
max_energy = 255;
max_flight_pitch = 1.0;
max_flight_roll = 2.0;
max_flight_speed = 320;
max_missiles = 3;
missile_launch_position = "0.0 3.0339 16.5348";
model = "dttmantabody.dat";
name = "DTT Manta";
roles = "hunter pirate trader sunskim-trader";
thrust = 32;
scoop_position = "0.0 3.0339 16.5348";
smooth = yes;
subentities =
(
"manta_wings 0 0 0 1 0 0 0"
);
weapon_facings = "3";
weapon_position_aft = "0.0 -2.091 -29.6228";
weapon_position_forward = "0.0 9.4443 20.153";
};
//########################################################################
"dttmanta_player" =
{
aft_weapon_type = "WEAPON_PULSE_LASER";
"like_ship" = "dttmanta";
custom_views =
(
{
view_description = "Scoop View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 3.0339 16.5348";
weapon_facing = "FORWARD";
},
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 10.0 -150.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "106.06 10.0 -106.06";
weapon_facing = "AFT";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "150.0 10.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "106.06 10.0 106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 10.0 150.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-106.06 10.0 106.06";
weapon_facing = "AFT";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-150.0 10.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-106.06 10.0 -106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 165.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -165.0 0.0";
weapon_facing = "FORWARD";
}
);
forward_weapon_type = "WEAPON_PULSE_LASER";
roles = "player";
view_position_aft = "0.0 -1.3634 -27.7206 ";
view_position_forward = "0.0 7.4283 20.7643";
view_position_port = "-1.9831 7.4919 19.1639";
view_position_starboard = "1.9831 7.4919 19.1639";
};
//########################################################################
"manta_wings" =
{
ai_type = "nullAI.plist";
materials =
{
"MantaWingsTexture.png.png" =
{
emission_map = "MantaWingsEmissions.png";
shininess = 10;
specular_color = (0.3, 0.3, 0.3, 0.5);
};
};
model = "dttmantawings.dat";
roles = "dttmanta_subent";
smooth = "yes";
};
}
Re: Skinner’s Den
Posted: Thu Apr 11, 2013 9:36 pm
by Svengali
Paradox wrote:You can have emission maps on sub-entities right?
Yes.
You could have a play with [wiki]Cabal_Common_MaterialsFinder[/wiki]. It's a helper tool for modellers/ship creators to find the materials entries in the game.
btw: "MantaWingsTexture.png.png" should probably be "MantaWingsTexture.png"
Re: Skinner’s Den
Posted: Thu Apr 11, 2013 10:08 pm
by Paradox
Svengali wrote:btw: "MantaWingsTexture.png.png" should probably be "MantaWingsTexture.png"
SIGH!... I was so worried that it was something misspelled, that I cut and paste the files names directly into the code... And that was the mistake, since I
knew those were "correct" my eyes evidently just started to skip over those lines. In other words, that completely fixed the problem Svengali! Thank you so much for the extra set of eyes! }:] My glowy things are glowing now! };]
Re: Skinner’s Den
Posted: Fri Apr 12, 2013 8:27 am
by Smivs
Ha, I think we've all been 'double-dot-png'd' at some time! At least you'll know to check for them from now on.
Re: Skinner’s Den
Posted: Thu May 09, 2013 9:58 am
by Griff
OT: With adobe's recent decision to move its products over to subscription based licensing i've been seeing a lot of people on graphics forums posting up links to alternatives to most of the adobe products, here's one i hadn't heard of that seems to be highly regarded - it looks like it's mainly suited for linux users although there appears to be 'an experimental' windows build, i haven't tried it myself so i don't know if it's any use for Oolite oxp making
"Kitra" -
http://krita.org/
Re: Skinner’s Den
Posted: Fri Jul 18, 2014 9:00 pm
by Cmdr Wyvern
Griff wrote:OT: With adobe's recent decision to move its products over to subscription based licensing i've been seeing a lot of people on graphics forums posting up links to alternatives to most of the adobe products, here's one i hadn't heard of that seems to be highly regarded - it looks like it's mainly suited for linux users although there appears to be 'an experimental' windows build, i haven't tried it myself so i don't know if it's any use for Oolite oxp making
"Kitra" -
http://krita.org/
My vote goes to GIMP. The recent version does everything PS can do - including opening psd files, minus adobe's blatant highway robbery. Plus it runs on just about every platform.
Re: Skinner’s Den
Posted: Sat Jul 19, 2014 7:04 am
by Diziet Sma
Yup.. and for those that can't get past their PS addiction, there are ways to make GIMP look and act a lot more like PS.
Re: Skinner’s Den
Posted: Sat Jul 19, 2014 10:25 am
by spud42
Addicted? who said im addicted... i can give it up any time i want... i just dont want to is all....now go away i have another RAW file to process......
Re: Skinner’s Den
Posted: Fri Sep 26, 2014 8:57 pm
by Amah
Happy GIMPer on Linux here. Don't miss anything, does everything I need. Even using happily the default seperate window mode here.
Re: Skinner’s Den
Posted: Tue Nov 04, 2014 4:03 pm
by Imaginos
Hello Skinners. I'm new to skinning (new to Oolite in fact). Sorry for asking what will no doubt be a dumb question for many of you, but how do I get my modified skin into the game?
I have used Photoshop to alter the png file for my default ship (the Cobra MkIII)... At least I think I have - it was the "cobra3_redux.png" file that I modified and I saved this new version into the AddOns folder. What else am I missing (or am I barking up the wrong tree altogether?)?
Re: Skinner’s Den
Posted: Tue Nov 04, 2014 4:36 pm
by Norby
Imaginos wrote:"cobra3_redux.png" file that I modified and I saved this new version into the AddOns folder
This is the texture of the old model used until 1.77. Now you should modify the oolite_cobra3_diffuse.png and place into an AddOns/my.oxp/Textures folder if you do not want to replace it in the original place.
Re: Skinner’s Den
Posted: Tue Nov 04, 2014 4:38 pm
by Imaginos
Thanks Norby.