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Posted: Sat Jun 25, 2005 1:21 am
by Rxke
Great, Arexack. Thanks loads!
Selezen, I'll try to export it to ascii, not sure how (just d/l ed the Xtools, heehee)
how could you lose your stuff? Ow, nevermind: probably just like I tend to do, when you have two identically named files and it's late
Posted: Sat Jun 25, 2005 1:24 am
by Selezen
Dodo skins could be black with maybe grey edging for each facet?
Could there be some sort of 'respectful' symbol for the graveyard? Like an hourglass symbol, or a coffin symbol?
I like the coffin symbol idea, actually...
Right - now i am really going to bed.
Posted: Sat Jun 25, 2005 1:25 am
by Selezen
Rxke wrote:how could you lose your stuff? Ow, nevermind: probably just like I tend to do, when you have two identically named files and it's late
It's late, I'm tired (and still not feeling well) and I have been working on the oxp files int eh live directory under oolite.app.
Go me!!
Posted: Sat Jun 25, 2005 1:30 am
by Rxke
Woohoo! Yay for Xtools! that editor is fantastic! gonna save me hours of headscratching!
ascii file for Selezen: Tadaam!
Code: Select all
{
gravemonument1 = {
"ai_type" = "gravemonumentAI.plist";
bounty = 0;
"cargo_type" = "CARGO_NOT_CARGO";
"energy_recharge_rate" = 100;
"forward_weapon_type" = "WEAPON_NONE";
"has_ecm" = 1;
"has_escape_pod" = 0;
"has_scoop" = 0;
"likely_cargo" = 0;
"max_cargo" = 0;
"max_energy" = 25000;
"max_flight_pitch" = 0;
"max_flight_roll" = 0;
"max_flight_speed" = 0;
"max_missiles" = 0;
missiles = 0;
model = "gravemonument1.dat";
name = "Grave Monument";
roles = "grave_monument1";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 125 0 75.0 1 -0.60 12",
"*FLASHER* 251 0 0 90.0 1 -0.70 12",
"*FLASHER* 251 -125 0 105.0 1 -0.80 12",
"*FLASHER* 251 -250 0 120.0 1 -0.90 12",
"*FLASHER* -251 250 0 60.0 1 -0.50 12",
"*FLASHER* -251 125 0 75.0 1 -0.60 12",
"*FLASHER* -251 0 0 90.0 1 -0.70 12",
"*FLASHER* -251 -125 0 105.0 1 -0.80 12",
"*FLASHER* -251 -250 0 120.0 1 -0.90 12"
);
thrust = 100;
"weapon_energy" = 0;
"weapon_offset_x" = 0;
};
gravemonument2 = {
"ai_type" = "gravemonumentAI.plist";
bounty = 0;
"cargo_type" = "CARGO_NOT_CARGO";
"energy_recharge_rate" = 100;
"forward_weapon_type" = "WEAPON_NONE";
"has_ecm" = 1;
"has_escape_pod" = 0;
"has_scoop" = 0;
"likely_cargo" = 0;
"max_cargo" = 0;
"max_energy" = 25000;
"max_flight_pitch" = 0;
"max_flight_roll" = 0;
"max_flight_speed" = 0;
"max_missiles" = 0;
missiles = 0;
model = "gravemonument2.dat";
name = "Grave Monument";
roles = "grave_monument2";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 125 0 75.0 1 -0.60 12",
"*FLASHER* 251 0 0 90.0 1 -0.70 12",
"*FLASHER* 251 -125 0 105.0 1 -0.80 12",
"*FLASHER* 251 -250 0 120.0 1 -0.90 12",
"*FLASHER* -251 250 0 60.0 1 -0.50 12",
"*FLASHER* -251 125 0 75.0 1 -0.60 12",
"*FLASHER* -251 0 0 90.0 1 -0.70 12",
"*FLASHER* -251 -125 0 105.0 1 -0.80 12",
"*FLASHER* -251 -250 0 120.0 1 -0.90 12"
);
thrust = 100;
"weapon_energy" = 0;
"weapon_offset_x" = 0;
};
gravemonument3 = {
"ai_type" = "gravemonumentAI.plist";
bounty = 0;
"cargo_type" = "CARGO_NOT_CARGO";
"energy_recharge_rate" = 100;
"forward_weapon_type" = "WEAPON_NONE";
"has_ecm" = 1;
"has_escape_pod" = 0;
"has_scoop" = 0;
"likely_cargo" = 0;
"max_cargo" = 0;
"max_energy" = 25000;
"max_flight_pitch" = 0;
"max_flight_roll" = 0;
"max_flight_speed" = 0;
"max_missiles" = 0;
missiles = 0;
model = "gravemonument3.dat";
name = "Grave Monument";
roles = "grave_monument3";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 125 0 75.0 1 -0.60 12",
"*FLASHER* 251 0 0 90.0 1 -0.70 12",
"*FLASHER* 251 -125 0 105.0 1 -0.80 12",
"*FLASHER* 251 -250 0 120.0 1 -0.90 12",
"*FLASHER* -251 250 0 60.0 1 -0.50 12",
"*FLASHER* -251 125 0 75.0 1 -0.60 12",
"*FLASHER* -251 0 0 90.0 1 -0.70 12",
"*FLASHER* -251 -125 0 105.0 1 -0.80 12",
"*FLASHER* -251 -250 0 120.0 1 -0.90 12"
);
thrust = 100;
"weapon_energy" = 0;
"weapon_offset_x" = 0;
};
graveyardbeacon = {
"ai_type" = "graveyardbeaconAI.plist";
bounty = 0;
"cargo_type" = "CARGO_NOT_CARGO";
"energy_recharge_rate" = 100;
"forward_weapon_type" = "WEAPON_NONE";
"has_ecm" = 1;
"has_escape_pod" = 0;
"has_scoop" = 0;
"likely_cargo" = 0;
"max_cargo" = 0;
"max_energy" = 25000;
"max_flight_pitch" = 0;
"max_flight_roll" = 0;
"max_flight_speed" = 0;
"max_missiles" = 0;
missiles = 0;
model = "gravebeacon.dat";
name = "Graveyard Beacon";
roles = "grave_beacon";
subentities = ("*FLASHER* 251 250 0 60.0 1 -0.50 12", "*FLASHER* 251 250 0 60.0 1 -0.50 12");
thrust = 100;
"weapon_energy" = 0;
"weapon_offset_x" = 0;
};
}
I'll try to remember doing everything in ASCII , for now on.
Posted: Sat Jun 25, 2005 1:35 am
by Rxke
Selezen wrote:Dodo skins could be black with maybe grey edging for each facet?
Could there be some sort of 'respectful' symbol for the graveyard? Like an hourglass symbol, or a coffin symbol?
I like the coffin symbol idea, actually...
Right - now i am really going to bed.
mix of symbols, all religions, even alien symboles... you *really* should google for the dark wheel, to get the creative juices flowing...
Selezen, I know, was just teasing, i cursed working in that same live folder, heehee. And ozone alet-levels had me gasping for breath today, too.. Glad it's storming now, maybe i should unplug my comp&éé#@@@+++CARRIER LOST+++
Posted: Sat Jun 25, 2005 2:27 am
by Arexack_Heretic
How long since my last post?
I have been working on a simple asteroid for hours it seems!
I think I will do the dodo in black, with grey etching. Depicting the
Ooroboros (snake that eats its own tail) and several other mythological symbols in freezes (banded reliefs).
I'm open to alien suggestion.
Also: If you can find a nice asteroid texture, mail it to me plz.
Been googling for it, but they all want $$.
Posted: Sat Jun 25, 2005 9:38 am
by Rxke
re: textures: I'm not much of a help here, but a friend of mine, whenever he leaves the house, carries a crappy digital camera, and keeps an eye open for textures. Sometimes you keep really good stuff where you least expect it: closeups of old stones from churches, rusty industrial scrap etc... Maybe you have treasures in your photocollection w/o realising it?
Posted: Sat Jun 25, 2005 10:55 am
by Selezen
Haha!!! I finally got something to work!!!
http://www.hughesd.co.uk/elite/content/ ... sp#screen1
In order to get addons to work,. I am having to actually cot and paste the contents of the oxp's shipdata and scrip plists into the main game ones.
It's a bodge, but it works!! At least once the objects are in the shipdata file, I can then play with the planetinfo.plist file to do what I like...or just use the data from Rxke's files.
I'll try and incorporate the ASCII file tonight sometime - birthday party to go to now.
Damn real life <mutter mumble>
Posted: Sat Jun 25, 2005 11:15 am
by Star Gazer
Arexack_Heretic wrote:...If you can find a nice asteroid texture
have you stared at the JPL/NASA site at all? - there are some interesting pics of asteroids to emulate.
Posted: Sat Jun 25, 2005 11:24 am
by Arexack_Heretic
Actually I have found that embossing works kind of well for emulation, but texture needs more...grainyness.
Got a first tryout sacafagoid posted. Don't try to put into oxp yet, no textures. (except the asteroidish one)
Help its an invasion!
Looks menacing, even with the basic skin.
Posted: Sat Jun 25, 2005 12:11 pm
by Rxke
Great, Selezen!
The excitement of seeing this working on a pc... Wow!
Now for the less fun part: organisation:
we're all scripting away, but that will lead to chaos.
So i suggest a distribution of tasks somehow...
what do we have:
Peeps working on it:
-Arexack_Heretic: modeling on Wings, no working Oolite as yet;
-Selezen: scripting (modeling too?) on working PC Oolite;
-me: scripting on Mac;
And of course:
-Giles as our ultimate saviour when we get stuck.
-Other people, of course!
Good thing about this is we can immediately see problems re: cross-platform issues.
mKay. What did we actually accomplish so far.
-Models:
-Double triangle buoy/substation; It's cool. A_H should have the last word re: the skins though, since he built it.
-Assorted ships;
-A stand-in monument, courtesy of Dajt;
-Shedloads of existing ships, that will be used as 'coffins';
-Several 'rusty skins' to go with ships, older and newer from different people;
-Scripting:
-the stuff will happen in planetinfo.plist, let's be very strict about that. Anything happening in script.plist should be seen as a separate mission, which is not what we're doing here (yet) Of course, once the Graveyard is semi-final, there can be missions written that use it as a staging area. Now is waaay too early, because too much WIP.;
-We have a good idea how placement of objects work. it's a bit unprecice, but given the size of the graveyard, IMO that's not such a problem, just place the perimeter beacons/substations in a BIG rough 6-pointed errr... diamond, using the psm system. And create stuff inside that area using same system. The psm is adequately precice, and allows for (re-)calculating positions pretty quick.;
-A lot of existing scripts can be 'assimilated/merged/tweaked' to give us the behaviour of objects we want (like perimeterbuoys sending messages and guardfunctions, tombs having defenses etc):
*What we need:
-Me less jabbering!
-Distribution of codeing to do (who does what);
-Acknowledgement. from A_H when he considers a model 'final,' this is for several reasons during scripting: assignment of texture, placements of blinkenlights, weapons, launchdock etc...;
-Maybe in the Yahoogroups (if there is the place, it's getting pretty full) a folderstructure with separate plists, models.dat, textures... so that anyone working on it can post his work in there (in a folder maybe, containing a short textfile with comments) That way one can work on his part, and occassionally import stuff other people are working on in his local OXP. So no need to constantly d/l full oxp's, which would lead to chaos (cross-uploading etc). Practical example: say we have a 'startup' OXP, with barebones stuff in it. A_H works on a model, Selezen works on planetdata.plist, and I work on an AI .
If I make progress, I can send up that AI and tell people: "check out if you like AI." All you have to do then is d/l that AI, insert it in Your OXP and it should work, because I work with models from A_H that Selezen has 'placed' in his plist... (too much elaboration here...)
Now all we need is a starting OXP. That we all agree on as 'standard' to work with.
Posted: Sat Jun 25, 2005 12:13 pm
by Star Gazer
Very nice! I like that.
Looks a little like a cluster of Stargate Gou'ald ships!
Posted: Sat Jun 25, 2005 12:53 pm
by Rxke
Since Selezen is away for the day, I will be so rude and upload (once again) my OXP to the spaceshipshop group. AND PROCLAIM IT AS THE INDUSTRYSTANDARD MWUAHAHA!
(Edit: so much for world-domination, it's going to
http://groups.yahoo.com/group/TionislaGY/
Selezen: I hope you do NOT feel offended by it, but we *need* a common ground to start with. In fact, i kept the planetinfo.plist messy (after starting to root in it to experiment,) because I know YOU will work on that. It's a placeholder, just to make sure it runs. I expect the current, messy, planetinfo.plist to be replaced by your version ASAP.
So the reason I put this up is because in that map you will find an oxp that works as starting point. I reverted everything to ascii for compatibility, and there is a textfile with comments and some screenshots.
i chose for upload notification, so everyone knows where to look.
now I want to create a folder there structured into subfolders as an oxp, to make cooperation more streamlined.
BTW: the shop is getting pretty full... (edit: so we're moving to tionislaGY...)
Update: shop's too full for comfort, probably start another one or more probably use the spacestashrash
http://groups.yahoo.com/group/spacerashstash/ which is an 'overflow' group in case the shop gets too full.
Posted: Sat Jun 25, 2005 1:13 pm
by Arexack_Heretic
Sorry, my bad mostly.
*.wings with textures are a bit large.
Anyone know how to take snapshots in wings?
So I could upload several pictures i.s.o the whole unfinished *.wings.
-I'd like some more imput on the unfinished models.
-Keep me posted on your desires etc., esp. when you need a model finished.
Posted: Sat Jun 25, 2005 1:22 pm
by Rxke
A_H. I think I'll have a go at Wings, so I can see your models... after I've set up the map-structure in spacerashstash.
re: the textures: that's the drawback when designing for games, I guess. One has an aestethic urge to make the designs look as good (ie: elaborately detailed, in form and texture) as possible, but game engines are most happy with solid black cubes, I'd bet
Always a struggle to get good-looking designs loose 'weight'