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Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

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Smivs
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Post by Smivs »

I flew an Anaconda for a short while a long tome ago, and I could not, no matter how hard I tried, manually dock without lots of bumps and scrapes. It just did not seem to want to rotate at the same speed as the (standard) Coriolis station. I was using a joystick which I gather may not be as effective as keyboard control, but the impression I got was that Anacondas really push the limits when docking.
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Post by Griff »

i've made the dock slightly taller, Ancondas seem to be docking OK now, i hacked myself one in a save game and let it fly in under autopilot, it's a bit of a white knuckle ride! the docking tunnel sequence doesn't appear until the very last second, i was leaning back in my chair expecting to crash into the back wall of the dock :lol:

@KW, oh man, keep the 'oars' in on your model, they look really great! it's probably possible to get them animating and all sorts of stuff in Oolite these days
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Post by Eric Walch »

Griff wrote:
.... Ancondas..... the docking tunnel sequence doesn't appear until the very last second, i was leaning back in my chair expecting to crash into the back wall of the dock :lol:
When I remember right is the trigger for docking that 75% of the ship is in the dock. With an anaconda that means that the pilot is already close to the back wall. :lol:

EDIT: just a few fast calculations: the griff anaconda is 165 m long. The front view position is at +80 from the centre. That must be almost at his nose.
75% of the ship in the dock means 125 meter inside. Pilot at the nose is probably 122 meter inside. With a dock length of 250 meter, that still leaves 127 meter before impact with the back wall. :P
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Post by Killer Wolf »

Griff wrote:
@KW, oh man, keep the 'oars' in on your model, they look really great! it's probably possible to get them animating and all sorts of stuff in Oolite these days
rofl, i got a load of static about my ships having wings in space, dunno what people would think of oars :-D
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Post by Lestradae »

Killer Wolf wrote:
... i got a load of static about my ships having wings in space, dunno what people would think of oars :-D
Just claim them to be quirium projectors nescessary for the scorpius' fuel injectors ...
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Post by Griff »

yes, they look oarsome!
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Post by Killer Wolf »

X-/

i could colour them up like solar cell-plated fins like on the ISS i guess! actually, that might work, they would all unfurl to different angles like a collar.
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Post by pagroove »

Awesome@ Killerwolf and Grff.
I love to see both models to be released.
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Post by Killer Wolf »

cool, i didn't think i'd get such a reaction for her! had a quick skeg in MilkShape, says the full Scorpius is over 3600 polys, but most of that is MS's garbage method of converting ngons into tris, and i reckon i can at least half that number. guess i know what i'll be doing over xmas, although i have got the next gen Vampire scibbled out too :-/
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need a bit of help installing

Post by XB7 »

I was blown away with the new changes to oolite. I haven't been on in a while. In any case, I've been able to install neolite and deepspace ship textures without a problem.

I uninstalled those though so that I could check out this mod by Griff. It looks awesome! But I can't get it to work! I put the oxp in the same directories as the rest of my mods. What could I be doing wrong? Oolite just won't recognize and apply the textures.
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Re: need a bit of help installing

Post by Cody »

XB7 wrote:
Oolite just won't recognize and apply the textures.
Hi XB7… is your machine shader-capable? Maybe you could post the Latest.log for an expert to look at.
You can find the Latest.log here: ~\Oolite\oolite.app\Logs
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Post by XB7 »

WOW! Thanks. Yeah, I'm a bit confused. It looks like some ships have the Griff style graphics. But none of the ships that show up in the introduction show Griff's graphics. I went ahead and reactivated the DeepSpace Ships and Neolite. The Neolite is able to replace the texture of the ships. The Deepspace Ships seem to be the only one that can replace the bouy.

Code: Select all

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Windows at 2010-12-15 10:11:11 -0800.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1920 x 1080
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
    Resources
    ../AddOns
    ../AddOns/BGS-A1.3.2.oxp
    ../AddOns/Cabal_Common_Library1.0.oxp
    ../AddOns/captKev_dodo.oxp
    ../AddOns/Deep Horizons - Gas Giant Skimming.oxp
    ../AddOns/Deep Horizons - Lights Down.oxp
    ../AddOns/Deep Horizons - Pirate_Ambushes.oxp
    ../AddOns/Deep Horizons - System Redux 2.oxp
    ../AddOns/DeepspaceShip.oxp
    ../AddOns/FighterHud.oxp
    ../AddOns/Griff_Debris_sets135_no_normal_map.oxp
    ../AddOns/Griff_illicit_unlock.oxp
    ../AddOns/griff_shipset_all_in_1.oxp
    ../AddOns/neolite-companion.oxp
    ../AddOns/neolite-wolfies.oxp
    ../AddOns/neolite.oxp
    ../AddOns/Ore_processor 1.57.oxp
    ../AddOns/OXPConfig2.0.1.oxp
    ../AddOns/PAGroove_Stations_v1.2.1.oxp
    ../AddOns/PlanetFall 1.30.oxp
    ../AddOns/PlanetFall Link - Black Monks 1.0.oxp
    ../AddOns/PlanetFall Link - hOopy Casino 1.0.oxp
    ../AddOns/PlanetFall Mission - Oo-Haul 1.00.oxp
    ../AddOns/RandomHits1.4.5.oxp
    ../AddOns/Ring Racer 1.20.oxp
    ../AddOns/Snoopers2.0.9.oxp
    ../AddOns/Snoopers2.x_gal2.oxp
    ../AddOns/YOUR_AD_HERE.oxp
    ../AddOns/YOUR_AD_HERE_set_A416_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_B416_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_C416_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_D416_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_E416_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_F416_upd.oxp
    ../AddOns/YOUR_AD_HERE_Z.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 6150SE nForce 430/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (132):
GL_ATI_texture_mirror_once, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_shadow, GL_EXT_blend_subtract, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, WGL_EXT_swap_control, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_NV_half_float, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[script.load.world.listAll]: Loaded 22 world scripts:
    BGS-M 1.3.2
    Cabal_Common_Functions 1.0
    Cabal_Common_Keyboard 1.0
    Cheyd_JS_Common_Functions_1 0.0.4
    Gas Giant Refueling 1.0.6
    oolite-cloaking-device 1.74.2
    oolite-constrictor-hunt 1.74.2
    oolite-nova 1.74.2
    oolite-thargoid-plans 1.74.2
    oolite-trumbles 1.74.2
    oreProcessor 1.57
    OXPConfig 2.0.1
    Pi-Forty-Two Con stores 4.1.6
    Pirate_Ambushes 1.0.1
    PlanetFall 1.3
    PlanetFall_Oohaul 1.10
    Random_Hits 1.4.5
    RingRacer 1.20
    snoopers 2.0.9
    System Redux 2 2.0.7
    System Redux 2 Exclusion Lists 1.0.0
    SystemRedux2API 2.0.4
[loading.complete]: ========== Loading complete. ==========
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-12-15 10:11:24 -0800.
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Post by XB7 »

Actually, I now that I'm beginning to recognize what's going on here, I don't think I have a problem. The textures are working. The ships in the introduction are different - they aren't the ships that Griff has added. So they don't take on the textures. But the textures are working.
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Post by Cody »

Cool!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Post by Griff »

Glad you got the OXP working XB7, I'll have to start paying El Viejo for all the amazing technical support he's provided for this oxp! :) The ships in the oxp will appear in the introduction parade, they'll appear after the built in ships have had their turn in the spotlight somewhere amongst all your other oxp ships - if you want to hurry them along tapping the Left cursor key moves you onto the next ship (tapping the Right cursor key moves you back to the previous ship)

Check the readme in the oxp if you want to get this shipset playing alongside the Deepspace & NeoElite shipsets you have installed (it has 2 somethingsomething-overrides.plist files in it's config folder that will stop the deepspace & NeoElite oxps spawning their ships), but if you've already deleted the readme file, here's the important bit

Code: Select all

...this oxp contains 'shipdata-overrides.plist' and 'shipyard-overrides.plist' files in its 'Config' folder which prevents the appearance of the standard shipset versions of the above ships, this can conflict with other authors shipset replacment OXP's,  it is safe to rename or delete these 2 files from the 'Config' folder inside this oxp if you wish to have the default set of ships back in your game (remember to start oolite whilst holding down the shift key the first time you launch the game after editing files inside an oxp - hold down shift until the title screen appears, this is done to force Oolite to re-load all the oxp files rather than using it's cached versions.  
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