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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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XB7
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Post by XB7 »

Thanks! Your ships look fantastic!

Since I have the option to use multiple shipsets, does that mean that they are all randomly applied to the similar ship types that are encountered?
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Griff
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Post by Griff »

They should do, they'll all add their own version of the ships and oolite will randomly pick from them when ever it needs a 'pirate' or a 'trader' or whatever - there's a thread somewhere that explaining how to get all the shipsets working together, there's a few bits and bobs you need to do otherwise some of the shipsets will conflict with each other as they have ships with exactly the same name in them, i'll have a search about to see if i can find the thread
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Post by Smivs »

Hi,
I don't want to tread on Griff's toes, but this is the thread in question.
To complicate matters further, if you wanted to add my Smivs'Shipset into the equation, I'm afraid it gets even more complicated, as they also override the default ships and will override Deepspace Ships as well as OXPs are loaded alphabetically with the last one loaded taking precedence ('S' comes after 'D').
I suspect the only way around this is to go into the shipdata.plist in the Config folder and re-name the ships. Either change all mine or all the Deepspace ships.
For example, to take the first ship, in Smivs'Shipset's shipdata.plist change

Code: Select all

"adder"
to

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"smivs'-adder"
or do the same for the Deepspace Ships, i.e. change the adder to

Code: Select all

"deepspace-adder"


or perhaps just

Code: Select all

"DS-adder"
to save a bit of typing.

Hope this helps. :)
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Eric Walch
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Post by Eric Walch »

Smivs wrote:
or do the same for the Deepspace Ships, i.e. change the adder to

Code: Select all

"deepspace-adder"
DeepSpace already added a file with renamed ship names to avoid the renaming yourself. Remove the shipdata.plist and add the alternative shipdata.plist and shipyard.plist from the enclosed zip.

I just wonder why there was no read me enclosed to explain the function of the additional files.

And as I said earlier: The only way to make alternative shipsets compatible with each other is the way Griff does it by using unique names for the new ships.
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Post by Smivs »

OK I didn't know about the extra file in Deepspace Ships. Sorry.
I take your point about the unique ship names, but with a set like mine specifically designed to re-texture the core ships using the original names does make a kind of sense, otherwise the default ships will also appear. If I included a shipdata-overrides.plist, this would then cause havoc in a situation like this, where you would have overrides trying to override other overrides. :shock:
Deepspace's solution is quite a good one, providing users are happy to select and use certain files from within the OXP. This is not helpful if you want a simple, straightforward install.
I don't know what the answer is.
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XB7
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Post by XB7 »

WOW! This is awesome. Thanks for the tip on the shipdata nomenclature. I like having ALL the ships. :) I did apply the deepspace ship no-conflict file. I was wondering how to force the deepspace buoy to always overwrite the vanilla one. Now I know. Thanks!
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Post by ZygoUgo »

Does this fellah really have your permission Griff?

http://forums.frontier.co.uk/showthread.php?t=1877
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Griff
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Post by Griff »

Hi, yes, Gibbon PM'd me a while back to ask if he could work on converting this ship pack to work with freelancer, and i'm really happy for him to do so, there's a youtube video somewhere of the coriolis model he's already imported working in game, looks really nice!
edit: oh it's on the page linked to above

All the ships & textures in this shippack have that creative commons licence in them that lets you use them for whatever you want as long as you don't make any money from it, on my box net page linked to on the first page of this thread there's a resources folder that has all the models in obj format and the texture png's seperated from their alpha channels, i can't upload the original photoshop PSD's though since they're huge file sizes as i'm such an untidy worker they often have hundreds of layers in them many with sweary titles so i can find them easier which i'd be mortified if anyone saw :D
Last edited by Griff on Tue Dec 28, 2010 5:40 pm, edited 1 time in total.
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Post by Cody »

It’d be funny if your shipset turned-up in Elite IV one day, Griff.
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 »

David Braben would have to have gone nuts if he sacked his art dept and used these ships instead, i'd be massivley chuffed though and probably take to wandering the streets in some sort of bejeweled cloak and fancy featherd hat
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Post by Cody »

Griff wrote:
i'd be massivley chuffed though and probably take to wandering the streets in some sort of bejeweled cloak and fancy featherd hat
That’d be a sight worth seeing… better get that Viper Interceptor done, just in case.
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 Killer Wolf »

Griff wrote:
David Braben would have to have gone nuts if he sacked his art dept and used these ships instead, i'd be massivley chuffed though and probably take to wandering the streets in some sort of bejeweled cloak and fancy featherd hat
Glad to hear it wouldn't go to your head!
actually, i'd be surprised to hear DB actually HAS an art department...given that no one seems to have done squat w/ Elive IV in the past decade...
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Post by Lestradae »

Griff wrote:
... probably take to wandering the streets in some sort of bejeweled cloak and fancy featherd hat
Photo, please :lol:
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Post by Killer Wolf »

"fancy featherd hat"

DaddyHoggy's probably not impressed at that :-D
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Post by DaddyHoggy »

Killer Wolf wrote:
"fancy featherd hat"

DaddyHoggy's probably not impressed at that :-D

As long as they're not my feathers... :wink:
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