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Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 10:51 am
by Griff
yeah, it caused oolite to write some complaints in the log, i can't remember what it said exactly, possibly 'unsupported method' or something like that, it looks like that's gone away now in the latest trunk, i'll make sure to ammend the oxp and switch the alert condition binding back next time there's an update (when the new coriolis station model is done)
edit: wow, this is my post number 1337 :D

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 10:57 am
by Cody
Griff wrote:
yeah, it caused oolite to write some complaints in the log, i can't remember what it said exactly, possibly 'unsupported method'
Yeah, that was it. Now I'm wondering if I've got to amend all the separate oxps... thirty odd now.

Oh... congratulations on your 1337th post.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 12:05 pm
by DaddyHoggy
Griff wrote:
yeah, it caused oolite to write some complaints in the log, i can't remember what it said exactly, possibly 'unsupported method' or something like that, it looks like that's gone away now in the latest trunk, i'll make sure to ammend the oxp and switch the alert condition binding back next time there's an update (when the new coriolis station model is done)
edit: wow, this is my post number 1337 :D
We've know you've been LEET for many years, and in some many ways! :D

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 12:13 pm
by Griff
I'll probably get around to updating all those individual oxps soon, they've gone a bit out of date compared to the all-in-1 bundle hosted on Cmdr. Cheyd's Deep Horizons website (if your internet connection can withstand a 90Mb download it's the best version to have installed - it has some new texture fixes and tweeks on a few of the ships, extra spinning wreckage bits when the ships explode and the nasty orange engine glows have been replaced with a much nice blue glow that looks like the ship is being lit by its exhaust plumes)

I wonder how long it's going to take me to get to 2000 posts, probably not that long if i spam the shaders outposts thread with more pleas for help trying to transplant some shader effect from a web example into oolite

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 12:20 pm
by Cody
Okay Griff... you've convinced me... I'll download the all-in-one later.
What's missing from it... is it just the rock hermit?
Griff wrote:
I wonder how long it's going to take me to get to 2000 posts,
Just start posting fluff... that's what I do.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 12:21 pm
by Griff
yes just the rock hermit
post count +1 :wink:
edit: oh and i think the old cargo pod model and texture has been replaced by the new one. Incidently, DH that idea you had of replacing the word Cargo in the texture with a logo is a really good one, i'll haven't really come up with any decent logos though so if anyone has some then i'll happily add that in to the oxp (they'll work the same as the decals, so greyscale logos on a black background (black will be transparent, white will be opaque, 256x256 pixels in size)

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 1:06 pm
by Cody
Okay... got the all-in-one installed, but my old brain has forgotten the little tweak that displays a spinning Griff Cobra at start-up... anyone remember it?

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 1:36 pm
by Griff
i'm not sure, but it might be enough if you edit the main oolite shipdata.plist (on Windows it's found in \Oolite\oolite.app\Resources\Config - make a backup of it first!) and change the like_ship = line under "cobra3-player" (line 946 or thereabouts) from
like_ship = "cobra3-trader";
to
like_ship = "griff_normalmapped_cobra_mkIII_player";
then start oolite with the shift key held down, i don't think that should break anything

edit: this is a bad thing to do, it breaks all the settings for teh players ship when starting a new game

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 1:43 pm
by DaddyHoggy
Griff wrote:
yes just the rock hermit
post count +1 :wink:
edit: oh and i think the old cargo pod model and texture has been replaced by the new one. Incidently, DH that idea you had of replacing the word Cargo in the texture with a logo is a really good one, i'll haven't really come up with any decent logos though so if anyone has some then i'll happily add that in to the oxp (they'll work the same as the decals, so greyscale logos on a black background (black will be transparent, white will be opaque, 256x256 pixels in size)
Moi? A good idea - surely not? :wink:

The courier companies would no doubt brand their own containers at the very least, so that'd be a good start (looks at all the courier companies I've done for YAH... :oops: ) and I'm sure we could come up with suitable decals that would make good ads or ads from which nice decals could be extracted (with over 400 Ads now - there must be a few already...)

What's a good Res for a Cargo Pod decal?

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 1:45 pm
by Cody
Griff wrote:
i'm not sure, but it might be enough if you edit the main oolite shipdata.plist (on Windows it's found in \Oolite\oolite.app\Resources\Config - make a backup of it first!) and change the like_ship = line under "cobra3-player" (line 946 or thereabouts) from

Code: Select all

like_ship = "cobra3-trader";
to

Code: Select all

like_ship = "griff_normalmapped_cobra_mkIII_player";
then start oolite with the shift key held down, i don't think that should break anything
Thanks Griff... that seems to do the trick.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 1:49 pm
by Gimi
And what size and format do you want for the logos/decals. Should be possible to convert/use YAH-ads, and I'm quite sure that there are some here that would like to mark their property (Thargoid being one). Would be great to put all the custom Avatars in as well (As a user choice).

I smell "Decal set A" taking form.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 2:11 pm
by Cody
Griff wrote:
yeah, it caused oolite to write some complaints in the log
Yes, these... they're back again, but only one at a time atm... I'll try it in trunk later.

Code: Select all

[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 2:16 pm
by Griff
i was thinking of only having single colour logos similar to how the ship decals are done in the shipset but now you mention it they should be in full colour, i'll have to have a poke about in the shader to get this working and then we'll be able to see what works best, i'm thinking the logos need to be in a sort of 'widescreen' format, something like 128 pixels tall 256 pixels wide although we can check this when the shader is ready

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 2:19 pm
by Cody
Griff wrote:
something like 128 pixels tall 256 pixels wide although we can check this when the shader is ready
That's the same size as all the YAH adds, isn't it?

EDIT - DH accidentally hit edit rather than quote - nothing to see move on...

Re: Griff's normalmapped ship remakes

Posted: Tue Jan 18, 2011 2:48 pm
by JensAyton
El Viejo wrote:
<scratches head> Wasn't that how it was originally? Wasn't it changed for some reason... something to do with errors in the log?
The errors in the log had to do with Oolite using player ship shaders on non-player ships for the demo screen and some verification stuff that’s now deleted in trunk.