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Release: Vampire MkVI

Posted: Thu Jun 02, 2022 4:14 pm
by Killer Wolf
Hi all.
Here's a tarted-up, higher poly [2700 faces compared to 350ish] rework of the Vampire;
Civilian version has one main cannon
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Naval version has the usual pair;
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Those are renders from Blender, the Oolite version looks better w/ Griff's shaders working but i got sick of trying to chase one of the buggers down to get a beauty shot :-D

Player version HUD:
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First OXP in about a decade so i might well have effed something up, but it seems to play okay on my machine.
Download from; https://app.box.com/s/fto0vru44vw6amqfrfpa6ig6ra3fo06v ~ hopefully. i used 7zip which sometimes seemed to unzip all the innards seperately the last time i did this stuff so keep an eye out for that.

feedback etc welcomed!

Re: Release: Vampire MkVI

Posted: Thu Jun 02, 2022 4:33 pm
by Cholmondely
Congratulations!

Downloaded. Will give it a whirl. Looks impressive...

This must be the first new ship.oxp with a HUD for at least half a decade!

1) Do you intend to add it to the in-game Expansions Manager?
2) What do you want done about a wiki page?

Re: Release: Vampire MkVI

Posted: Thu Jun 02, 2022 6:31 pm
by Cody
Killer Wolf wrote: Thu Jun 02, 2022 4:14 pm
... i got sick of trying to chase one of the buggers down to get a beauty shot
Bit camera-shy, your Vampire...

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Re: Release: Vampire MkVI

Posted: Thu Jun 02, 2022 6:47 pm
by Cholmondely
Cody wrote: Thu Jun 02, 2022 6:31 pm
Killer Wolf wrote: Thu Jun 02, 2022 4:14 pm
... i got sick of trying to chase one of the buggers down to get a beauty shot
Bit camera-shy, your Vampire...
How about flying it and using an external camera to get the shot?

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Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 1:48 am
by montana05
Vampire Mark VI with shaders:

Image

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 1:59 am
by phkb
Can't help with the graphics, but can offer a couple of suggestions:
1. Add a manifest.plist file (put at the same folder level as the "read me.txt" file

Code: Select all

{
	identifier = "oolite.oxp.Killer_Wolf.Vampire_MkVI";
	required_oolite_version = "1.80";
	title = "Vampire Mark VI";
	version = "1.0";
	category = "Ships";
	author = "Killer Wolf";
	license = "...whatever suits...";
}
2. Update the subentity definitions to the current standard:
In your original shipdata.plist these:

Code: Select all

				"*FLASHER* 65.3 4.9 -51.3 500 2  0.0  2",
				"*FLASHER* -65.3 4.9 -51.3 360 2  0.0  2"
would become these:

Code: Select all

				{
					type = "flasher";
					position = "63.3 4.9 -51.3";
					color = {hue = 500;};
					frequency = 2;
					phase = 0.0;
					size = 2;
				},
				{
					type = "flasher";
					position = "-63.3 4.9 -51.3";
					color = {hue = 360;};
					frequency = 2;
					phase = 0.0;
					size = 2;
				},
And these

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				"v6_rgun 0 0 0 1 0 0 0",
				"v6_lgun 0 0 0 1 0 0 0",
Would become these:

Code: Select all

				{
					type = "standard";
					subentity_key = "v6_rgun";
					position = "0 0 0";
					orientation = "1 0 0 0";
				},
				{
					type = "standard";
					subentity_key = "v6_lgun";
					position = "0 0 0";
					orientation = "1 0 0 0";
				},
You'll get less warnings in your latest.log file that way.

Ship is looking great, though!

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 6:57 am
by Killer Wolf
thanks for the feedback.

no idea about the expansion manager, will look if i've got some time. hadn't considered the wiki either, never thought about it as i'd usually do a page on my own site but that's long gone.

meh, that screenshot looks like the triangulating export has effed up the side of the ship :-/

i'm not getting any warnings in my log :-/ that looks a whole new style of plist, i'll look into that for my next ship.

cheers

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 9:24 am
by Killer Wolf
i've uploaded a tweaked hull version to the OXP, same Box link should work i believe.

cheers

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 10:35 am
by another_commander
And here is the Vampire under the new Oolite materials system:

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Here is how to get this to appear in your game:
The shaders entry in shipdata.plist is replaced with this materials one:

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materials =
{
	"v6SKIN.png" = 
	{
		diffuse_map = "v6SKIN.png";
		normal_map = "v6NORMALS.png";
		specular_map = "v6SKIN-spec.png";
		emission_map = "v6LITES.png";
		gloss = 1.0; //anything between 0.85 and 1.0 is ok, depending on personal preference
	};
};
The required v6SKIN-spec.png specular and gloss file can be downloaded from here: https://drive.google.com/file/d/1JiA_MM ... sp=sharing
It is a quick and dirty job based on the diffuse texture and just grayscaling it and slightly tweaking the gray levels for the specular and gloss textures.

I did not make use of the effects file since the default shaders don't make use of it either, hope it is still good enough. Also, this is the first revision of the model, I see KW just posted a new one, but I had already done the work on this.

There is some room for improvement in the default textures. The "smudges" visible on the wings and elsewhere on the hull could be removed from the diffuse map and entered as details in the gloss map instead. I think this would result in a more natural looking "dirty" metal.

@Killer Wolf: To get close-ups of the ships, just use the debug console with a developer's version of the game, like 1.91. Then launch the console,. launch the game and launch from the station. Following that, just type these commands in the console:
:spawn [mark6npc]
This will spawn a Vampire or any ship with the shipdata key inside the brackets.
T.setAI("dumbAI.plist")
This will cause the last object spawned to stop whatever it is doing and start rotating in place.
(Optional): PS.target=T
This will cause the last object spawned (i.e. your ship) to be targeted so that you can locate it easily.
Once done, you can approach the ship and move around it taking as many pics as you like. Alternatively, you can take the player version of the ship for a ride and use the external views plus directional keys with Caps Lock on, which will cause the external camera to move around the ship. Again, take pics at your leisure.

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 11:50 am
by cbr
Image

a little materials play...

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 1:24 pm
by Killer Wolf
damn, those are some great pics!
sounds like the whole shader thing's passed me by, the version i'm usuing still seems to work from what i've been able to see but it looks like i'll have to do a bit reading up.

am i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 2:00 pm
by montana05
Killer Wolf wrote: Fri Jun 03, 2022 1:24 pm
damn, those are some great pics!
sounds like the whole shader thing's passed me by, the version i'm usuing still seems to work from what i've been able to see but it looks like i'll have to do a bit reading up.

am i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?
I usually use Gallery: https://wiki.alioth.net/index.php/Gallery, it got much more options than the ship library.

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 3:02 pm
by Old Murgh
That's a fine-looking, intimidating, aquiline ship there.
Killer Wolf wrote: Fri Jun 03, 2022 1:24 pm
am i misremebering ~ wasn't there the ability to scroll through the demo/parade ships on start up, and use the cursor keys or such to rotate them instead of having them tumble? or was that some other variant of Elite? Might be a mmot point anyways, it seems the parade has been superceded by the ship library now?
The library doesn't offer any control of spin axis or zoom. Depending if you want the ship's exhaust plumes in your shot, go with A_C.'s advice, if not, go with Montana's.

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 3:51 pm
by Killer Wolf
Image
wow, i never knew about that Caps Lock trick thanks A.C. :-)

yeah, that shininess definitely doesn't look how i imagined, in that shot, unless it's just the lighting from a quick snap test. needs a bit investigation.

Re: Release: Vampire MkVI

Posted: Fri Jun 03, 2022 6:51 pm
by cbr
Image

materials setting with darkened diffuse map...