ArcElite ships oxp

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

Moderators: another_commander, winston

User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2475
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

ArcElite ships oxp

Post by Griff »

Rue the day texture mapping was invented? Wish Lambert had kept his cosine law to himself? Then you need griff_arcelite_ships.oxp!

griff_arcelite_ships.oxp
This oxp adds new versions of the native Oolite ships, re-textured & shaded to resemble the Acorn Archimedes version of Elite, it also includes some variations of the ships as they appeared in the various 8-bit versions of Elite.

This oxp benefits greatly when playing Oolite with full shader support as it includes 2 shaders designed to draw the griff_arcelite ships using a simple flat polygon style similar to 16-bit versions of Elite, although it will work quite happily with no shader support


Download: https://app.box.com/s/yen8ppzs6fhor53kcsv5 (192KB)

The spinning CobraIII from the title screen
Image

A police Viper ponders whether to dock or not
Image

An Anaconda waits outside the station for its Sidewinder escort to catch up...
Image

...moments later they both collide in a shower of free goods, time to power up the scoops :D
Image

edit: Fixed the download link in this post to point to newest version
Last edited by Griff on Thu Nov 07, 2013 11:07 am, edited 1 time in total.
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

Great Retro-gadget OXP 8) 8)
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Doesn’t work out of the box in OS X.

Code: Select all

Old-style plist parser error:
	Unexpected character '0x7d' at line 1510
'0x7d' is Confusingese for ”}” – line 1509 is “uniforms =”, which should be followed by “{”, but isn’t.

Edit: oh, and the Dodo docking slit could use some love. :-)
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2475
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

oops i've fixed that line in the shipdata.plist, it shouldn't have been there at all. i've updated the oxp and re-uploaded it.
not sure what you mean about the dodo docking bay, is it that it looks unfinished because it's just a green box? i did try another version of the texture with more gridlines on it but it looked like the docking bay had been fitted out with glowing bathroom tiles out of the matrix films :) less is more i think in this case!
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Hmm, I’m getting a standard docking bay taking up half the Dodo’s slit. The Dodo uses a different docking slit model from the Coriolis.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Code: Select all

[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for arcelite_cooling_metal.fragment:
>>>>> GLSL log:
ERROR: 0:15: '=' :  assigning non-constant to 'const float'
The line in question is:

Code: Select all

const float            kFadeFactor = kInitialHeat / FadeTime;
(where FadeTime is a uniform and thus not a constant expression). Hmm, I think we’ve had this one before. :-)
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2475
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

ha, yes - that const float thing did happen before when i was trying to do the animated ads shader! sorry about the lack of shader testing, i keep forgetting to switch shader debug mode on (pause then s then unpause)

It looks like i've not used the correct dock subentity for the dodo's, i've got no idea how that happened, i've been testing the oxp for the last day or two and it's always picked the correct bay, i can only think that i must have put the wrong shipdata.plist file in the oxp when i was collecting it all together for uploading. anyway fixed it now and re-uploaded the oxp.
User avatar
ramon
---- E L I T E ----
---- E L I T E ----
Posts: 346
Joined: Thu Jun 01, 2006 2:38 pm
Location: Tavistock
Contact:

Post by ramon »

looks great - how about doing an arc elite cockpit too? you know you want to :)
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2475
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: ArcElite ships oxp

Post by Griff »

I've updated this OXP to version 2 and added a few new ships from other versions of Elite textured in a similar style to the ArcElite ships
https://www.box.com/s/yen8ppzs6fhor53kcsv5
[wiki]Griff_ArcElite[/wiki]

It's not a replacement ship set anymore so the new ships don't replace the standard set on the title screen ship parade (so don't believe the screenshots at the start of this thread) but the oxp will still stop the default ships from appearing in game so you can play with this oxp installed and only see these arc elite style ships

Contains the following Archimedes Elite ships:
adder*, anaconda*, asp mk2*, boa mk2*, bushmaster, caiman, cobra mk1*, cobra mk3*, copperhead, fer-de-lance*, gecko, krait, mamba, moccasin*, moray*, python*, racer*, shuttle, sidewinder, thargoid, tharglet, transporter, urutu, viper, worm

Also includes these alternate ship versions from the 8-bit Elites: anaconda*, asp*, Boa*, cobra_Mk1*, constrictor
and these Elite A ships: bushmaster*, chameleon*, ghavial*, iguana*, monitor*, ophidian*, salamander*, shuttle
and these Elite 2 ships: bug*, cat (aka cougar), delta, drake*, gnat, griffin mk1*, griffin mk2*
and from the Amiga Elite: Wolf MkII*

* = player flyable
User avatar
BuggyBY
Dangerous
Dangerous
Posts: 108
Joined: Thu Feb 09, 2012 9:03 am

Re: ArcElite ships oxp

Post by BuggyBY »

I've been flying with this shipset (and the additions) for a while now, and love the idea. When checking out the Tionisla shipyard though, I noticed that the Iguana has a cargo capacity of 750, like the Anaconda. Was this accidentally copy-pasted in?
Also, unlike the Acorn Arcade specs and your normalmapped remake, the Ophidian in this OXP can only accommodate 7 TC.
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2475
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: ArcElite ships oxp

Post by Griff »

ah yes, i need to get the starts fixed, i don't think i'd found that acorn arcade page when i was putting this oxp together and i just made stuff up by comparing the size of the new ships to those in the standard elite shipset, i suspect the iguana must have been about the same size as the anazonda when i imported it into my 3d modeller program. I'll get this oxp updated this week, it's one of my favourites - there's something really great about these colourful flat shaded polygons!
User avatar
OneoftheLost
Deadly
Deadly
Posts: 216
Joined: Sat Oct 24, 2009 2:30 pm

Re: ArcElite ships oxp

Post by OneoftheLost »

Any word on this? I quite like this OXP!
I'll get this oxp updated this week, it's one of my favourites - there's something really great about these colourful flat shaded polygons!
Profile: Commander Kolt
Ship: Cobra III - Longinus V
Elite Rating:Poor
Location: G1
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2475
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: ArcElite ships oxp

Post by Griff »

:oops: Sorry, I updated this the other week and forgot to post the news,
Arcelite oxp is now at v2.02, the latest update was just to modify a couple of ship prices and cargo hold capacity settings to match the Elite A ship stats at http://elite.acornarcade.com/elahint.htm
User avatar
OneoftheLost
Deadly
Deadly
Posts: 216
Joined: Sat Oct 24, 2009 2:30 pm

Re: ArcElite ships oxp

Post by OneoftheLost »

My bad for not checking myself, many thanks!
Profile: Commander Kolt
Ship: Cobra III - Longinus V
Elite Rating:Poor
Location: G1
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2637
Joined: Thu Jun 20, 2013 10:22 pm

Re: ArcElite ships oxp

Post by Redspear »

Griff wrote:
there's something really great about these colourful flat shaded polygons!
When I first saw this look for versions of Elite, I didn't like it. I thought the simple wireframes were better as they encouraged my imagination more.
Maybe it's the higher resolution on modern computers, but those screenshots above :shock: ...

Nice one Griff! I'm definitely warming to the idea :D
Post Reply