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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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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

@A_C - Thanks for spotting the missing roles, I've added those in and also the missing pirate version
re: turret weirdness: I've moved the 'barrel' away from the turret 'ball' object in the model, then used an offset value in the vertex shader to move it back into place, it's so I can 'recoil' the barrel into the ball when the turret fires, having it placed with a gap in the object.dat means i can sort of 'mask' the barrel and the ball from each other by testing for the vertex's z pos, it does mean though that it might look a bit broken with no shaders or if the model gets rescaled as the 'offset' in the vertex shader to put the barrel back into place will need updating too
Image
edit: actually, now I've had a closer look, the boa turret barrel is offset by quite a bit in the model dat, to move it away from that sort of support pipe thing
Image
Last edited by Griff on Sat Feb 06, 2016 5:12 pm, edited 2 times in total.
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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

I've uploaded an update to my wolfMKII oxz, hopefully they won't be so grey in game now
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thank you, sir!
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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Re: Griff's normalmapped ship remakes

Post by Norby »

Thank you Griff, I have a plan with Prototype Boa, specifically with the big gun on the nose - I think this could hold a larger weapon than usual. ;)

The cost in the old oxp was 560000 Cr but now the shipyard.plist contain 150000 Cr only which is too cheap for a ship with 4 turrets imho.
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Re: Griff's normalmapped ship remakes

Post by CaptSolo »

Whatever happened to the organic textured and shaded Thargoids? They were a nice alternative.
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Re: Griff's normalmapped ship remakes

Post by Cody »

CaptSolo wrote:
Whatever happened to the organic textured and shaded Thargoids?
Here you go, amigo! It'll probably need tweaking/updating, of course!
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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Re: Griff's normalmapped ship remakes

Post by CaptSolo »

Cody wrote:
CaptSolo wrote:
Whatever happened to the organic textured and shaded Thargoids?
Here you go, amigo! It'll probably need tweaking/updating, of course!
Muchas gracias, amigo.
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Re: Griff's normalmapped ship remakes

Post by CaptSolo »

Cody wrote:
The Hognose is still blocking the docking queue occasionly - it comes to a dead stop within warning distance of the slot, maybe performs a tumble or two. Give it a nudge, and it panics. They do look terrific though, especially right up-close - that new wear 'n tear paintjob is rather cool.
Encountered this situation today for the first time. The Hognose behaved as above so I came to full stop and waited, hoping perhaps its docking clearance might be cancelled. It wasn't. Finally decided upon a course of action: I rammed the Hognose repeatedly until it began to throw sparks. That did the trick. The docking queue opened up with the launch of a cobby1 and I was allowed to dock a short while later. I didn't destroy the Hognose nor penalized for my offensive behaviour.
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Re: Griff's normalmapped ship remakes

Post by Cody »

Yeah, ramming is legal - I sometimes use it against aegis-botherers when I need to thin them out a little.
I like the Hognose, especially the Holy Joes, but unfortunately they were causing me too much hassle.
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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Re: Griff's normalmapped ship remakes

Post by CaptSolo »

May have fixed the Hognose AI's, specifically the section: GO_TO_STATION. Will test further but observed, for the first time, one docking normally rather than loitering around and blocking the queue.
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Re: Griff's normalmapped ship remakes

Post by Cody »

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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Griff
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Re: Griff's normalmapped ship remakes

Post by Griff »

oh wow that's awesome news CaptSolo, I do love those crazy hognose guys. I had a look at the AI when Cody first flagged up problems with it but I just couldn't see what was wrong with it :D
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Re: Griff's normalmapped ship remakes

Post by Cody »

Talking of not-quite-core ships, what do I need to add to the Ophidian's shipdata.plist to make it less common? Numbers in the Roles thingy?
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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Re: Griff's normalmapped ship remakes

Post by Norby »

Cody wrote:
Numbers in the Roles thingy?
Yes, check the table of [wiki]Oolite Ship Role Weights[/wiki].
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Re: Griff's normalmapped ship remakes

Post by Cody »

Excellent - it's now become a less common trader-smuggler! Thanks, Norby!
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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