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Griff ships with player-defined decals

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

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Griff
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Post by Griff »

I hope this sorts out the problems, i've made a quick version of the problem cobraIII oxp with the new shader in it, the oxp only has the player flyable version in it and comes with a savegame for a pilot ready to load to take it out for a spin
http://www.box.net/shared/cs1fpp5f7z
Image
edit: w00t, my eye's the right way around!! it was a rendermonkey thing after all
sorry about the poor screenshot, i was rushing a bit, i thought i'd just fire a few shots off to warm up the laser to see if the glow was working and i must have accidentally shot the nav buoy or something, i've gone into red alert!

In the textures folder of the oxp there's a file called 'griff_player_decal.png', you can change this for your own decal texture (if you don't keep the same filename, you'll need to edit the oxp shipdata.plist - go to line 42 and edit it so it has your decal texture file name, it looks like this

Code: Select all

"griff_player_decal.png"
make sure you don't accidentally type over or delete the " "
Decals can be full colour for the player and need to be a power of 2 sized image (eg, 128x128, 256x256, 512x512 pixels), the alpha channel is used for transparency (to 'cut' around your decal).
there are position, scale and rotation settings for the decal available in the shipdata.plist
line 57:

Code: Select all

Decal1_Scale_and_Position = { type = vector; value = "0.59 0.2 9.6"; };    
the first 2 number are position settings* for the decal, the 3rd is the decals scale - bigger numbers make smaller decals, and the rotation is handled in the next line down, line 58

Code: Select all

Decal1_Rotation = { type = "float"; value = -0.73840; };	
this value is in radians and rotation happens around the decals centre.

Paint recolouring works the same as in the previous version of the ship, lines 55 & 56

Code: Select all

PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; }; 
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
but just to recap, the value numbers for each paint are Red, Green and Blue levels and are in the scale 0.0000 - 1.0000


* decal positioning is a bit weird to get your head around, you're actually positioning the decal on the unwrapped UV template for the model so depending on how the model was unwrapped it doesn't neccessarily mean that adjusting say the first position value show above will slide the decal sideways along the hull
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Post by Cody »

Great work, Griff, I'll be testing it as soon as I've installed it and then re-installed the latest ATI driver (that takes a little while).

That decal looks great on the Cobra.

Many thanks.
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And any survivors, their debts I will certainly pay. There's always a way!
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Post by DaddyHoggy »

Griff wrote:
I hope this sorts out the problems, i've made a quick version of the problem cobraIII oxp with the new shader in it, the oxp only has the player flyable version in it and comes with a savegame for a pilot ready to load to take it out for a spin
http://www.box.net/shared/cs1fpp5f7z
Image
edit: w00t, my eye's the right way around!! it was a rendermonkey thing after all
Is it just the screenshot orientation or is the long central laser barrel not actually there... :?

Now wondering which version of the Griff Cobby3 I'm actually using!
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Apparently I was having a DaddyHoggy moment.
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Griff
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Post by Griff »

i think it's just the dimly lit screenshot, the gun is there, you can see the end of it glowing faintly although it really does looks like one of the 'pipe' things stuck on the front of the ship - i really need to adjust the external view settings a bit to move the camera further away
this is the original texture attempt of the cobra DH, the one with lots of bumps and stuff on the top when normal mapping was brand new and everything i did had to have huge rivets and bumps all over it :lol:
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Post by Cody »

A slightly better screenshot using CCC 9.10:



And now using CCC 10.2:



I reckon that has sorted it... many thanks Griff. I look forward to testing the other ships.


I love that decal.
Last edited by Cody on Sun May 02, 2010 12:49 am, edited 2 times in total.
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 another_commander »

And here is one with the Oolite logo as decal. Beautiful, but for some reason it does not seem to work with trunk. Bah, too tired to troubleshoot it now.
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Post by Cody »

As usual a_c, the shot is beautiful.
I've got to get my head around how to get my personal decal installed now.
It'll take me a while, I'm sure.
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 Cody »

Extract from the Latest.log using Griff's test save game:

[cheat.tentative]: POSSIBLE CHEAT DETECTED
[snapshot]: >>>>> Snapshot 1280 x 1024 file chosen = oolite-001.bmp
[gameController.exitApp]: .GNUstepDefaults synchronized.

I didn't know Oolite could detect a cheat.
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 Cody »

A first attempt at my decal. Never mucked around with PNGs before and I was starting from a piece of clipart... couldn't remove the surrounding square. I'll get the knack after a while. Coyote rides again!




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Last edited by Cody on Sun May 02, 2010 12:49 am, edited 1 time in total.
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 another_commander »

Split from the ATI drivers' issues thread in Discussion.
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Post by Chrisfs »

That's really nifty. Yeah for customization!
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Post by Griff »

another_commander wrote:
for some reason it does not seem to work with trunk. Bah, too tired to troubleshoot it now.
I think this might be because i asked Ahruman if it might be possible to allow player ships to get random paint colouring like the NPC ships do, but have Oolite remember the paint so the ship doesn't change colour everytime you launch, the bits and pieces of new code probably aren't in yet.

great news that the shader are working with the new ATI drivers! thank goodness for the broken griff organic thargoid shader or i'd never have spotted the mistake!
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Post by Cody »

Griff wrote:
thank goodness for the broken griff organic thargoid shader or i'd never have spotted the mistake!
I'll second that.

Question... how difficult would it be to add a paint colour to the underside of the Cobra?
It's a very minor thing, but it would complete the 'look'.
Last edited by Cody on Sun May 02, 2010 12:50 am, edited 1 time in total.
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 Cody »

I can't resist one more decal shot:


Image


My attempts at cropping the surround are... useless.
I need to make it a little smaller, as well.
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 Diziet Sma »

El Viejo wrote:
A first attempt at my decal. Never mucked around with PNGs before and I was starting from a piece of clipart... couldn't remove the surrounding square. I'll get the knack after a while. Coyote rides again!

Image


Would you believe I was using that ancient tool... Paint!
This would have been my forum avatar if they were allowed... been waiting eight months to use it.
Try installing GIMP (GNU Image Manipulation Program) for Windows.. it's a very powerful graphics program.. think photoshop, but free.. (I made the banner below using GIMP)
Last edited by Diziet Sma on Wed Feb 24, 2010 3:18 pm, edited 1 time in total.
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