ZygoUgo's OXPs!

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

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Eric Walch
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Post by Eric Walch »

Griff wrote:
Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?
Just try it, I don't know if its possible. What is possible is defining materials completely in JS code. As you said, I use it in asteroidStorm 4.0. In shipdata I removed all the material directories (it felt strange to delete all the stuff in shipdata) and added an array of material directories in the JS script.
The material directories are quite at the start of the asteroid storm script, you can't miss it. In those material sets you can change all parameters by script and reapply the new material to the ship.

For asteroid storm I use the scripted material to make it possible to give random asteroids that are added as cluster, often have the same texture.
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Kaks
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Post by Kaks »

Griff wrote:
Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?

Code: Select all

	materials = 
		{ 
			"myasteroidtexture.png" = 
			{ 

				diffuse_color  = {type = "randomUnitVector"; scale = 0.25;};

			}; 
		};
Kinda! There's the evilness of slightly different punctuation ( in js you must use JSON notation instead of openStep)

Assuming you've got the debug console, and you've just targeted the asteroid with myasteroidtexture.png, the following should work

Code: Select all

PS.target.setMaterial(		{ 
			"myasteroidtexture.png" : 
			{ 

				diffuse_color  : {type : "randomUnitVector", scale : 0.25}

			}
		});
but you can also completely replace textures, like you can inside the shipdata material section. Still on the js console, type:

Code: Select all

PS.setMaterials({
			"cobra3_redux.png" : { diffuse_map : "galaxy256.png" });
should completely retexture your ship, provided you're flying a standard cobby! ;)

...and that other OXP Thargoid mentioned should be butterflies! :)
Last edited by Kaks on Tue Nov 02, 2010 7:22 am, edited 1 time in total.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Thargoid
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Post by Thargoid »

Kaks wrote:
...and that other OXP Thargoid mentioned should be butterflies! :)
Sounds right. I could recall I did it recently(ish) but not which one. But Butterflies was only a little demo OXP, which is probably why I didn't recall it directly.
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ZygoUgo
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Re: Zygoroids up for grabs

Post by ZygoUgo »

Ooooh, this new version of Blender's good, isn't it... :D
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Re: Zygoroids up for grabs

Post by Switeck »

Is this a dead project?
...Because I think I've run across a couple minor problems with it.
These asteroids are always bounty=0.
Plus, they don't seem to fragment into boulders when destroyed by a mining laser.
These asteroids "smoke" when badly damaged, just like badly damaged npc ships do.

I think this is because like_ship = "asteroid"; has been commented-out in its shipdata.plist file.
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maik
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Re: Zygoroids up for grabs

Post by maik »

Switeck wrote:
Is this a dead project?
Well, it never made it beyond WIP stage. However, I saw ZygoUgo online not so long ago, so he might respond to PMs.
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Diziet Sma
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Re: Zygoroids up for grabs

Post by Diziet Sma »

Switeck wrote:
Is this a dead project?
Nope.. it's alive! And back. :D :D :D
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Zygoroids up for grabs

Post by maik »

Diziet Sma wrote:
Switeck wrote:
Is this a dead project?
Nope.. it's alive! And back. :D :D :D
Great news!
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ZygoUgo
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Re: Zygoroids up for grabs

Post by ZygoUgo »

Minor update, now offering a version that leaves the original core asteroids untouched,
links in first post :)
I have also improved the textures of the two newer Roids, and the largest has a colour variant as
it's so predominant from a distance making it seem there are more of it than the others. I also altered the shipdata so they weren't so common.
Big guy and bruv..
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Slightly icy guy..
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Re: Zygoroids up for grabs

Post by Smivs »

These look very nice :)
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Re: Zygoroids up for grabs

Post by JeX »

Holy Smoly they are beautiful! :shock:

Any chance of this OXP not being taxing on the graphics card?
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Re: Zygoroids up for grabs

Post by GGShinobi »

Coool! :shock: I love adding more variety to my ooniverse!! Downloading! :mrgreen:
JeX wrote:
Holy Smoly they are beautiful! :shock:

Any chance of this OXP not being taxing on the graphics card?
Hope that too! Would be a pity!!
忍 knowing that enough is enough, you'll always have enough.

Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
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Re: Zygoroids up for grabs

Post by Shipbuilder »

ZygoUgo - I take my hat off to you a great looking piece of work..
The GalTech Industries Corporation - Building ships to populate the galaxies.

Increase the variety of ships within your Ooniverse by downloading my OXPs

Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
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Re: Zygoroids up for grabs

Post by Cody »

I thought this was a Griff error, but I see this in your 'roid OXP:

Code: Select all

script = "griff_spawn_biggerrock_chunk.js";
which throws this:

Code: Select all

[script.load.notFound]: ***** ERROR: Could not find script file griff_spawn_biggerrock_chunk.js.
The 'roids look beautiful in-game, by the way... a nice mix with Griff's variants!
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: Zygoroids up for grabs

Post by ZygoUgo »

Thanks guys :)
The models are around 200polys at the most (if I remember correctly), the rest of the detail is in the normal maps, so long as you have shader support this is how they should appear in game, so they shouldn't be any more taxing than a lot of the ships.

@El Viejo: Thankyou for reminding me, I keep forgetting about that as it means changing it every time I upload from my personal version. I think what I'll do is add my version of Griffs script (& his original for OXP independance) to the Scripts folder so the bigger asteroids should smash into more glowy parts.
I'll re-upload shortly :wink:
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