Question for Griff -Request to release Moray Star Taxi
Posted: Sun Jan 23, 2011 10:13 pm
Hi Griff,
Congrats on your normalmapped ships, they really rock. This is my first go at modding oolite and I have made a little taxi skin for your Moray Star Boat. I was wondering, since I used your model, if I could release it as a packaged oxp with your moray star boat model in it for easy installation? If you like, you are free to put the skin into any coming version of your shippack should you want to.
right;
Screens:
http://img40.imageshack.us/i/95715855.jpg
http://img821.imageshack.us/i/21970302.jpg/
http://img138.imageshack.us/i/93757119.jpg/
http://img18.imageshack.us/i/11487544.jpg/
http://img196.imageshack.us/i/31387030.jpg/
Plug and play Download as soon as Griff gives me permission to release the pack including his work.
Download skin here:
http://www.box.net/shared/0bp3s2mie4
- Make amendments to shipdata.plist and shipyard.plist to include the ship in Oolite. Use Griffs' all in one normalmapped ships oxp (copy the downloaded png to the texture folder) and add this to the shipdata.plist file with notepad or use Dreamweaver like I did for a clear view of the code.
add the following lines to the shipdata.plist
// ++++++ Moray ++++++
"griff_normalmapped_moray_taxi-player" =
{
aft_eject_position = "0.0 -10.287 -28.1";
energy_recharge_rate = 3;
forward_weapon_type = "WEAPON_PULSE_LASER";
materials =
{
"griff_moray_diffuse.png" =
{
diffuse_map = "griff_moray_diffuse_taxi.png";
specular_color = ( 0.6, 0.5, 0.5 ); // Applies when specular map is not used (no shaders)
shininess = 10;
emission_map = { name = "griff_moray_normal.png"; extract_channel = "a"; };
emission_modulate_color = (0.8753, 1.0, 0.5314);
};
};
max_cargo = 7;
max_energy = 240;
max_flight_pitch = 1.5;
max_flight_roll = 2.5;
max_flight_speed = 300;
max_missiles = 2;
missiles = 2;
missile_launch_position = "0.0 -15.96 29.8";
model = "griff_moray.dat";
name = "Moray Star Taxi";
roles = "player";
thrust = 32;
scoop_position = "0.0 -15.212809 26.5399";
smooth = "false";
shaders =
{
"griff_moray_diffuse_med.png" =
{
vertex_shader = "griff_normalmap_ships.vertex";
fragment_shader = "griff_moray_player.fragment";
textures =
(
"griff_moray_diffuse_med.png",
"griff_moray_normal.png",
{ name = "griff_moray_masks.png"; repeat_s = yes; repeat_t = yes; },
{ name = "griff_moray_effects.png"; repeat_s = yes; repeat_t = yes; }
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uMasksMap = { type = texture; value = 2; };
uEffectsMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
alertlevel = "alertCondition";
hull_heat_level = "hullHeatLevel";
fresnelColor = {type = "randomUnitVector"; scale = 0.3;};
EnvironmentMapColor = {type = "randomUnitVector"; scale = 0.32;};
};
};
};
view_position_aft = "0.0 0.076074 -34.8507";
view_position_forward = "0.0 -6.77 33.468";
view_position_port = "-20.695265 -0.130955 -14.726075";
view_position_starboard = "20.695265 -0.130955 -14.726075";
custom_views =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 20.0 -150.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "106.06 20.0 -106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "150.0 20.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "106.06 20.0 106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 20.0 150.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-106.06 20.0 106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-150.0 20.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-106.06 20.0 -106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 150.0 -10.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -150.0 -10.0";
weapon_facing = "FORWARD";
}
);
weapon_position_aft = "0.0 -2.554795 -27.78225";
weapon_position_forward = "0.0 -11.61515 32.5756";
weapon_position_port = "-30.0 -2.0 6.25";
weapon_position_starboard = "30.0 -2.0 6.25";
};
Then open the shipyard.plist file and add this to the bottom of it (before the last }) This will make the starboat taxi show up on the buy screen.
/* Griff Moray taxi*/
"griff_normalmapped_moray_taxi-player" = {
chance = 0.375;
"optional_equipment" =
(
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_PASSENGER_BERTH",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_ADVANCED_COMPASS",
"EQ_SHIELD_BOOSTER",
"EQ_NAVAL_SHIELD_BOOSTER"
);
price = 125000;
"standard_equipment" =
{
extras =
(
"EQ_HEAT_SHIELD"
);
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 2;
};
techlevel = 5;
"weapon_facings" = 15;
};
Congrats on your normalmapped ships, they really rock. This is my first go at modding oolite and I have made a little taxi skin for your Moray Star Boat. I was wondering, since I used your model, if I could release it as a packaged oxp with your moray star boat model in it for easy installation? If you like, you are free to put the skin into any coming version of your shippack should you want to.
right;
Screens:
http://img40.imageshack.us/i/95715855.jpg
http://img821.imageshack.us/i/21970302.jpg/
http://img138.imageshack.us/i/93757119.jpg/
http://img18.imageshack.us/i/11487544.jpg/
http://img196.imageshack.us/i/31387030.jpg/
Plug and play Download as soon as Griff gives me permission to release the pack including his work.
Download skin here:
http://www.box.net/shared/0bp3s2mie4
- Make amendments to shipdata.plist and shipyard.plist to include the ship in Oolite. Use Griffs' all in one normalmapped ships oxp (copy the downloaded png to the texture folder) and add this to the shipdata.plist file with notepad or use Dreamweaver like I did for a clear view of the code.
add the following lines to the shipdata.plist
// ++++++ Moray ++++++
"griff_normalmapped_moray_taxi-player" =
{
aft_eject_position = "0.0 -10.287 -28.1";
energy_recharge_rate = 3;
forward_weapon_type = "WEAPON_PULSE_LASER";
materials =
{
"griff_moray_diffuse.png" =
{
diffuse_map = "griff_moray_diffuse_taxi.png";
specular_color = ( 0.6, 0.5, 0.5 ); // Applies when specular map is not used (no shaders)
shininess = 10;
emission_map = { name = "griff_moray_normal.png"; extract_channel = "a"; };
emission_modulate_color = (0.8753, 1.0, 0.5314);
};
};
max_cargo = 7;
max_energy = 240;
max_flight_pitch = 1.5;
max_flight_roll = 2.5;
max_flight_speed = 300;
max_missiles = 2;
missiles = 2;
missile_launch_position = "0.0 -15.96 29.8";
model = "griff_moray.dat";
name = "Moray Star Taxi";
roles = "player";
thrust = 32;
scoop_position = "0.0 -15.212809 26.5399";
smooth = "false";
shaders =
{
"griff_moray_diffuse_med.png" =
{
vertex_shader = "griff_normalmap_ships.vertex";
fragment_shader = "griff_moray_player.fragment";
textures =
(
"griff_moray_diffuse_med.png",
"griff_moray_normal.png",
{ name = "griff_moray_masks.png"; repeat_s = yes; repeat_t = yes; },
{ name = "griff_moray_effects.png"; repeat_s = yes; repeat_t = yes; }
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uMasksMap = { type = texture; value = 2; };
uEffectsMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
alertlevel = "alertCondition";
hull_heat_level = "hullHeatLevel";
fresnelColor = {type = "randomUnitVector"; scale = 0.3;};
EnvironmentMapColor = {type = "randomUnitVector"; scale = 0.32;};
};
};
};
view_position_aft = "0.0 0.076074 -34.8507";
view_position_forward = "0.0 -6.77 33.468";
view_position_port = "-20.695265 -0.130955 -14.726075";
view_position_starboard = "20.695265 -0.130955 -14.726075";
custom_views =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 20.0 -150.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "106.06 20.0 -106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "150.0 20.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "106.06 20.0 106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 20.0 150.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-106.06 20.0 106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-150.0 20.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-106.06 20.0 -106.06";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 150.0 -10.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -150.0 -10.0";
weapon_facing = "FORWARD";
}
);
weapon_position_aft = "0.0 -2.554795 -27.78225";
weapon_position_forward = "0.0 -11.61515 32.5756";
weapon_position_port = "-30.0 -2.0 6.25";
weapon_position_starboard = "30.0 -2.0 6.25";
};
Then open the shipyard.plist file and add this to the bottom of it (before the last }) This will make the starboat taxi show up on the buy screen.
/* Griff Moray taxi*/
"griff_normalmapped_moray_taxi-player" = {
chance = 0.375;
"optional_equipment" =
(
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_PASSENGER_BERTH",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_ADVANCED_COMPASS",
"EQ_SHIELD_BOOSTER",
"EQ_NAVAL_SHIELD_BOOSTER"
);
price = 125000;
"standard_equipment" =
{
extras =
(
"EQ_HEAT_SHIELD"
);
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 2;
};
techlevel = 5;
"weapon_facings" = 15;
};