Search found 2298 matches

by Griff
Sun Feb 11, 2007 7:34 pm
Forum: Expansion Pack
Topic: 49ers OXP - The Oolite Gold Rush (was: Ore processor)
Replies: 103
Views: 50563

yeah, they did work with the dockingAI, even docking correctly with anything that has the role station, unfortunately they just went way to slowly, creeping up to the station, then backing off, creeping up again until eventually the whole station jammed up with a queue of bots politely waiting for e...
by Griff
Sun Feb 11, 2007 6:51 pm
Forum: Expansion Pack
Topic: 49ers OXP - The Oolite Gold Rush (was: Ore processor)
Replies: 103
Views: 50563

i've placed some of the stuff here (still missing are the mining equipment objects) have a pick though and see what you think. http://www.box.net/public/um19jjbp1s this pack includes the mining outpost station, a freighter and the cargo unloader bots. there's a simple script to add a freighter, the ...
by Griff
Sun Feb 11, 2007 11:46 am
Forum: Expansion Pack
Topic: The Assassins Guild OXP - Beta
Replies: 286
Views: 102451

i'll have a go at the deathburger, what's the idea - i remember AH was working on a ship you could fly through and destroy from the inside out, not sure if i'm going to be able to build something like that. I haven't earned this mission in assasins yet so i don't know if you've got a fixed look for ...
by Griff
Sun Feb 11, 2007 11:13 am
Forum: Expansion Pack
Topic: 49ers OXP - The Oolite Gold Rush (was: Ore processor)
Replies: 103
Views: 50563

Hi Guys Thank you but honestly photoshop & lightwave do all the tricky stuff, and i've pinched the ideas from thoughts other people have posted up on here, plus i'm very lucky in that i've been dabbling with graphics for years! @Doc, those ideas sound great! I was just creating various industrial ty...
by Griff
Sat Feb 10, 2007 10:18 pm
Forum: Expansion Pack
Topic: 49ers OXP - The Oolite Gold Rush (was: Ore processor)
Replies: 103
Views: 50563

Doc, not sure if you're still working on the ore processor, and i'm not sure if this is a direction you want to take your oxp in, but i thought i'd post these here in case they're useful. mining outpost station:- http://i105.photobucket.com/albums/m213/griff_03/processor_outpost.jpg some mining mach...
by Griff
Sat Feb 10, 2007 9:06 pm
Forum: Suggestion Box
Topic: Wishes, pleas, suggestions and demands!
Replies: 47
Views: 24298

suggestion: I'd like it to be possible for ship AI's to be able to scanfor and target subentites on other ships & stations, and for subentites to be able to be picked by role as well as shipname.
by Griff
Fri Feb 09, 2007 8:01 pm
Forum: Discussion
Topic: Statement
Replies: 38
Views: 12478

sung, i can't see any problems between your textures and that picture of the ship from homeworld, there's loads of info on the web about how to create that paneled bas-relief look in photoshop, it's not a copyrighted art style and almost every conventional space craft i've ever seen drawn uses that ...
by Griff
Fri Feb 09, 2007 7:52 pm
Forum: Discussion
Topic: 3D modeling
Replies: 79
Views: 26616

Hi CaptKev it looks like the polygons in your missile are all seperate from each other, have you checked that the vertexes are merged wow, just noticed you've only had a days work using 3d software, what you've built there is really really impressive! i was at least a week trying to get my head arou...
by Griff
Tue Feb 06, 2007 8:50 am
Forum: Discussion
Topic: Hello
Replies: 2
Views: 1912

Hi I've been using lightwave7.5 to make ships, i haven't tried making a .dat out of them directly out of lightwave, i'll have to give it a go as it'll save a bit of faff. I'm on a windows xp pc here's the workflow i've been using:- build and UV the model in lightwave and then when done export it as ...
by Griff
Fri Feb 02, 2007 8:47 pm
Forum: Discussion
Topic: Detailed Textures*
Replies: 183
Views: 56642

wow! these (and the planet texture you posted in the other thread) are amazing! I really like the scuffed up look you're giving the textures, the burnt bits on the shuttle are great, they've obviouly been driving a bit too fast entering the atmosphere!
by Griff
Thu Jan 25, 2007 9:49 pm
Forum: Expansion Pack
Topic: Docking Coordinates = 0,0,0?
Replies: 20
Views: 11314

man, i was in tears myself, i really, really have a hard time scripting! it's been a couple of months for me trying to get to this point and the oxp still doesn't really do anything usefull! anyway, hopefully this stuff can plug into the Tescoo oxp so we can have delivery ships etc stocking up the s...
by Griff
Thu Jan 25, 2007 9:03 pm
Forum: Expansion Pack
Topic: Docking Coordinates = 0,0,0?
Replies: 20
Views: 11314

[img][img]http://i105.photobucket.com/albums/m213/griff_03/tugs.jpg[/img][/img] unbelievably i've got the cargo unloder bots working, here's two of them about to speedy dock. realised i could set a nav buoy for the station as a subentity of the station and then place it directly in front of the dock...
by Griff
Thu Jan 25, 2007 12:53 pm
Forum: Expansion Pack
Topic: Enterprise-D ship- Coming to life in Oolite!
Replies: 38
Views: 20098

re: mirrored texture problem
what i do is flip the UV's, in your uv map find the uv's that correspond with the mirrored texture and scale them -100% horizontally (to fix a left/right mirror or -100% verticaly if the image is mirrored top to bottom)
by Griff
Thu Jan 25, 2007 8:38 am
Forum: Expansion Pack
Topic: Enterprise-D ship- Coming to life in Oolite!
Replies: 38
Views: 20098

wow, that's really great!
by Griff
Wed Jan 24, 2007 1:00 pm
Forum: Discussion
Topic: Size is everything!
Replies: 26
Views: 9556

Hi KW i don't think there is an attribute you set so that oolite knows you're safely inside the docking bay, i think it just sort of sees that your co-ordinates are now inside the model and that you didn't hit any walls or anything so you must be docked. Dr. Nil posted up a link to a great tutorial ...