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 Post subject: Re: Skinner’s Den
PostPosted: Fri Oct 02, 2015 12:42 am 
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Those are Griff's Pythons from his shadered shipset - not the core set (I don't think the engine layout varies in the core set, but I could be wrong).

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 Post subject: Re: Skinner’s Den
PostPosted: Fri Oct 02, 2015 12:56 am 
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You're wrong! :) I never had an older version of Oolite installed, so I can be quite sure about this. It normally doesn't matter of course, and I probably wouldn't have noticed, but you'll stumble over it if you're making new texture variants or "like_ships".

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 Post subject: Re: Skinner’s Den
PostPosted: Fri Oct 02, 2015 1:02 am 
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<nods> Having just checked, there are indeed two Python models in the current .dat list.

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 Post subject: Re: Skinner’s Den
PostPosted: Fri Oct 02, 2015 2:38 pm 
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Quote:
[snip] These were originally made as an OXP for those wanting Griff's ships but who didn't have Shaders. So the default ships do not use Shaders.
This is not entirely correct. The default core shipset, although designed for low end machines which may not have shader capability, does use shaders if you set the detail level to Shaders Enabled or higher. The shader used in this case is the default oolite-default-shader.fragment, which adds very subtle lighting fx to whatever it gets applied to. You can see the effects much clearer if you edit oolite-default-shader.fragment and intensify the specular lighting for example, by multiplying the calculated specular intensity at line 163 by something like 3 or 4.


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 Post subject: Re: Skinner’s Den
PostPosted: Fri Oct 02, 2015 3:28 pm 
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I sit corrected (I'm too lazy to stand!). :)

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 Post subject: Re: Skinner’s Den
PostPosted: Thu Oct 29, 2015 5:50 pm 
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A little mystery...

The Anaconda model has a "Guns" sub-section. The texture for the guns is included in the main texture file, oolite_anaconda_diffuse.png, but in shipdata.plist the diffuse_map for the guns refers to oolite_anaconda_subents.png, the file that contains the engine parts. This seems like a simple typing error, but the strange thing is that it works fine, even if I change the textures (I can change the colour of the guns by changing oolite_anaconda_diffuse.png, so this file is definitely being used).

Why does this work? Is it intentional?

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 Post subject: Re: Skinner’s Den
PostPosted: Fri Oct 30, 2015 12:20 am 
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Prior to Oolite 1.79 many of Griff's ships were rendered using more than one .dat file. The Anaconda had three: One for the main hull of the ship, one for the laser cannon, and one for the engines. This was done purely to expand the shader capabilities. It's really quite amazing. He created one model and often one texture after UV unwrapping it, then went back to the model and snipped parts away, thus creating the models for the gun and engine subentities. One texture file would often serve two models, which is the case with the Anaconda. At least this is my grasp of his technique. I could be wrong.

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 Post subject: Re: Skinner’s Den
PostPosted: Sun Nov 01, 2015 12:28 pm 
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Hm, that would mean that the "Guns" entry in shipdata.plist is obsolete meanwhile. I removed it, but then I found that one little part - the central "Gun" - actually uses the subents texture. I had wondered already what this part of the texture is for, but I didn't notice because the colouring looked right even after my changes.

Half of the work involved in making new paint jobs is finding out which part of the texture belongs to which part of the ship!

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 Post subject: Re: Skinner’s Den
PostPosted: Sat Nov 07, 2015 12:00 am 
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Is there any good reason why ship.commsMessage() does string expansion and player.commsMessage() doesn't? If you have eventually found out what the problem is, it's easy to fix using expandDescription(), but it seems kind of inconsistent...

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