Search found 2553 matches

by spara
Tue Feb 27, 2018 5:03 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1039
Views: 258101

Re: Random Hits OXP

All credit for that random text generation and especially for the content goes to Little Bear. This oxp is one of the oldest oxps still around I think. The original was done way before my time here and actually before it was possible to script with javascript. To my understanding, it was Eric Walsh ...
by spara
Tue Feb 27, 2018 12:25 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

You are still using a large set of oxps. You can see the path close to the beginning of the log.
by spara
Mon Feb 26, 2018 8:52 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

After installing Griff's normalmapped ships, does the spinning Cobra at the welcome screen have a decal? The one with the comic style skull.
by spara
Mon Feb 26, 2018 7:51 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

The thing that does not work with this method, are mission screens that show player ship as well as the spinning ship on status screen. In theory by jumping tricky hoops, one might be able to catch mission screens that show player ship and manipulate that, but I have no idea how to script the spinni...
by spara
Mon Feb 26, 2018 6:55 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

Yep, Griff's normalmapped ships are required. At least Cobra III, I suppose.
by spara
Mon Feb 26, 2018 6:19 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

And if some one is interested in exploring this further, this is the script I used: this._changeDecal = function() { var shader = player.ship.getShaders(); shader.Hull.textures[3] = "spara_decal.png"; player.ship.setShaders(shader); } I'm just starting to experiment with Griff's models (my memory i...
by spara
Mon Feb 26, 2018 6:11 pm
Forum: Expansion Pack
Topic: Wanted Posters for Ya-Adds
Replies: 77
Views: 19074

Re: Wanted Posters for Ya-Adds

But that's the best pic they've got of him. It's a hat, glasses and a beard. It's like the mask of Zorro :).
by spara
Mon Feb 26, 2018 5:54 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

And if some one is interested in exploring this further, this is the script I used:

Code: Select all

this._changeDecal = function() {
  var shader = player.ship.getShaders();
  shader.Hull.textures[3] = "spara_decal.png";
  player.ship.setShaders(shader);
}
by spara
Mon Feb 26, 2018 5:51 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

Well. It is possible to change Griff's decals on the fly via script... 8)

Image

Could not get the spinning ship in the station interface to change decal though. It's probably handled some how differently.
by spara
Mon Feb 26, 2018 4:24 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

So, a core change and the default shader change are required? I don't think a core change will be needed, Griff's ships standing as a proof. The changes he's done could be extended to all the core ships. Some of his functions can actually be extracted as shader libraries. An OXZ could deal with thi...
by spara
Mon Feb 26, 2018 4:22 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

Griff's normalmapped ships use a custom shader to add and position decals. Aforementioned oxps also require specific models to work. Seems like it might be possible to do this with ships that already have decal positions defined. Could setShaders be used to change the decal on the player's ship? Th...
by spara
Mon Feb 26, 2018 3:32 pm
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

There's practically no way of generically adding stickers to ships. Which makes me wonder if this is something that might be able to be incorporated via the core game code? I'd imagine it would be one hell of a popular feature. I'd like to see what the devs think of this idea. Let's brainstorm a bi...
by spara
Mon Feb 26, 2018 3:16 pm
Forum: Expansion Pack
Topic: Wanted Posters for Ya-Adds
Replies: 77
Views: 19074

Re: Wanted Posters for Ya-Adds

What Cody says, the second Coyote is better. It's got character. Great job on Shulth too, a very cold and sinister looking specimen. Here's test version 0.4 for those interested: https://app.box.com/s/o0crp5g6vivhk0nz2htptkt30um8goey . YAH compatibility takes a bit more time and on top of that RL is...
by spara
Mon Feb 26, 2018 8:38 am
Forum: Expansion Pack
Topic: (Release) Ship Configuration
Replies: 218
Views: 96709

Re: (Release) Ship Configuration

It's also possible to add custom information to the f3 screen by using a custom hud with custom dials. That's how MarketObserver works.
by spara
Mon Feb 26, 2018 8:35 am
Forum: Discussion
Topic: Decals and Nose art.
Replies: 71
Views: 18459

Re: Decals and Nose art.

Won't be easy. There's practically no way of generically adding stickers to ships. Griff's normalmapped ships use a custom shader to add and position decals. Aforementioned oxps also require specific models to work.