My First Paintjob. Cheers Smiv

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My First Paintjob. Cheers Smiv

Post by Bangbangduck » Sun May 04, 2014 9:18 pm

Having got back into Oolite/Elite in all it's familiar yet new Ooniverse I added smiv's additional ships and had a look at the custom player files.
I have had a play and I'm fairly pleased with the result. I used 'GIMP' to do the job.

2 things learned - I need to create a matching ship image with the battle damage on it - It looks wierd when you view your ship after an intense firefight only to find the fiends also did a paintjob on you as well :mrgreen:
EDIT: I have Smiv's battle damage OXP installed. So this must be the file to change so the before and after ship looks the same bar the damage.

Also the EM Map that adds the light sourcing layer - I made changes to the scoop and main porthole on the ship image proper. So I made the appropriate changes in the em file. But this file is also used by the other existing cobra MKIII's so there may be some wierd looking NCP's.

Along the way I 'adjusted' the outlines of the main image and I have a layer that consists of only the 'fold' lines of the cobra that I use to ensure things line up where needed when the image is wrapped in game.

Added Missile tubes underneath to.....Just for the hell of it!

So here it is My ship 'Wolfshead'

Image

Image

BBD
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Re: My First Paintjob. Cheers Smiv

Post by Cody » Sun May 04, 2014 9:23 pm

To get some good screenshots of your ship, try [EliteWiki] Camera Drones - and welcome aboard!
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Re: My First Paintjob. Cheers Smiv

Post by Bangbangduck » Sun May 04, 2014 9:44 pm

Image

That's one cool OXP. Cheers for the heads up!

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Re: My First Paintjob. Cheers Smiv

Post by Cody » Sun May 04, 2014 9:50 pm

Cool - pause then 'o' will toggle the hud off/on.
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Re: My First Paintjob. Cheers Smiv

Post by Diziet Sma » Sun May 04, 2014 10:06 pm

Nice paintjob! 8)
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: My First Paintjob. Cheers Smiv

Post by Bangbangduck » Sun May 04, 2014 10:17 pm

Image

That's better. Cheers again!

You can see the missile tubes and the modified scoop much better. I tried to shade the scoop so as to give the impression that it is recessed into the body of the cobra.
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Re: My First Paintjob. Cheers Smiv

Post by onno256 » Mon May 05, 2014 8:29 am

Nice!
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Re: My First Paintjob. Cheers Smiv

Post by Smivs » Mon May 05, 2014 8:47 am

Yeah, nice one :) It's good to see people using this feature.
To add a damaged version, make a copy of your texture with added damage, named smivs-player-cobra3-damaged.png, and replace the default damaged texture in the BattleDamage OXP Textures folder.
You could also make a specific emission map for the player version. Keep the original as it is for the NPCs, then re-name your custom map to smivs-custom-cobra3_em-map.png (or similar). Ensure both are in the Textures folder, then open the SmivsShipset Config folder. Open shipdata.plist and go to the 'materials' part of player Cobra 3 section.

Code: Select all

materials = 
		{ 
		 "smivs'-cobra3.png" = 
                  { 
                   diffuse_map = "smivs'-player-cobra3.png";
                   emission_map = "smivs'-cobra3_em-map.png";
                   shininess = 10;
                   specular_color = ( 0.3, 0.3, 0.3, 0.5 ); 
                  };  
		};
Rename the emission map here to

Code: Select all

smivs-custom-cobra3_em-map.png
thus

Code: Select all

materials = 
		{ 
		 "smivs'-cobra3.png" = 
                  { 
                   diffuse_map = "smivs'-player-cobra3.png";
                   emission_map = "smivs'-custom-cobra3_em-map.png";
                   shininess = 10;
                   specular_color = ( 0.3, 0.3, 0.3, 0.5 ); 
                  };  
		};;
You should then be good to go.
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Re: My First Paintjob. Cheers Smiv

Post by Bangbangduck » Mon May 05, 2014 4:24 pm

Hi Chaps

Thanks for the comments.

Master Smiv <Doffs cap/tugs forelock> Thanks for the technical info.

I have done the above and have checked the changes several times, side by side, but the Oolite is now using the 'standard' em-map for my custom ship. I have also checked the images to make sure I have the standard and custom em-map correctly identified and named as they should be. Any Ideas?

regards

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Re: My First Paintjob. Cheers Smiv

Post by Smivs » Mon May 05, 2014 5:30 pm

Bangbangduck wrote:Any Ideas?
Well, it could be any number of things! My guess is it is either a naming glitch or something has ended up in the wrong place.
Check that the new emission map has exactly the same name for the texture file as it has in shipdata, and that the shipdata changes are in the right place - eg the player Cobra 3 section, not the NPC Cobra 3 section. Remember that mac and Linux are case-sensitive.
Also, is there anything in the log?
Hopefully another check will sort this out but we'll look deeper if we need to. :)

Edited to add:- Sorry, I've just remembered that you are also using BattleDamage and it's just occured to me that you will need to change the emission map reference in the BattleDamage OXP as well. In the shipdata-overides.plist (line 682) change the emission map for the Cobra 3 player.

Code: Select all

 smivs_emission = "smivs'-cobra3_em-map.png";
to whatever you called yours. This is probably what's causing the problem.
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Re: My First Paintjob. Cheers Smiv

Post by Bangbangduck » Mon May 05, 2014 7:32 pm

Hello there!

Cheers. I Put the battledamage.oxp folder into a folder I created called 'off'. This folder is in the addons folder and I use it to drop oxp files into that I don't want to load. Sure enough My em-map became the default.

So changes made and all is well. I'm just going to create the 'damaged' ship image to match my creation.
Image

This is the untouched version. For my own curiosity - The left hand panel which becomes the rear of the ship. How is this handled by the game when the texture is wrapped. Is it a virtual origami? I'm interested in making the back end slightly more detailed you see. Is there a template I can use to see the usable area?

I may also end up having a go at a simple model for the engine exhaust having noticed how they are called up, when making the changes as above. I use sketchup myself does this export the correct type of model for oolite. Please don't mention Blender (I know it is a brilliant piece of software) it made my nose bleed. That was just working out how to draw a single line :lol:

regards

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Re: My First Paintjob. Cheers Smiv

Post by cim » Mon May 05, 2014 7:43 pm

Bangbangduck wrote:I use sketchup myself does this export the correct type of model for oolite. Please don't mention Blender (I know it is a brilliant piece of software) it made my nose bleed. That was just working out how to draw a single line :lol:
Most people seem to use Wings3D or Blender, but anything which can export Wavefront .obj files can be used (there seem to be several plugins for sketchup).

You'll then need to get a script called Obj2DatTexNorm.py from the oolite-mesh-converters project to convert from .obj to the format Oolite itself uses.

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Re: My First Paintjob. Cheers Smiv

Post by Bangbangduck » Mon May 05, 2014 8:42 pm

Sketchup running under wine can indeed export .obj files. Have downloaded the python code and have run it against an xported file. It has done the conversion with no errors but I have not looked at the result to see if things are as they should be yet. Baby steps!

And here is a pretty wrecked custom ship.
Image

I assume, using the appropriate code, I can add an em-map to accent the damaged areas. Perhaps hinting at fires burning in the structure. or lighting from exposed interiors........

BBD..........Really need to get a grip. I could get carried away and do myself a serious mischief!!
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Re: My First Paintjob. Cheers Smiv

Post by Cody » Mon May 05, 2014 9:15 pm

Bangbangduck wrote:Really need to get a grip. I could get carried away and do myself a serious mischief!!
Ah yes... the call of the dark side is hard to resist! Few have ever escaped its grip!
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Re: My First Paintjob. Cheers Smiv

Post by Bangbangduck » Tue May 06, 2014 4:36 am

And the weather is always so much warmer!

I played around in Gimp and have now got the working area of the rear of the ship identified. Didn't take long. Just added guides to the image saved into the correct folder started the game, launched, change view and see how the guides lined up with the ships rear section.

Back into Gimp adjust guides etc etc until the guides ran with the edges.

Image

In other news - As I was noseying around in the shiplist file again I saw the laser colour command. So I changed 'redColor' to 'blueColor'.

Nothing happened even with a 'shift' launch so I applied the logic from the previous changes and duplicated the colour change in the battle damage oxp. Shift launch.........Eat blue death fugitives!

BBD
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