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PostPosted: Mon Nov 04, 2013 12:27 pm 
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Looking real good. When all are done, I'll be updating these new versions into RandomHits. Any estimate when the full set will be finished?


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PostPosted: Mon Nov 04, 2013 4:32 pm 
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Well, could be a while... hopefully not too long though :roll:

I'm taking my time on the cat texture this time - actually trying to make it look vaguely griff-ish.

here's a sneak peak:
Image

I'm currently just working on the panels, then I'll make the look like metal, then I'll wear them a little bit and add grime.
I'll probably make an alternate version where they are severely damaged just too see what that looks like

any comments/criticism so far?

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PostPosted: Mon Nov 04, 2013 6:06 pm 
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That's going to be a tasty looking ship S9 :)
Good to have you back here BTW.

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PostPosted: Tue Nov 05, 2013 5:29 am 
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Location: Indian Hills, Nevada, USA
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Looking real good. When all are done, I'll be updating these new versions into RandomHits. Any estimate when the full set will be finished?
There's no reason you couldn't include the ships already (unless you're planning on forcing the player to fly one of the ones that doesn't have good in-flight views set up). I doubt Staer9's new Cat would have a different name than the current one. Insofar as my updating the look of the current ships is concerned, that's finished. I have updated all of them (except the Ophidian which I removed since Griff has released an Ophidian). I didn't post screenshots of them all, but they've all been done. That's what the V1.1 link represents.


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PostPosted: Tue Nov 05, 2013 7:52 am 
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Looking real good. When all are done, I'll be updating these new versions into RandomHits. Any estimate when the full set will be finished?
There's no reason you couldn't include the ships already (unless you're planning on forcing the player to fly one of the ones that doesn't have good in-flight views set up). I doubt Staer9's new Cat would have a different name than the current one. Insofar as my updating the look of the current ships is concerned, that's finished. I have updated all of them (except the Ophidian which I removed since Griff has released an Ophidian). I didn't post screenshots of them all, but they've all been done. That's what the V1.1 link represents.
Thanks, I'll better get on with it then :). Reason for hesitating is the fact that RH is such a big download and my box account's bandwidth is quite limited. Thus I'm aiming for a fairly finished update.


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PostPosted: Wed Nov 06, 2013 7:47 am 
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Reason for hesitating is the fact that RH is such a big download and my box account's bandwidth is quite limited. Thus I'm aiming for a fairly finished update.
I have unlimited space and bandwidth, so if you ever need a mirror...


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PostPosted: Thu Nov 07, 2013 3:07 pm 
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Lovely work on that ship model and texture Staer9! I realised it's only half done but i really like the contrast between the green, highly detailed areas and the greyer flat panelling, are you going to keep this in the final design? i just wonder if it might get too busy if you detail it all to the same standard as the green areas, looks really amazing though, can't wait to see it finished :D

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PostPosted: Thu Nov 07, 2013 10:42 pm 
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Lovely work on that ship model and texture Staer9! I realised it's only half done but i really like the contrast between the green, highly detailed areas and the greyer flat panelling, are you going to keep this in the final design? i just wonder if it might get too busy if you detail it all to the same standard as the green areas, looks really amazing though, can't wait to see it finished :D
I'm using the green as accents for the colour scheme, when finished I will extract the green-ness to make the colour mask for the shader.
For the top panelling I'm making it in higher detail, but for the other (less visible) sections I'm making in in only greyscale (but with subtle hints of blue, because greyscale is boring)

The weird circle thingies are used for light mapping so I can get accurate exhaust effects.

It's going pretty well... but the texture at the moment is 4092x4092 so it will need to be cut down to run smoothly
the model itself is a tidy 1000 triangles (yep, exactly 1000)

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PostPosted: Fri Nov 15, 2013 6:43 am 
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Tiny update: spara introduced me to OptiPNG. I used it and cut a few MB off the total size.

http://www.keeper1st.com/Oolite/Staer9S ... 1a.oxp.zip


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PostPosted: Sat Nov 23, 2013 6:04 pm 
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I just bought a Salamander and fixed the internal views. If you are interested, these are the values I'm using:
Code:
"view_position_aft" = "0.0 9.0 -43.5";
"view_position_forward" = "0.0 4.5 28.5";
"view_position_port" = "-18.6 5.8 11.0";
"view_position_starboard" = "18.6 5.8 11.0";


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PostPosted: Sun Nov 24, 2013 9:56 am 
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I just bought a Salamander and fixed the internal views. If you are interested, these are the values I'm using:
Code:
"view_position_aft" = "0.0 9.0 -43.5";
"view_position_forward" = "0.0 4.5 28.5";
"view_position_port" = "-18.6 5.8 11.0";
"view_position_starboard" = "18.6 5.8 11.0";
Interesting, but this doesn't match up with the syntax in my copy of the salamander-player shipdata.plist:

Edit: Probably because I've got Keeper's shaded version!


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PostPosted: Sun Nov 24, 2013 10:55 am 
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Quote:
Quote:
I just bought a Salamander and fixed the internal views. If you are interested, these are the values I'm using:
Interesting, but this doesn't match up with the syntax in my copy of the salamander-player shipdata.plist:

Edit: Probably because I've got Keeper's shaded version!
That's strange... I'm also unsing the Keeper's version.

I have a doubt: maybe you are looking at the "custom_views" section?


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PostPosted: Sun Nov 24, 2013 12:09 pm 
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Quote:
Interesting, but this doesn't match up with the syntax in my copy of the salamander-player shipdata.plist:

Edit: Probably because I've got Keeper's shaded version!
That's strange... I'm also unsing the Keeper's version.

I have a doubt: maybe you are looking at the "custom_views" section?
Yes. Where are your views then?


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PostPosted: Sun Nov 24, 2013 1:16 pm 
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Quote:
Quote:
Quote:
Interesting, but this doesn't match up with the syntax in my copy of the salamander-player shipdata.plist:

Edit: Probably because I've got Keeper's shaded version!
That's strange... I'm also unsing the Keeper's version.

I have a doubt: maybe you are looking at the "custom_views" section?
Yes. Where are your views then?
At the end of the (alphabetically sorted) shipdata-keys. They're not the custom views (accessed by the 'V' key), but the default views, the ones accessed by the F1-F4 keys.

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PostPosted: Sun Feb 09, 2014 9:04 pm 
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Updated my updated shader version of the set with more improvements:

Version 1.2:
  1. Changed shader. The previous shader did not react to sunlight colour/intensity for some reason, so it now uses a modified Griff shader. This is most noticeable when using Distant Suns OXP in Oolite 1.79.
  2. On systems without shaders, some ships previously did not have their lights applied. Now they do.
  3. On systems without shaders, the Monitor II previously used the same texture as the regular Monitor. Now it loads the specific Monitor II texture.
  4. Ships constructed with subentities (e.g. for engines) now are set "frangible = no" so they don't break apart when shot at.
  5. Bushmaster Miner and Sidewinder Special no longer have witchdrives (they weren't supposed to!).
  6. Fixed in-flight views for the Salamander, thanks to Tichy. Still need to update in-flight views of several others, though.
  7. Slight change to Ghavial textures, outlining the coloured "G" and making it less smoothly coloured.
http://www.keeper1st.com/Oolite/Staer9S ... .2.oxp.zip

NOTE: If you're playing with Oolite V1.79, also download this:
http://www.keeper1st.com/Oolite/Staer9S ... les179.oxz
It will set up 1.79-compatible roles, escorts and AI for this shipset. (This also has been updated since its initial release, so get it again if you had gotten it previously.)


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