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Re: Commies.oxp (v2.07)

Posted: Thu Jul 25, 2019 8:13 am
by montana05
Looks great, looking forward to see your other updated ships. :wink:

Re: Commies.oxp (v2.07)

Posted: Mon Jul 29, 2019 10:51 am
by GearsNSuch
another_commander wrote:
Wed Jul 24, 2019 4:45 pm

You cannot invert the input of the gloss map, but you can easily invert the map itself. Just invert the channel (newValue = 1.0 - originalValue) and you can use it without any problem.
Thank you for the advice! I am rather script-illiterate, though. If it isn't too inconvenient, would you mind demonstrating what that inversion would look like? Here's the shipdata.plist entry:

Code: Select all

	"workcom" = {
		aft_eject_position = "0.0 -15.0 -190.0";
		ai_type = "route1traderAI.plist";
		bounty = 0;
		cargo_carried = "Slaves";
		cargo_type = "CARGO_NOT_CARGO";
		condition_script = "commies_conditions.js";
		energy_recharge_rate = 3;
		exhaust = (
			"-14.0 0.0 -178.5 2.0 2.0 12.0",
			"0.0 0.0 -178.5 2.0 2.0 12.0",
			"14.0 0.0 -178.5 2.0 2.0 12.0"
		);
		forward_weapon_type = "WEAPON_NONE";
		materials =
		{
			"Hull" =
			{
				diffuse_map = "workcom.png"; 
				emission_map = 	
				{
					name = "workcom_lights.png";
					extract_channel = "b";
				};
				illumination_map = 	
				{
					name = "workcom_lights.png";
					extract_channel = "g";
				};
				gloss = 0.5;
				specular = (1.0, 1.0, 1.0, 1.0);
				shininess = 10;
				specular_map = 
				{
					name = "workcom.png";
					extract_channel = "a"; //Would like this to be, in essence "-a"
				};
			};
		};
		max_cargo = 300;
		max_energy = 400;
		max_flight_pitch = 0.3;
		max_flight_roll = 0.4;
		max_flight_speed = 140;
		missiles = 0;
		model = "commies_workcom.dat";
		name = "'Orca' Worker's Commuter";
		roles = "trader(4.0) sunskim-trader(2.0) shuttle(4.0) workcom workcom1";
		script = "workcom.js";
		thrust = 8;
	};

Re: Commies.oxp (v2.07)

Posted: Mon Jul 29, 2019 12:08 pm
by another_commander
GearsNSuch wrote:
Mon Jul 29, 2019 10:51 am
Thank you for the advice! I am rather script-illiterate, though. If it isn't too inconvenient, would you mind demonstrating what that inversion would look like? Here's the shipdata.plist entry:

Code: Select all

	"workcom" = {
		aft_eject_position = "0.0 -15.0 -190.0";
		ai_type = "route1traderAI.plist";
		bounty = 0;
		cargo_carried = "Slaves";
		cargo_type = "CARGO_NOT_CARGO";
		condition_script = "commies_conditions.js";
		energy_recharge_rate = 3;
		exhaust = (
			"-14.0 0.0 -178.5 2.0 2.0 12.0",
			"0.0 0.0 -178.5 2.0 2.0 12.0",
			"14.0 0.0 -178.5 2.0 2.0 12.0"
		);
		forward_weapon_type = "WEAPON_NONE";
		materials =
		{
			"Hull" =
			{
				diffuse_map = "workcom.png"; 
				emission_map = 	
				{
					name = "workcom_lights.png";
					extract_channel = "b";
				};
				illumination_map = 	
				{
					name = "workcom_lights.png";
					extract_channel = "g";
				};
				gloss = 0.5;
				specular = (1.0, 1.0, 1.0, 1.0);
				shininess = 10;
				specular_map = 
				{
					name = "workcom.png";
					extract_channel = "a"; //Would like this to be, in essence "-a"
				};
			};
		};
		max_cargo = 300;
		max_energy = 400;
		max_flight_pitch = 0.3;
		max_flight_roll = 0.4;
		max_flight_speed = 140;
		missiles = 0;
		model = "commies_workcom.dat";
		name = "'Orca' Worker's Commuter";
		roles = "trader(4.0) sunskim-trader(2.0) shuttle(4.0) workcom workcom1";
		script = "workcom.js";
		thrust = 8;
	};
You can load the specular map on your image processing software of choice (I suppose you are using one since you are showing those very nice textures in the previous posts), then use that software to invert the alpha channel. How this is exactly done depends on the software, but it usually is a matter of one menu selection. For example, in Gimp you would do:
Image
to achieve this:
Image
OK, I am not inverting just the alpha channel here, but I hope it illustrates the point. You need to find out how to invert one channel in your image processing package.

On a side note, the gloss value of 0.5 is rare upon materials. I believe you will normally have values close to 0.2-0.3 for dielectric materials and around 0.65-0.8 for metals. It' is not wrong by any means, but it is rather unusual.

Re: Commies.oxp (v2.07)

Posted: Mon Aug 05, 2019 12:25 pm
by GearsNSuch
another_commander wrote:
Mon Jul 29, 2019 12:08 pm
OK, I am not inverting just the alpha channel here, but I hope it illustrates the point. You need to find out how to invert one channel in your image processing package.

On a side note, the gloss value of 0.5 is rare upon materials. I believe you will normally have values close to 0.2-0.3 for dielectric materials and around 0.65-0.8 for metals. It' is not wrong by any means, but it is rather unusual.
Thank you for the advice! It works perfectly now.

On another note, I *finally* got around to modeling the Ray. I'm not too sure about the shape, though. Right now I have three variants that I can't really decide between:
Image
Image
Image

Other than wing shape, they all are pretty much the same.
Image
Image

Recommendations or suggestions would be appreciated. Thank you!

Re: Commies.oxp (v2.07)

Posted: Mon Aug 05, 2019 12:40 pm
by Disembodied
This one gets my vote:
GearsNSuch wrote:
Mon Aug 05, 2019 12:25 pm
Image
It has an affinity with the similarly front-heavy Moray Starboat - it would be good to see another ship with this characteristic!

Re: Commies.oxp (v2.07)

Posted: Mon Aug 05, 2019 2:25 pm
by montana05
GearsNSuch wrote:
Mon Aug 05, 2019 12:25 pm
On another note, I *finally* got around to modeling the Ray. I'm not too sure about the shape, though. Right now I have three variants that I can't really decide between:
Image
Image
Image

Recommendations or suggestions would be appreciated. Thank you!
Personally I would be in favor for the second variant, maybe the third as an additional alternative as an interceptor.

Edit: For Thought Police second version, for Ray Mark I second version and/or third version, for Military Ray third version. I hope I didn't confuse you. :lol:

Re: Commies.oxp (v2.07)

Posted: Thu Aug 22, 2019 7:45 pm
by GearsNSuch
Ray mkI: Variety pack
Image
Image
Image
Image

Image
Image
Image


So yes, the Ray mkI is done. I'm not entirely satisfied with it, but I will admit that it turned out much better than I thought it would!
I would like to revamp the Commissar Limo and the Military Ray before I do an "official" release, but that may not be in the near future. In the meantime, here's the pre-release: Google Drive. If anyone would like to make edits or set up shaders, please be my guest. If you happen to need the source models or textures, just give me a shout and I'll be happy to provide them. Enjoy!

Re: Commies.oxp (v2.07)

Posted: Fri Sep 06, 2019 9:52 am
by GearsNSuch
The Ray mkII, or Stingray, is finished:

Image
Image
Image

Complete with deadly dual military lasers and glow-in-the-dark thargoid stickers.


The download link above has been updated to include this craft. Also, all of my models / textures are, like the original OXP, distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 license. Just to make sure I touch all bases.

Re: Commies.oxp (v2.07)

Posted: Wed Sep 25, 2019 3:30 pm
by montana05
Looks dark, fitting to Communist. No offense meant, but why "only" max 7 m height ? Would you mind to send me a link for your textures ? I might want to play around with them a little :oops: psd format with layers would be perfect but not necessary.

Re: Commies.oxp (v2.07)

Posted: Wed Sep 25, 2019 4:00 pm
by GearsNSuch
montana05 wrote:
Wed Sep 25, 2019 3:30 pm
Looks dark, fitting to Communist. No offense meant, but why "only" max 7 m height ? Would you mind to send me a link for your textures ? I might want to play around with them a little :oops: psd format with layers would be perfect but not necessary.
Thank you!
The sizes are meant to mirror those found in the original Commies models. I am open to other dimensions, though.

I would be happy to have you edit the textures! My ones are not exactly excellent as this was largely a learning project. I am looking forward to seeing your changes.
(Also, if anyone wants to improve the models...)

Here is a link to a file with all of the models and textures in Blender and GIMP formats, including a WIP Commissar Limousine. Be warned, it is very messy!

https://drive.google.com/open?id=1fapf ... DNG5EZX5ku

Re: Commies.oxp (v2.07)

Posted: Thu Sep 26, 2019 12:52 pm
by montana05
GearsNSuch wrote:
Wed Sep 25, 2019 4:00 pm
Here is a link to a file with all of the models and textures in Blender and GIMP formats, including a WIP Commissar Limousine. Be warned, it is very messy!

https://drive.google.com/open?id=1fapf ... DNG5EZX5ku
Thank you very much, just downloaded them.

Re: Commies.oxp (v2.07)

Posted: Tue Dec 31, 2019 8:47 pm
by GearsNSuch
So, just in time for the new year, Version 2.18 of Commies is ready. It includes:

• Completely new models for all Commies ships
• A shiplibrary.plist file, complete with descriptions
• A slight cleaning-up of the config folder, removing the "demoships.plist" file

It does not include:

• Revamped stations / behemoths / plasma cannons
• Bread lines
• Bread

Most of the ships have normal maps and are intended to at least slightly blend in with Griff's craft.
OXZ
Source Files

Image

Re: Commies.oxp (v2.07)

Posted: Wed Jan 01, 2020 12:34 pm
by montana05
Happy New Year, your ships look good to me. While phkb is the master of this oxp I could imagine that based on economy and/or technology level both ship sets would fit nicely there. 8)