Griff's normalmapped ship remakes

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Re: Griff's normalmapped ship remakes

Post by Cody »

Thank you, Admiral.

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Re: Griff's normalmapped ship remakes

Post by Cody »

Oolite 1.74.2, all-in-one shipset: if I take a virgin Jameson out in the standard Griff Cobra III, the gun now protrudes into view… is this a new thing, Griff?

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Re: Griff's normalmapped ship remakes

Post by Phantom Hoover »

It's always done that, although it's more prominent on different window sizes.

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Re: Griff's normalmapped ship remakes

Post by Cody »

Phantom Hoover wrote:It's always done that, although it's more prominent on different window sizes.
It doesn't do that with the individual oxps, at least not the ones on my machine (which I've had for a while, admittedly).
It's been a while since I used the all-in-one... there have obviously been changes at some time.

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Re: Griff's normalmapped ship remakes

Post by Griff »

That's not right, you're not supposed to see the laser gun, i haven't changed any of that stuff, i wonder what i've gone and done now!
El Viejo can you check the front view positions for the player cobra's in the shipdata.plist oxp, the settings i've got are

"griff_normalmapped_cobra_mkIII_player"
view_position_forward = "0.0 7.25 31.0"; - line 2614
and
"griff_normalmapped_cobra_mkIII_scuffed_player"
view_position_forward = "0.0 7.25 31.0"; - line 3102
and i don't see the gun

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Re: Griff's normalmapped ship remakes

Post by Cody »

I seem to have the same numbers as you in both cases... it must be me, then.

Edit to add: same numbers in the individual oxp, as well, and in the multi-decal Cobra (which doesn't have the problem).

This is with the default hud:

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Exactly the same in trunk r4087.

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Re: Griff's normalmapped ship remakes

Post by Griff »

i doubt this is an oolite problem, it's something i've done in the oxp. hmm, i wonder if there's a clash between this pack and the multidecal, it's possible that the models were re-centered then re-exported as .dats somewhere along the line and in your game there are 2 griff cobra 3's, both with the same file name but with their points & polygons in different places. If possible, could you take out all your oxps apart from the ship pack then try oolite again

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Re: Griff's normalmapped ship remakes

Post by Cody »

Virgin Jameson, with your all-in-one shipset oxp only... the gun is still there.
Same in trunk r4087... and that 'unpermitted method' error message is there in trunk, as well.

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Re: Griff's normalmapped ship remakes

Post by Griff »

this is weird, I'm not seeing the gun in the front view at all :?
It's very likely though that i might have messed up the upload at deep horizons with some last minute bungling, just to rule out anything in the shipdata.plist here's the one from the bundle oxp on my pc that (for me) is working fine, can you copy this into your all-in-1 oxp overwriting the one that's in there then restart oolite after holding down shift?

http://www.box.net/shared/s2g0mfutfa (25Kb)

i checked the positions of the points & polys in the cobra III model in this oxp against the model in the multidecal oxp and both are exactly the same

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Re: Griff's normalmapped ship remakes

Post by Cody »

Nope... the gun's still there. You wanted to up your post count, didn't you, Griff.

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Re: Griff's normalmapped ship remakes

Post by Griff »

well i don't understand what's going on here i'm afraid, i've played this oxp on 2 pc's - my home one with a screen res of 1920 x 1080 and on the pc at work with a screen res of 1024x768 and i don't see that front gun on either.
when you look at the ship in the external views is the gun still in the right place at the front of the ship? just trying to work out if it's just the forward view that's gone wrong, and it's not that the gun subentity model is being positioned incorrectly.
i suppose if you want to fix this for the time being, you could up the Y co-ordinate in the forward view by a couple of meters, it's the 2nd number in the list of 3
eg, line 2614 (line 3102 for the scuffed cobra) view_position_forward = "0.0 7.25 31.0"; change the 7.25 to 9.0 or something, or you could take the weapon_position_forward key value of "-0.0961 0.9367 43.4655"; and add 3-4 meters to the Y co-ordinate, that would put the camera right at the tip of the laser gun so it definately won't appear in view anymore :D

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Re: Griff's normalmapped ship remakes

Post by Cody »

The gun is perfectly positioned in all external views. It's no real problem for me... I'll be using the multi-decal Cobra anyway, but from what Phantom Hoover said a few posts back, it's not just me... hey-ho. Thanks for the help, Griff.

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Re: Griff's normalmapped ship remakes

Post by Griff »

yeah that is worrying, so everyone is seeing the gun model in the forward view apart from me? what makes it worse is that the camera is clipping through the model which just looks really crap and why does it not appear in the multidecal cobra when the models & the viewposition settings are exactly the same as the problem ones :shock:
Last edited by Griff on Tue Jan 18, 2011 9:13 pm, edited 2 times in total.

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Re: Griff's normalmapped ship remakes

Post by Cody »

Yeah... it looks worse with the default hud. The Cobra III from the individual oxps has no problem... I just checked again.

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Re: Griff's normalmapped ship remakes

Post by Griff »

ah man, i think it might be something to do with what i said earlier about like_shipping cobra3-player to the griff one so that it appears on the title screen, i just changed this oxp cobra to use the same view position as the default cobra and now it looks just like the problem you're getting.
might be worth changing this line back in the original shipdata.plist ( it said originally like_ship = "cobra3-trader"; ) it's line 946 or thereabouts, then re-start oolite holding down shift and see how it goes, if this does fix it then i'm really really sorry about all this hassle!

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