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Expansion Noshader Griff's accessories

Content

Manifest

from Expansion Manager's OXP list from Expansion Manifest
Description This bundle adds a variety of cargopods, asteroids, boulders and splinters. It is based on the original shader models and textures by Griff and was remade to go along nicely with the default shipset of Oolite v1.80+ and/or for e.g. Computer with lowend graphics hardware. This bundle adds a variety of cargopods, asteroids, boulders and splinters. It is based on the original shader models and textures by Griff and was remade to go along nicely with the default shipset of Oolite v1.80+ and/or for e.g. Computer with lowend graphics hardware.
Identifier oolite.oxp.amah.noshaders_accessories oolite.oxp.amah.noshaders_accessories
Title Noshader Griff's accessories Noshader Griff's accessories
Category Retextures Retextures
Author Michael -Amah- Doering Michael -Amah- Doering
Version 1.1.1 1.1.1
Tags asteroids, cargopods, accessories asteroids, cargopods, accessories
Required Oolite Version
Maximum Oolite Version
Required Expansions
Optional Expansions
Conflict Expansions
Information URL http://aegidian.org/bb/viewtopic.php?t=16898 n/a
Download URL https://wiki.alioth.net/img_auth.php/e/e4/Oolite.oxp.amah.noshaders_accessories.oxz n/a
License CC-BY-NC-SA 3.0 CC-BY-NC-SA 3.0
File Size n/a
Upload date 1610873499

Documentation

Also read http://wiki.alioth.net/index.php/Noshader%20Griff's%20accessories

readme/


        

readme/Changelog.txt

V1.0_noshader		converted the original Griff's new Cargpods2014 and asteroids for a noshadered ooniverse.
			edited shipyard.plist and shipdata.plist  
			all in one bundle oxz(mld)
V1.1.1_noshader		fixed debris_role bug for illegally spawing 2 bouldertypes initially reported by Spara for Griff's
			asteroids for us as well.

readme/conversion.txt

Based on Instructions by Captain Solo:
(some additional effect map channels used for engine glow)


1) Load "diffuse.png" into GIMP.
2) Decompose to RGB layers. You don't need the greyscale alpha layer.
3) Compose to RGB.
4) Duplicate the background layer so you now have two layers.
5) Change the layer mode of the top layer to dodge.
6) Change the opacity setting to roughly between 66%.
7) Merge the top layer down. This is your base diffuse texture
8) Load "normal.png" into GIMP
9) Decompose to RGBA
10) Move the alpha channel to the top, select all and copy. 
11) Paste the copied greyscale image as a new image. This is your glow map.
12) Now back to the normal map layers, delete the alpha channel.
13) Compose to RGB
14) Under the colors menu select Desaturate, and choose desaturate by Luminosity.
15) Select all and copy. This is your pseudo relief texture.
16) Go back to your diffuse texture and Paste as new layer.
17) Change the layer mode to Grain Merge, and merge it down to the bottom layer.
*a) Load the "effects" texture
*b) decompose to RGB, copy alpha and green channel and insert each as new layer on the diffuse texture,
    change layer modes for them to merge grain and opacity to 33%
    scale copied green and alpha layers to 2048x1024
18) Now go to your greyscale glow map from step 11, select all and copy.
*d) back to the decomposed effects texture from *a)
*e) paste as new layer
*f) set layer mode of all layers to Screen
*g) Under the Image menu choose flatten image
*h) select all and copy.
19) Back to your diffuse texture, right click on the image, select Layer, then Mask and Add Layer Mask
20) Set the layer mask to Black.
21) Cntrl V - paste the glow map on top of the layer mask.
22) Anchor the floating layer to the background image.
23) You will see two representations in the layer dialog. Click on the left one.
24) Export as your new shaderless_diffuse texture.

Finally you will need to edit the shipdata.plist file and change the material section to the following:
materials = 
{ 
"Hull" = 
{ 
diffuse_map = "shaderless_diffuse.png"; 
specular_color = ( 0.2, 0.2, 0.2 ); 
shininess = 5; 
emission_map = { name = "shaderless_diffuse.png"; extract_channel = "a"; }; 
emission_modulate_color = (0.9926, 0.9686, 0.7325); 
}; 
};

Good luck.

readme/readme.txt

Griff's NoShader extra Elite2 Bug.

An oxp for Oolite v1.80 and higher that adds two new modeled and textured cargopods to the ooniverse
 
Overview:
Griff's fantastic models and textures for some alternate and extra ships.

In this OXP, only the textures were modified so they render well on GPU's that do not support OpenGL shading language.
The clever procedure how to convert was developed by Captain SOLO.


Requirements:
Tested with Oolite 1.80. No dependencies. 

Installation:
After unzipping, move the folder, "noshaders_cargopods2014.0.oxp" to the AddOns Folder of your Oolite installation. 

Credits or rather "Standing on shoulders of giants":
* Griff, for his marvelous normalmapped ships -> http://wiki.alioth.net/index.php/Griff_Industries 

* Captain Solo, who invented a clever way to convert them for computers with shaderless GPUs and helped me 
  extensively to explain how it was done for his noshader shipset (now default ships for 1.80)


License:
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0.

Michael "Amah" Doering


 

Equipment

This expansion declares no equipment.

Ships

Name
noshaders_asteroid_1
noshaders_asteroid_10
noshaders_asteroid_11
noshaders_asteroid_12
noshaders_asteroid_13
noshaders_asteroid_14
noshaders_asteroid_15
noshaders_asteroid_2
noshaders_asteroid_3
noshaders_asteroid_4
noshaders_asteroid_5
noshaders_asteroid_6
noshaders_asteroid_7
noshaders_asteroid_8
noshaders_asteroid_9
noshaders_boulder_1
noshaders_boulder_2
noshaders_boulder_3
noshaders_boulder_4
noshaders_boulder_5
noshaders_boulder_6
noshaders_boulder_7
noshaders_boulder_8
noshaders_boulder_9
Cargo container
Cargo container
noshaders_cargopod2014_B
noshaders_cargopod2014_BW
noshaders_cargopod2014_C
noshaders_cargopod2014_CW
noshaders_cargopod2014_D
noshaders_cargopod2014_DW
noshaders_cargopod2014_E
noshaders_cargopod2014_EW
noshaders_cargopod2014_F
noshaders_cargopod2014_FW
noshaders_cargopod2014_G
noshaders_cargopod2014_GW
noshaders_cargopod2014_H
noshaders_cargopod2014_HW
Fragment
noshaders_rock_chunk_2
noshaders_rock_chunk_3
noshaders_rock_chunk_4
noshaders_rock_chunk_5
noshaders_rock_chunk_6
noshaders_splinter_1
noshaders_splinter_2
noshaders_splinter_3
noshaders_splinter_4
noshaders_splinter_5
noshaders_splinter_6
noshaders_splinter_7

Models

This expansion declares no models.

Scripts

Path
Scripts/noshaders_remove_rock_chunks.js
"use strict";
this.name           = "noshader_remove_rock_chunks.js"
this.author         = "Griff"
this.licence        = "Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License"
this.description    = "removes griff rock chunks";
this.version        = "1.0"

this.shipSpawned = function () 
{
	// Put here your code for when a ship is created
		this.ship.owner
       this.ship.velocity = new Vector3D.random(50.0 + Math.random( ) * 50.0)

};

this.shipRemove = function()  // Remove the object silently
	{
	this.ship.remove()
	}
Scripts/noshaders_spawn_rock_chunk.js
"use strict";
this.name = "noshader_spawn_rockchunk"; 
this.author = "Thargoid"; 
this.copyright = "� 2008 the Oolite team."; 
this.description = "Break-up of griff asteroids"; 
this.version = "1.0"; 

this.shipSpawned = function () 
{
	// Put here your code for when a ship is created
      this.ship.velocity = new Vector3D.random(50.0 + Math.random( ) * 50.0)
};

this.shipDied = function()
	{
	if(!this.ship || (player.ship.isValid && this.ship.position.distanceTo(player.ship.position) > 5000)) return; // exit the script if the explosion happens far from the player
	this.chunk_Count = (Math.ceil(Math.random() * 10) + 4); // between 4-10 rock chunks
	this.ship.spawn("noshaders_rockchunk", this.chunk_Count); // spawn the rock chunks
	}