Documentation
readme/
readme/Changelog.txt
v1.0.0.noshader converted the original Griff full resolution textures for a noshadered ooniverse.
V1.0.1.noshader paintscheme for the default icosahedro was added.
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 overlay.
6) Change the opacity setting to roughly between 70% and 80%.
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 overlay and opacity to 30%
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 normal coriolis, dodo, ico system stations and rock hermit fullres textures.
It also provides fullres textures for following alternate stations by Griff: the blue ico and and a orange rock hermit, and for
following Z_GrOovy SML Stations by Dertien: Tetrahedron, Octahedron and another Icosahedron.
An oxp for Oolite v1.80 and higher that full resulution textures for the system stations for a noshadered ooniverse
Overview:
Griff's fantastic models and textures for some alternate and extra ships and stations
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_CobraIII_alternate_model_v1.3.1.1.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
* Dertien for his SML Stations
* 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