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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
This thread contains my list of ship fixes in ships.xml. I will keep this list updated. I'll be working on this mostly with Beelzebub. Let me know if everything is good, or if I'm missing something.
List of WIP or Problems - Mini Mad Scientist has a bad engine, but I feel it works fine for the bigger t20 version. Need to test it. If its true, Mini Mad Scientist needs its own Index. -Oversized Wingship needs its own index so its engine works. -I would prefer that the Oversized Rosburst have its own Index, its engine is still inside the ship, after I fixed it so that the Rosburst looks fine. -After some time, my basil slaves decide to become fatter (wider) compared to normal basils. -------------------------------------------------------------- Fixed Ships Locution ( Tweaked Engine ) 5/21/11 Code: <ship index="47"> <default> <model>Locution.obj</model> <texture>Locution.jpg</texture> <enginemounts> <mount0>0, 0.0, -12</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Massif and Massif 2 ( Fixed Engines ) 5/21/11 Code: <ship index="123"> <default> <model>Massif01c.obj</model> <texture>Massif01.jpg</texture> <centeroffset>0, 0, 0.5</centeroffset> <enginemounts> <mount0>0.4, 0, -1.8</mount0> <mount1>-0.4, 0, -1.8</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Equanimizer and Equanimity ( Fixed Engines to work with both ships ) 5/21/11 Code: <ship index="38"> <default> <model>Nutshell.obj</model> <texture>Nutshell.jpg</texture> <enginemounts> <mount0>0.0,7.0,-20.0 </mount0> </enginemounts> </default> <combat/> <travel/> </ship> Volcom class ships ( Tweaked Engine ) 5/21/11 Code: <ship index="11"> <default> <model>Volcom.obj</model> <texture>Volcom.jpg</texture> <enginemounts> <mount0>0.0, 0.0, -20.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Phunka class ships ( Gave 2 engines, fixed engine ) 5/21/11 //Note, 2 engines look nicer for the ship in my opinion. //If you want to keep at 1 engine, remove <mount1> and change <mount0> to (0, 0.0, -40.0) Code: <ship index="28"> <default> <model>Phunka.obj</model> <texture>Phunka.jpg</texture> <anim>Phunka_Anim.x</anim> <animationspeed>30.0f</animationspeed> <enginemounts> <mount0>-20.0, 0.0, -40.0</mount0> <mount1>20.0, 0.0, -40.0</mount1> </enginemounts> <constantanim>1</constantanim> <startframe>0</startframe> <environmentbuffers> <buffer> <index>0</index> <texture>egreen.jpg</texture> </buffer> </environmentbuffers> </default> <combat/> <travel/> </ship> Unforge ( Fixed engine ) 5/21/11 // Note, Index 39 is also an unforge model. It might require same engine mount fix. Code: <ship index="23"> <default> <model>Unforge.obj</model> <texture>Unforge.jpg</texture> <anim>Unforge_Anim.x</anim> <animationspeed>30.0f</animationspeed> <constantanim>1</constantanim> <startframe>0</startframe> <enginemounts> <mount0>0.0, 0.0, -55.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Ragnarok class ( Gave 2 engines, tweaked ) 5/21/11 //Note, the ship implies two engines by its model, so I gave it that. //If it needs to be reverted to 1 engine, remove <mount1> and change //<mount0> to (0, 5.0, -12.0) Code: <ship index="13"> <default> <model>Ragnarok.obj</model> <texture>Ragnarok.jpg</texture> <rotationoffset>0, 180, 0</rotationoffset> <shininess>10.0</shininess> <enginemounts> <mount0>-5.0, 5.0, -12.0</mount0> <mount1>5.0, 5.0, -12.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Kelvin ( Gave 2 engines as ship model implies, fixed engine ) 5/21/11 Code: <ship index="24"> <default> <model>Kelvin.obj</model> <texture>Kelvin.jpg</texture> <rotationoffset>0, 180, 0</rotationoffset> <enginemounts> <mount0>-13.0, 1.0, -20.0</mount0> <mount1>13.0, 1.0, -20.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Rosfire ( Fixed Engine ) 5/21/11 //Note, Roswell, Big Roswell, and Rosburst are different indexes. //Roswell and Big Roswell share index 2, and Rosburst is index 12. //If any other ships share any of these indexes, I do not know of them. //Oversized Rosfire DOES work fine too. Code: <ship index="87"> <default> <model>Roswell.obj</model> <texture>Roswell.jpg</texture> <enginemounts> <mount0>0.0, -4.0, -140.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Rosemary ( Fixed Engines, Added GlowMap ) 5/27/11 http://i.imgur.com/Q13Gs.jpg //Glowmap exists at least until you guys get the off/on glows working, like on Paxian ships. //Though GlowMap may be needed for that anyways. Code: <ship index="85"> <default> <model>Rosemary.obj</model> <texture>Rosemary.jpg</texture> <glowmap>RosemaryGlowMap.jpg</glowmap> <enginemounts> <mount0>-9.0, 0.0, -30.0</mount0> <mount1>9.0, 0.0, -30.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Oversized Zebucart & Zebucart ( Fixed Engine to work with both ) 5/22/11 Code: <ship index="93"> <default> <model>Zebucart.obj</model> <texture>Zebucart.jpg</texture> <animationspeed>1.9f</animationspeed> <shininess>25.0</shininess> <specularcolor>0.5, 0.5, 0.5</specularcolor> <enginemounts> <mount0>0.0, 0.0, -20.0</mount0> </enginemounts> <environmentbuffers> <buffer><index>0</index></buffer> </environmentbuffers> </default> <!-- <combat> <anim>ZebuCart_Anim.x</anim> </combat> --> <travel/> </ship> Basil ( Fixed Engine ) 5/22/11 Code: <ship index="86"> <default> <model>Basil.obj</model> <texture>Basil.jpg</texture> <enginemounts> <mount0>0.0, 0.0, -30</mount0> </enginemounts> </default> <combat> <anim>Basil_Anim.x</anim> </combat> <travel/> </ship> Rosburst & Oversized Rosburst ( Fixed Engine to work with both. Flipped ship to face forward correctly. ) 5/27/11 //Note, would prefer Oversized Rosburst have its own Index. Its engine is still inside of its ship. Code: <ship index="12"> <default> <model>Rosburst.obj</model> <texture>Rosburst.jpg</texture> <rotationoffset>0, 180, 0</rotationoffset> <enginemounts> <mount0>0, 0, -30.0</mount0> </enginemounts> </default> <combat> <anim>Rosburst_Anim.x</anim> </combat> <travel/> </ship> Wingship ( Fixed Engine ) 5/22/11 //Note, I either fixed this, or it was like it. I dont remember. //All I know, is that the Oversized Wingship needs its own index //In order for its engine to work properly, it needs a much different //Engine mount than the Wingship, and they currently use same index. Code: <ship index="1"> <default> <model>Wingship.obj</model> <texture>Wingship.jpg</texture> <centeroffset>0, 0, 23</centeroffset> <rotationoffset>0, 180, 0</rotationoffset> <enginemounts> <mount0>0.0, 0.0, -10.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Space Blue Gamma ( Gave 2 Engines, Fixed Engine ) 5/22/11 Code: <ship index="61"> <default> <model>SpaceBlueGamma.obj</model> <texture>SpaceBlueGamma.jpg</texture> <enginemounts> <mount0>-32.0, 5.0, -40.0</mount0> <mount1>32.0, 5.0, -40.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Sawtooth ( Fixed Engine placement and height ) 5/22/11 Code: <ship index="90"> <default> <model>Sawtooth.obj</model> <texture>Sawtooth.jpg</texture> <enginemounts> <mount0>-25.0, 3.0, -32.0</mount0> <mount1>25.0, 3.0, -32.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> SawtoothX ( Fixed Engine placement and height) 5/22/11 Code: <ship index="91"> <default> <model>SawtoothX.obj</model> <texture>SawtoothX.jpg</texture> <enginemounts> <mount0>-25.0, 3.0, -32.0</mount0> <mount1>25.0, 3.0, -32.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Space Blue Beta ( Fixed Engine ) 5/22/11 Code: <ship index="62"> <default> <model>SpaceBlueBeta.obj</model> <texture>SpaceBlueBeta.jpg</texture> <enginemounts> <mount0>0.0, 5.0, -30.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Behemoth (Added GlowMap) 5/27/11 http://i.imgur.com/DcCkg.jpg Code: <ship index="30"> <default> <model>Behemoth.obj</model> <texture>Behemoth.jpg</texture> <glowmap>BehemothGlowMap.jpg</glowmap> <enginemounts> <mount0>0.0, 10.0, -82.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Behemoth+ (Added GlowMap) 5/27/11 http://i.imgur.com/DveMc.jpg Code: <ship index="181"> <default> <model>Behemoth.obj</model> <texture>Behemoth+.jpg</texture> <enginemounts> <mount0>0.0, 10.0, -82.0</mount0> </enginemounts> <glowmap>Behemoth+GlowMap.jpg</glowmap> </default> <combat/> <travel/> </ship> Leviathan (Added GlowMap) 5/27/11 http://i.imgur.com/CUrit.jpg Code: <ship index="46"> <default> <model>Leviathan.obj</model> <texture>Leviathan.jpg</texture> <glowmap>LeviathanGlowMap.jpg</glowmap> <enginemounts> <mount0>0.0, -4.2, -64.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Leviathon+ (Added GlowMap) 5/27/11 http://i.imgur.com/RQiwu.jpg Code: <ship index="182"> <default> <model>Leviathan.obj</model> <texture>Leviathon+.jpg</texture> <glowmap>Leviathon+GlowMap.jpg</glowmap> <enginemounts> <mount0>0,-4.2,-64.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Big Green/Agememmnon (Added GlowMap) 5/27/11 http://i.imgur.com/C7oh0.jpg Code: <ship index="8"> <default> <model>BigGreenAgamemnon.obj</model> <texture>BigGreenAgamemnon.jpg</texture> <glowmap>BigGreenAgamemnonGlowMap.jpg</glowmap> <enginemounts> <mount0>0.0, 10.0, -35.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> And also for the Agememmnon+ (Added GlowMap) 5/27/11 Code: <ship index="192"> <default> <model>BigGreenAgamemnon.obj</model> <texture>BigGreenAgamemnon+.jpg</texture> <glowmap>BigGreenAgamemnonGlowMap.jpg</glowmap> <enginemounts> <mount0>0,0,-30</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Green Battleship (Added GlowMap) 5/27/11 http://i.imgur.com/8SGEn.jpg Code: <ship index="169"> <default> <model>BigGreenBattleship.obj</model> <texture>BigGreenBattleship.jpg</texture> <glowmap>BigGreenBattleshipGlowMap.jpg</glowmap> <enginemounts> <mount0>40.0, 25.0, -125.0</mount0> <mount1>-40ss.0, 25.0, -125.0</mount1> </enginemounts> </default> <combat/> <travel/> </ship> Guardian of Warp 4 (Added GlowMap) 5/27/11 http://i.imgur.com/Bkvb5.jpg Code: <ship index="120"> <default> <model>GuardianofW4mesh.obj</model> <texture>GuardianofW4.jpg</texture> <glowmap>GuardianofW4GlowMap.jpg</glowmap> </default> <combat/> <travel/> </ship> Faranji Stinger ( Gave same model/texture as Spearhead, since in C1 its just a different texture of Spearhead anyways. ) 5/28/11 Code: <ship index="200"> <default> <model>Spearhead.obj</model> <texture>Spearhead.jpg</texture> <rotationoffset>180, 0, 180</rotationoffset> <enginemounts> <mount0>0.0, 0.0, -28.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Mzungu Liquid ( Fixed Engine ) 5/28/11 Code: <ship index="7"> <default> <model>MzunguLiquid.obj</model> <texture>MzunguLiquid.jpg</texture> <enginemounts> <mount0>0.0, 0, -50.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Forgone ( Fixed Engine ) 6/04/11 Code: <ship index="89"> <default> <model>Forgone.obj</model> <texture>Forgone.jpg</texture> <enginemounts> <mount0>0, 0, -50.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Forge ( Fixed Animation ) 6/05/11 //Note: This is the Nihilite AI for those who don't know. Code: <ship index="39"> <default> <model>Unforge.obj</model> <texture>Forge.jpg</texture> <anim>Unforge_Anim.x</anim> <animationspeed>30.0f</animationspeed> <constantanim>1</constantanim> <startframe>0</startframe> <enginemounts> <mount0>0.0, 0.0, -55.0</mount0> </enginemounts> </default> <combat/> <travel/> </ship> Scruple ( Fixed Engine ) 6/05/11 Code: <ship index="45"> <default> <model>Scruple.obj</model> <texture>Scruple.jpg</texture> <anim>Scruple_Anim.x</anim> <enginemounts> <mount0>0,0,-30</mount0> </enginemounts> <animationspeed>30.0f</animationspeed> <constantanim>1</constantanim> <startframe>0</startframe> </default> <combat> </combat> <travel/> </ship> _________________ Time flies when you're throwing clocks. Last edited by Gamepro08 on Sun Jun 05, 2011 3:41 pm, edited 21 times in total. |
Fri May 20, 2011 10:41 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Thanks for all the fixes. =)
Please make a new post for additional changes rather than editing to make sure I see anything new. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Mon May 23, 2011 10:59 am |
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over 9000!
Team:
Rank: Councilor Main: Churchill Level: 5620 Joined: Sat Dec 09, 2006 10:36 pm Posts: 11706 |
Or he could just bump this post?
_________________ Salt Assault drew this conclusion from the latest devblog. [img]http://oi62.tinypic.com/33208ex.jpg[/img] |
Mon May 23, 2011 11:09 am |
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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
Thats the plan, yep.
Is there any way I can change ships myself to point to different indexes, or make new indexes? I have done like zero research myself as to if I can actually do that to be honest. Anybody know? _________________ Time flies when you're throwing clocks. |
Mon May 23, 2011 11:31 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
The indexes are specified in the server-side hull data, which is used in C1 to specify which image to use. We just re-use those in C2 to index into the ships.xml file.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Mon May 23, 2011 11:34 am |
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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
Ah I see, and the main problem I've been seeing with that is that even though ships are supposed to look the same with one larger than the other, the size difference (for example with Oversized Wingship and normal Wingship as listed at the top of my thread) causes the issue with the engines.
Then again, I've also seen the size difference work fine, for example the Massif and Massif II use the same index, and as I changed the values for engine mounts, it changed correctly for both ships. This may also be the case with the Mini Mad Scientist and the App Ward. Engine is bad for Mini Mad, but might actually work fine on the App Ward. Pretty sure they use the same index. _________________ Time flies when you're throwing clocks. |
Mon May 23, 2011 12:24 pm |
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Dev Team
Main: Xipe Totec
Level: 2 Joined: Sat Aug 29, 2009 11:10 am Posts: 400 |
Im not sure if this is true but i think we previously used differnt scalling methods so they may not all be the same and that could be causing the issues. Massif is for sure the new stuff because of the awesome way the animations where done.
_________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth." |
Mon May 23, 2011 12:45 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
This is actually a known problem. My current plan of action is to basically just make due with the engine problems for these ships that currently share indexes, and then once we're off of C1, split the indexes of all the problematic ships.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Mon May 23, 2011 2:14 pm |
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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
Sounds good.
With that said, I'll just take note of what needs to be fixed or my assumptions on what to check, as I've been doing at the top of the thread. This week is going to be less about engines, as I'm going to be taking a deeper look into the UI and see if I can come up with anything for it. That, as well as just other things I can find. More exploring the client side stuff. I'm just trying to find something else to do than the boring job of checking engines _________________ Time flies when you're throwing clocks. |
Mon May 23, 2011 2:29 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
You could look at trying to add some environment buffers to some other ships. Maybe the Goldenboy line? Or maybe adding some glowmaps if you have any photoshop skillz.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Mon May 23, 2011 4:31 pm |
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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
Except I don't like the glowmaps to begin with I mean look at the Behemoth... That thing needs a tone down. Actually, now I want to play around with that glowmap, rather than an intensity issue, it may be an issue with the picture. Hm.
Yeah, I'll look into that a bit _________________ Time flies when you're throwing clocks. |
Mon May 23, 2011 5:25 pm |
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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
Is it just me? I mean... the Behemoth glowmap is so... fuzzy... I even tried making the pixel of each window down to 1, and its still very fuzzy... fuzzy is about as good as I can describe it.
_________________ Time flies when you're throwing clocks. |
Tue May 24, 2011 3:43 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Well, as the texture gets mapped onto the geometry, you're not going to get anything that's pixel-perfect. Also, the glow map probably has a glow shader on it which makes it bleed the light.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Tue May 24, 2011 7:22 pm |
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Team:
Rank: Main: Copernicus Level: 895 Joined: Thu Jan 01, 2009 5:06 pm Posts: 2138 Location: Spam, Can, Low Earth Orbit |
I might do some Paxian Glow maps during a a break at work or something. I also have a Guardian glow map around here somwhere I think...
#walks off into the computer with a lantern and shovel... _________________ P2P (Offline): Copernicus/Tycho/Kepler/Starlight Squadron/Starlight Droners Inc. F2P: Colonel Mustang/Riza Hawkeye/Jean Havoc/Heymans Breda/Kain Fuery |
Tue May 24, 2011 7:57 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Oh, yeah, that's a good point. I had forgotten about the Paxian glowmaps. We definitely need us some of those.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Tue May 24, 2011 9:56 pm |
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