Difference between revisions of "User:Griff/OXP Catalogue"

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[[File:Cobra3a-oolite.png|thumb|right|200px|2006 Cobra Mk.3 (Vanilla game version but with added decals)]]
 
[[File:Cobra3a-oolite.png|thumb|right|200px|2006 Cobra Mk.3 (Vanilla game version but with added decals)]]
 
[[File:Griff-specgloss-cobra3.jpg|thumb|right|200px|2024 Cobra Mk.3 (Griff's SpecGloss version)]]
 
[[File:Griff-specgloss-cobra3.jpg|thumb|right|200px|2024 Cobra Mk.3 (Griff's SpecGloss version)]]
Griff joined our community in July 2006 - the first references to shaders in the game are in April 2006. [[User:Aegidian|Aegidian]] did little work on shaders (but ''did'' write a [[Freaky Thargoids OXP]] which used them) - they might well have been introduced by Ahruman who was already working as an Oolite developer. When [[User:Ahruman|Ahruman]] took over in 2007, he spent much time on developing the shaders in Oolite - and updated Freaky Thargoids to demonstrate the new possibilities.
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Griff joined our community in July 2006 - the first references to shaders in the game are in April 2006. [[User:Aegidian|Aegidian]] did little work on shaders (but ''did'' write a [[Freaky Thargoids OXP]] which used a timer driven sine-function additive texture shader) - they might well have been introduced by Ahruman who was already working as an Oolite developer. When [[User:Ahruman|Ahruman]] took over in 2007, he spent much time on developing the shaders in Oolite - and updated Freaky Thargoids several times to demonstrate the new possibilities.
  
  
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  ''Open GL version 1.5 (debuted July 29, 2003): Vertex Buffer Object (VBO), Occlusion Queries'' - Aegidian hoped to insist on this for all versions of Oolite (July 2006)
 
  ''Open GL version 1.5 (debuted July 29, 2003): Vertex Buffer Object (VBO), Occlusion Queries'' - Aegidian hoped to insist on this for all versions of Oolite (July 2006)
 
  ''OpenGL version 2.1 (debuted July 2, 2006): GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures'' - was this irrelevant at this stage?
 
  ''OpenGL version 2.1 (debuted July 2, 2006): GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures'' - was this irrelevant at this stage?
[[File:Busy ports assets4.PNG|thumb|right|300px|Busy Ports OXP: a buoy? a loader? - and then a freighter]]
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[[File:Busy ports assets4.PNG|thumb|right|300px|Busy Ports OXP: buoy? loader? - and then a freighter]]
=== [[Busy Ports OXP]] ===  
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=== Busy Ports OXP ===  
 
Freighters with removable cargo pods, loading bots and a station, all busy doing their thing! The earliest finished elements date from December 2006 just as Aegidian stepped down as Lead Developer.
 
Freighters with removable cargo pods, loading bots and a station, all busy doing their thing! The earliest finished elements date from December 2006 just as Aegidian stepped down as Lead Developer.
  
The javascript was quite rudimentary in these days. and there were major problems getting the AI to make everything work in a realistic manner. Busy Ports thus never really caught on as a separate OXP and was instead cannibalized for its contents - the station was nabbed for the [[Black Monk Monastery|Black Monks]], the freighters and cargo pods for [[Dictators]], the robotic asteroid miners ended up in [[Random Hits]] (and thus only at the asteroids around the Seedy Space Bars, nowhere else) and the other elements lay unused. Thargoid eventually solved the AI issues several years later with the improved Javascript then available (see his [[HammerHead]] (2010).
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The javascript was quite rudimentary in these days. and there were major problems getting the AI to make everything work in a realistic manner. Busy Ports thus never really caught on as a separate OXP and was instead cannibalized for its contents - the station was nabbed for the [[Black Monk Monastery|Black Monks]], the freighters and cargo pods for [[Dictators]]. Thargoid eventually solved the AI issues several years later with the improved Javascript then available (see his [[HammerHead]] (2010).
 +
 
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See [[Busy Ports OXP]] for more details, pictures and download link.
  
 
''Griff: I never got further than creating the models & textures. The plan was to have large "freight train"-like ships travelling through the system to park near the station and unload their cargo using swarms of small bots. I had to ask for help regarding my cargo bots AI's not being able to dock the freighttrain.''
 
''Griff: I never got further than creating the models & textures. The plan was to have large "freight train"-like ships travelling through the system to park near the station and unload their cargo using swarms of small bots. I had to ask for help regarding my cargo bots AI's not being able to dock the freighttrain.''
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[[File:Autominer.png|thumb|right|200px|Asteroid with miner (Random Hits)]]
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=== Mining equip OXP ===
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Mining Activities! The robotic asteroid miners ended up in [[Random Hits]] (and thus only at the asteroids around the Seedy Space Bars, nowhere else) and the other elements lay unused.
  
=== Mining equip OXP ===
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Griff: pre shader oolite (February 2006). An "eye candy OXP". The plan was to place "mining equipment" on some asteroids that would spawn 'pods' filled with ore that various collector ships would fly about collecting. It didn't progress past the AI writing stage
Griff: pre shader oolite. An "eye candy OXP". The plan was to place "mining equipment" on some asteroids that would spawn 'pods' filled with ore that various collector ships would fly about collecting. It didn't progress past the AI writing stage
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:Download link: https://app.box.com/shared/um19jjbp1s
:OXP link: https://app.box.com/shared/um19jjbp1s
 
 
:Photobucket photos: hopper.JPG - the hopper that the "auto mining" machines would try and fire their ore pods into
 
:Photobucket photos: hopper.JPG - the hopper that the "auto mining" machines would try and fire their ore pods into
 
::autominer.JPG, autominer-1.JPG, autominer2.JPG,mediumprocessor.JPG  - the auto miner machines
 
::autominer.JPG, autominer-1.JPG, autominer2.JPG,mediumprocessor.JPG  - the auto miner machines
 
::autominercharlie_asteroid.JPG - one of the auto miners placed on a rock model made by [[Charlie]]
 
::autominercharlie_asteroid.JPG - one of the auto miners placed on a rock model made by [[Charlie]]
 
::processor_outpost.JPG - mining station from the oxp that the hopper ships would deliver too - was recycled into the trade outpost
 
::processor_outpost.JPG - mining station from the oxp that the hopper ships would deliver too - was recycled into the trade outpost
 
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[[File:Griff Krait.PNG|thumb|right|200px|current Griff Krait]]
 
=== Griff Krait ===
 
=== Griff Krait ===
Griff: The April 2007 shader version of this krait reworking ([[Griff_Krait]]). The original version had frangibles for equipment and also had shaders [https://bb.oolite.space/viewtopic.php?p=34512#p34512 for when they would be introduced] into the vanilla game code.
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Griff: The April 2007 shader version of this krait reworking ([[Griff_Krait]]). The original version had extra bits for equipment (scoops, energy units, fuel injectors ''etc.'') and also had shaders [https://bb.oolite.space/viewtopic.php?p=34512#p34512 for when they would be introduced] into the vanilla game code.
  
 
I must admit, have no memory of this OXP, it claims to support shaders but the usual shipdata.plist definitions to enable this are missing, it must be from a brief period when Oolite supported shaders but Jens hadn't yet coded the ability to define and customise them in shipdata.plist
 
I must admit, have no memory of this OXP, it claims to support shaders but the usual shipdata.plist definitions to enable this are missing, it must be from a brief period when Oolite supported shaders but Jens hadn't yet coded the ability to define and customise them in shipdata.plist
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== Methodology for this page ==
 
== Methodology for this page ==
 
Unsure as to whether to add section headings for each OXP or just to asterisk them. This will depend on what it all looks like later on when the number of OXPs start increasing exponentially!
 
Unsure as to whether to add section headings for each OXP or just to asterisk them. This will depend on what it all looks like later on when the number of OXPs start increasing exponentially!

Revision as of 20:21, 4 August 2025

Catalogue of Griff's OXP by date - and with reference to Oolite's graphics improvements

2006 Cobra Mk.3 (Vanilla game version but with added decals)
2024 Cobra Mk.3 (Griff's SpecGloss version)

Griff joined our community in July 2006 - the first references to shaders in the game are in April 2006. Aegidian did little work on shaders (but did write a Freaky Thargoids OXP which used a timer driven sine-function additive texture shader) - they might well have been introduced by Ahruman who was already working as an Oolite developer. When Ahruman took over in 2007, he spent much time on developing the shaders in Oolite - and updated Freaky Thargoids several times to demonstrate the new possibilities.


Griff's earliest OXPs seem to have been based on his ideas around what Oolite lacked. (Murgh had already produced Lave OXP which was a recreation of the Lave from the The Dark Wheel novella - with extra Lave-based ships to enliven the planet).

Griff took this further. He wanted to show cargo being loaded and unloaded at busy ports. He created a mining scenario to simulate asteroid mining by robot miners. And then animated advertisements. And then, ships and stations which were radically different from what was in Oolite already.

He moved on to adding in the various ships from the other classic Elite versions (such as the bushmaster, caiman, copperhead, moccasin, racer, shuttle, urutu, etc)

His later works seem to be either retextures/new models of the vanilla set (he was the official lead artist of Oolite) - or whimsical (Santa Claus, Halloween witch).

And then there were the experiments - damaged ships, a damaged coriolis, planet textures with city night lights (a decade before A_C added it into the vanilla game code), decals, etc.

And finally, thanks to his mastery of graphics he was approached by various people to create ships or improve ships for them.

Oolite improvements

When Griff joined, Oolite was much simpler.

There were obvious reasons for this. Computers could only manage so much (too many complex ships and your computer slowed right down!). Shaders in graphics were vestigial. Javascript was only starting to be implemented. There were maybe a hundred or so OXPs - mostly ships, and much cruder than what we have now. The ships themselves were simpler - just read the various bulletin board posts about the need to reduce the number of polygons and vertices on ship models. See Oosat for many of them. (Note: Murgh wrote a defence of low polygon ship models here: RELOP and PROHIP.

For many years afterwards, non-shadered versions of ships were needed by those with less complex computers. Hence the vast array of non-shadered ship OXPs.

October 2006: OpenGL shaders added, but not fully implemented

Open GL version 1.5 (debuted July 29, 2003): Vertex Buffer Object (VBO), Occlusion Queries - Aegidian hoped to insist on this for all versions of Oolite (July 2006)
OpenGL version 2.1 (debuted July 2, 2006): GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures - was this irrelevant at this stage?
Busy Ports OXP: buoy? loader? - and then a freighter

Busy Ports OXP

Freighters with removable cargo pods, loading bots and a station, all busy doing their thing! The earliest finished elements date from December 2006 just as Aegidian stepped down as Lead Developer.

The javascript was quite rudimentary in these days. and there were major problems getting the AI to make everything work in a realistic manner. Busy Ports thus never really caught on as a separate OXP and was instead cannibalized for its contents - the station was nabbed for the Black Monks, the freighters and cargo pods for Dictators. Thargoid eventually solved the AI issues several years later with the improved Javascript then available (see his HammerHead (2010).

See Busy Ports OXP for more details, pictures and download link.

Griff: I never got further than creating the models & textures. The plan was to have large "freight train"-like ships travelling through the system to park near the station and unload their cargo using swarms of small bots. I had to ask for help regarding my cargo bots AI's not being able to dock the freighttrain.

Asteroid with miner (Random Hits)

Mining equip OXP

Mining Activities! The robotic asteroid miners ended up in Random Hits (and thus only at the asteroids around the Seedy Space Bars, nowhere else) and the other elements lay unused.

Griff: pre shader oolite (February 2006). An "eye candy OXP". The plan was to place "mining equipment" on some asteroids that would spawn 'pods' filled with ore that various collector ships would fly about collecting. It didn't progress past the AI writing stage

Download link: https://app.box.com/shared/um19jjbp1s
Photobucket photos: hopper.JPG - the hopper that the "auto mining" machines would try and fire their ore pods into
autominer.JPG, autominer-1.JPG, autominer2.JPG,mediumprocessor.JPG - the auto miner machines
autominercharlie_asteroid.JPG - one of the auto miners placed on a rock model made by Charlie
processor_outpost.JPG - mining station from the oxp that the hopper ships would deliver too - was recycled into the trade outpost
current Griff Krait

Griff Krait

Griff: The April 2007 shader version of this krait reworking (Griff_Krait). The original version had extra bits for equipment (scoops, energy units, fuel injectors etc.) and also had shaders for when they would be introduced into the vanilla game code.

I must admit, have no memory of this OXP, it claims to support shaders but the usual shipdata.plist definitions to enable this are missing, it must be from a brief period when Oolite supported shaders but Jens hadn't yet coded the ability to define and customise them in shipdata.plist

There is probably more info in here: https://bb.oolite.space/viewtopic.php?t=3407

OXP link: https://app.box.com/shared/ay48q88f7z
photobucket: basic_version.JPG, top_view.JPG, side_view.JPG
greenkrait.JPG - problem with shaders in the early days
glow_my.JPG, purple_or_blue.JPG - more shader problems, very early days in Oolite's shader implementation - everything glowed blue!
Jens realised some video cards such as mine needed to start each shader run with the final output value set to 0.0 0.0 0.0 for the Red, Green, Blue and updated the shader code accordingly
krait_glowing.JPG - shaders starting to work as intended




Methodology for this page

Unsure as to whether to add section headings for each OXP or just to asterisk them. This will depend on what it all looks like later on when the number of OXPs start increasing exponentially!

Griff's pm

full list of oxp's


from Box.com

all the throwaway ones


ships dockables asteroids really old stuff




synopsis of changers in shaders over the years list your oxps with these

from the early days. list oxps


oolite main wiki


2015 teapot_xelshade.oxp


box ---

Photobucket Archive - originally I started out using photobucket to host screenshots I posted onto the oolite boards, when they shut down the free service I downloaded all the photos into an archive, you can find them here https://drive.google.com/drive/folders/16_8sE8nbapl-yDIgVcZHEiDpPQ-1t1v_?usp=drive_link


In date order, oldest first

busy_ports.oxp.zip - never got further than creating the models & textures. Plan was to have large "freight train" like ships travelling through the system to park near the station and unload their cargo using swarms of small bots, Some elements reused in other oxps (eg the port station became the black monk monetary) OXP link: https://app.box.com/shared/j6zrjibym9 Photobucket archive images: bayprob1.JPG, bayprob2.JPG - Photos showing the station, screenshots are probably from me asking for AI help regarding my cargo bots AI's not being able to dock freighttrain.JPG - one of the main freight ships tugs.JPG - some of the cargo bots heading into the dock

mining_equip.oxp - pre shader oolite. Eye candy OXP. plan was to place "mining equipment" on some asteroids that would spawn 'pods' filled with ore that various collector ships would fly about collecting. Didn't progress past the AI writing stage OXP link: https://app.box.com/shared/um19jjbp1s Photobucket photos: hopper.JPG - the hopper that the "auto mining" machines would try and fire their ore pods into autominer.JPG, autominer-1.JPG, autominer2.JPG,mediumprocessor.JPG - the auto miner machines autominercharlie_asteroid.JPG - one of the auto miners placed on a rock model made by 'charlie' processor_outpost.JPG - mining station from the oxp that the hopper ships would deliver too - was recycled into the trade outpost

1map griff Krait.zip - early (April 200& ish) shader version of this krait reworing:https://wiki.alioth.net/index.php/Griff_Krait must admit, have no memory of this OXP, it claims to support shaders but the usual shipdata.plist definitions to enable this are missing, it must be from a brief period when Oolite supported shaders but Jens hadn't yet coded the ability to define and customise them in shipdata.plist probably more info in here: https://bb.oolite.space/viewtopic.php?t=3407 OXP link: https://app.box.com/shared/ay48q88f7z photobucket: basic_version.JPG, top_view.JPG, side_view.JPG greenkrait.JPG - problem with shaders in the early days glow_my.JPG, purple_or_blue.JPG - more shader problems, very early days in Oolites shader implementation -everything glowed blue! Jens realised some video cards such as mine needed to start each shader run with the final output value set to 0.0 0.0 0.0 for the Red, Green, Blue and updated the shader code accordingly krait_glowing.JPG - shaders starting to work as intended


Griff Shaded Cargopod.zip - early shader experiments OXP, Note: Oolite's shader implementation has progress - from now on it's possible to define custom shaders for each object via a "Shaders" section in shipdata.plist and corresponding .vertex and .fragment shader files in a 'Shaders' folder in the oxp. Oolite has some basic shader Uniform support (https://wiki.alioth.net/index.php/Shaders_in_Oolite:_uniforms ) at this point for passing information from the game engine to the shader to drive effects, but they are limited and their names as hardcoded (eg, textures and floats must be referred to with this names (tex0, tex1 etc, engine_level etc:

// Information from Oolite. uniform sampler2D tex0; // Difuse map uniform sampler2D tex1; // Specular map uniform sampler2D tex2; // Glow map (always on) uniform sampler2D tex3; // effects map

uniform float time; uniform float engine_level; uniform float hull_heat_level; uniform float laser_heat_level;

In todays oolite we can use whatever names we like for the uniforms and map them to what is Oolite's expected name in the shipdata.plist shaders section, eg the above could now be written as

textures = ( "griff_adder_diffuse.png", "griff_adder_normalmap.png", "griff_adder_effects.png", {name = "griff_decals_set1_flipped_V.png"; repeat_s = "yes";} );

uniforms = { uColorMap = { type = texture; value = 0; }; uNormalMap = { type = texture; value = 1; }; uEffectsMap = { type = texture; value = 2; }; uDecalMap = { type = texture; value = 3; }; uTime = "universalTime"; engine_power = "speedFactor"; hull_heat_level = "hullHeatLevel"; laser_heat_level = "laserHeatLevel"; };

first we list the filenames of the textures oolite needs to find in its oxp cache for our shader to work, then in the uniforms we can link them to more readable names like uColorMap, uNormalMap,or MyShipColourTexture, or anything you like which we can then use in our shader code to refer to the texture, making the shader more understandable, eg, it's easier for users when debugging the shader code to read uColorMap as the ships colour map texture instead of tex0 in the code

trivia: this model and a throwaway 'rocket' model (not releases as far as I can tell) are used as the basis for a lot of early shader examples posted by me to the 'Shaders outpost' thread OXP link: https://app.box.com/shared/m3lnqejld9 photobucket: specmap_shaderexample.JPG, specularexample.JPG, rocket_ingame.JPG

            rocketwithcolouredlight.JPG, colouredspecfrommap.JPG, specularvariations.JPG, texturemaps.JPG


Glowing Alloys.zip - more early shaders. Just extra versions of the Alloy object this time with shader glow effects. Jens provided code to fade out the glow over time to give the impression the alloys were cooling. OXP link: https://app.box.com/shared/ha4vs8ntkb trivia: Another step closer to how we define textures and uniforms for shaders in modern oolite, textures seem to be listed differently to now, but the uniforms such as timeElapsedSinceSpawn in this example seem to be following the modern Oolite's format:

shaders = {

         "AH_alloy_diffuse.png" =

{

          vertex_shader = "ahruman-generic.vertex"; 
          fragment_shader = "glow-alloy.fragment"; 
          textures = ("AH_alloy_diffuse.png", "AH_alloy_effects.png"); 
       
       uniforms =

{ timeElapsedSinceSpawn = "timeElapsedSinceSpawn"; };

           }; 
       }; 

Photobucket reference: A_H_Debris.JPG, space_junk.JPG


animated_horrors.oxp - Jens posted up some fragment shader example code where he manipulated the UV texture co-ordinates along with an in game timer to step through a series of "frames" stored one after the other in a single texture

                      This oxp uses the example code to step through a texture containing the numbers 1, 2,3 and 4

Better examples are the animated neon signs found on trade outposts and some other stations in game Oolite still not quite using modern shader definition syntax in shipdata.plist OXP link: https://app.box.com/shared/87okmdxa5a Photobucket. Nothing from this oxp, but an example texture where art is by "Disembodied" (i just put the frames together): disembodied_glupnblow_roofbillboard.PNG griff_waving_pac-man.PNG, griff_waving_robot.PNG


griff_planetexpress.oxp - no shader version of the ship from futurama, probably just acts as an NPC trader. Ejects a Bender robot model when destroyed

                          I thought there was a shaded 'cartoon' version of this but maybe not (see celshaded teapot oxp a bit later on)
                          there's another version of this ship available made by a different user

photobucket: planet_express_ship_screenshot.PNG oxp link: https://app.box.com/shared/ooipt9p2dq


2map griff krait - the krait from above, this time with shader effects (hence the 2map). The OXP unfortunately by mistake, contains a script.js file that spawns 4 of these every time the player launches

                 	Note: There's a much better version of this available with a script by EricW that affects the ships ability to use injectors if the player 

is able to destroy them no changes yet how shaders are defines in shipdata.plist by now Jens has added the speedfactor shaderunifor so engines can brighten or fade their glow depending on the ships current speed OXP link: https://app.box.com/shared/6ugzbf1ofo Photobucket: shiny_krait.JPG, engine_glow_test.JPG


griff station - first upload of what becomes one of the 'trade outpost' we see today with all the animated signs and effects trivia: oxp was created to include all the shader effects Jens had posted for us so far

               oxp link: https://app.box.com/shared/uisjeppusk
               Photobucket:  glowystation.JPG, screenshot_1.JPG, screenshot_2.JPG


shipmounted_hotdog_icecream_adverts.zip - I think i might have read up on the fragment shader command 'discard' which stops the shader processing the current pixel and move on to the next one - combine this with a texture and you can poke holes in your ship meshes (well, it looks like that to the player, as far as Oolite's game engine is concerned there are no holes). Used the command to clip around the Mr Whoopy ogo on the ice cream cone mounted on the cobra3 (which acts in game as a standard trader) OXP includes a variant with a huge hotdog replacing the ice cream cone OXP link: https://app.box.com/shared/097dywq4o4 Photobucket: screenshot.JPG, screenshot-1.JPG, bar_sign.JPG


1_map_planet - found some shader code online that would do the city lights on the night side of the world effect. made a small test oxp using a free earth texture map and city night light map to demo the effect in game, thinkj it was used for some glowy moss on some asteroids oxp link: https://app.box.com/shared/gruzn77k0c photobucket: earth_shader_crappy_4.JPG


griff_burning_coriolis.zip - shader test oxp, more fun with the discard shader command to nibble away polygons. uses a script to spawn a burning station when the player launches. OXP link: https://app.box.com/shared/kqz9yeftw8 photobucket: burningcoriolis.JPG, coriolis.JPG, krait_screenie1.JPG, krait_screenie2.JPG, krait_screenie3.JPG, clipmap.JPG

2_map_griff_krait.zip - another version of this? well at least this one only spawns 3 of them everytime the player launches. This one has more effects tham the other version, it looks like Jens has implemented the laserHeatLevel shader uniform so the guns heat up and glow the more they fire OXP link: https://app.box.com/s/b4w0jde36qu0kqfmvlyku55wlxcvtk7d

griff_spacebar_with_turret_glow.zip - Proof of concept OXP - contains a script to spawn the station whenever the player launches

                                    	version of the station that becomes the 'space bar'. looks like the new  laserHeatLevel shader uniform has been used to 

heat up the turrets on the rock as they fire OXP link: https://app.box.com/shared/dnpxpsue8k photobucket: dockingbay.JPG

griff_turret_ship_test.zip - proof of concept (a small fighter with two turrets for guns) I think this ship finds a proper home defending the black monks in their OXP OXP Link: https://app.box.com/shared/xm8vkj2qqy Photobucket oolite-006.JPG, oolite-007.JPG, oolite-008.JPG, colouredbydiffusemap.JPG


ShipID_Chart_shader.zip - proof of concept OXP, tried to see if i could write a shader that would display the ships like they appear on the "Ship ID Chart" poster that was bundled with the original 8-bit version of Elite. i don't think i properly nailed the effect. This OXP just customises the Cobra III OXP Link: https://app.box.com/shared/htxeczmvmh Photobucket:small_ShipIDChart_Scan.JPG, shipIDshader.JPG

griff_wavy_flag_test.zip - proof of concept oxp. I think i must have found some code online explaining how to modify an objects shape using the vertex shader Used the sine wave shader code we already had to create a wavy flag effect. created an asteroid with a flag pole and stuck the flag on there re-used this effect a few times since (Halloween witch's cloak, the 'bugbot' flag - see below) although i never got the hang of manipulating the polygon normal as well as its position so the lighting doesn't always match the deformed shape of the object OXP Link: https://app.box.com/shared/hy4dlqauzd Photobucket: flagpole_asteroid.JPG

Halloween Pumpkins - Joke oxp that spawns a giant pumpkin instead of asteroids, I returned to this idea with the Halloween witch oxp a bit later OXP link https://app.box.com/shared/hnlrc1cj9o photobucket: griff_pumpkin.JPG griff_pumpkin2.JPG


griff_bugbot.zip - proof of concept - wavy banners on ships. Still tinkering with vertex shaders. script spawns 4 'bugbots' outside the station when player launches. think this may be the first example so far where I've tried adding some fake reflection effects in the shaders using some code to wrap a starfield texture around the object and manipulate it depending on the players angle of view OXP link: https://app.box.com/shared/ospuz7du8x Photobucket: bugbot.JPG

griff_boa-normalmap-test.zip - 7 Dec 2008 - Jens must have implemented normal mapping into Oolite at this point - this isn't the first normal map enabled OXP, that's a cobra III i believe,

OXP link: https://app.box.com/shared/5xh41f6466 Photobucket:boa_teaser.JPG, boa_for_screenshotthread.JPG, boa_heightmaps.JPG, boa_ingame.JPG, bumpy_boa.PNG

Trivia: here are the lost photos from the shader outpost thread where the cobraIII was normal mapped for the first time (A_C took the time to compile for me the test version of the oolite windows .exe so i could experiment with normal mapping and building oolite myself was way above my ability - no nightly builds in those days): Forum post: https://bb.oolite.space/viewtopic.php?p=67163&hilit=bumpy#p67163 griff_cobby3.JPG - the first normal mapped ship pic, then updated a bit later for this one: griff_cobby4.JPG after i realised the decal was missing due to me not realising render monkey (where i as testing the shader)

                                           and oolite had different ideas about which corner of the UV map was 0,0  


adring with LED effect shaders.zip - think this is probably a add on companion oxp to the trade station - doesn't do anything itself but overwrites the texture and shader files in the station oxp so the rotating 'ad ring' uses a new shader effect (a texture map of dots basically) to modify the image on the glowing advert ring so it looks more like it's made out of tiny LED lights OXP link: https://app.box.com/shared/l07ll8kmxq photobucket: big_leds.JPG, small_leds.JPG


griff_station_glowads.zip - proof of concept oxp - adds billboard adverts to the exterior of the Coriolis station we had at the time note: download seems faulty, zip only contains the bill board model .dat file OXP link: https://app.box.com/shared/mv4q09rfjg Photobucket: coriolis.JPG, griff_free_catspay_ad.PNG, griff_coriolis3.JPG example-noalpha.PNG - the colour part of the adverts, the glow intensity is done as a grayscale texture added into the alpha channel of the texture (lighter tones = brighter glow, darker tones = dimmer glow) unfortunately when you add the alpha channel to the png windows treats it as a transparency texture and you just end up with an almost see-through faded image, think i posted this up as a cleared non-transparent example of how to lay out the adverts in the image file for anyone else wanting to make some more fixed_glow_ads_template.PNG - the template file for the ad layout, for oxp-ers to fit their new ad textures within the squares: glowads_disembodied_set1.PNG, glowads_pangloss_set1.PNG, glowads_pangloss_set2.PNG, glowads_pangloss_set3.PNG, glowads_pangloss_set4.PNG


pacman_adring.zip - proof of concept. updates the rotating "ad ring" on the (trade outpost) station to show an animated pacman & ghosts chasing each other. wrote this after having the idea of using a scrolling mask textre to hide the dots behind the pacman as he scrolled over them to make it look like he was eating them as in the coin-op if i remember correctly the shader bundles up a few new things we'd discovered - texture scrolling, frame animation, changing one textures opacity in the final colour mix by using another texture as an opacity mask this oxp goes on to find a home in the YAH (your ah here) series of oxp's OXP link: https://app.box.com/shared/pj97snkjpo Photobucket: pacman_ad_ring_no_Shader.PNG, pacman_led.JPG griff_no_shaders_waving_pac-man.PNG - the animated billboard from the station roof

Griff_Debris_no_normalmap.zip - adds glowing and exploding debris when the ships destruct, doesn't seem shared on box. I think this was re-made as the alloys and wreckage oxp. From the readme.txt in the zip "An oxp for Oolite that adds new alloy & debris models to exploding ships. The oxp features some cool scripting and AI coding by Thargoid which chains together various types of exploding junk in some pretty dazzling ways." Photobucket: A_H_Debris.JPG, burning_test.GIF, burning_test_2.GIF

griff_normalmapped_sidewinder.zip - early go at re-making & texturing the sidewinder. this version doesn't make it into the final shipset but i think some other oxps might use it, model is the same as the shipset one but the texture is different

griff_thargoid_test.zip - proof of concept oxp. ship model is the final shipset thargoid. texture is the first attempt, ie the 'organic' looking one (decided not to go with this lookin in the end and opted for the classic UFO metal style, think "close encounters of the 3rd kind" looks like the oxp exists just as a shader test for a Fresnel beetle shell looking multi color texture effect OXP link: https://app.box.com/shared/083ay56nxs photobucket: fresnel_thargoid.JPG, fresnel_thargoid_2.JPG

not going to write much about these - they'll all just be proof of concept oxps containing either early modelling attempts at remaking the original ships or be either shader experiments to try out things i found online and wanted to see if i could implement in oolite:

griff_adder_rendermonkey.zip griff_normalmapped_ferdelance.zip griff_normalmapped_cobra_1.zip Griff_Blinged_Ferdelance.zip - probably more experiments with the fresenel shader effect and 'microbump' mapping (scaling a normal map really tiny in the shader code and repeating it over the model, in game the tiny normal map bumps would catch the light and give a sparkle effect


griff_normalmapped_coriolis_attempt2.zip - an updated (slightly retextured) version of the early Coriolis station. This version replaced in the shipset with the version Oolite ships with now but does appear in some other oxps1 OXP link: https://app.box.com/shared/fd09a30pak Photobucket: coriolis_attempt2.JPG, coriolis.JPG


Oolite's planets were looking pretty basic at this time, was experimenting here to see if i could write some shaders for them without understanding at all how oolites planets were done in the code and how difficult it is to manipulate textures on sphere's. a fun failure of an oxp See also: Earth_shader.zip, atmos_shaders.zip, griff_toxic planet test.zip, griff_Quator-inferno-planet-2Dtex.zip - all of these just proof of concept shader test oxp that will just spawn a large sphere object in-game (about the size of the rock hermit) and texture it with various planet effects - glowing toxic lakes, firey storms, different versions of thick atmospheres etc. all looked ok but weren't properly done for wrapping around spherical objects, lots of visual glitches and errors near the poles of the sphere, textureseams etc

Photobucket: Earth_shader1.JPG, Earth_shader2.JPG, toxic_dump_nightside.JPG, toxic_dump_sunnyside.JPG, griff_inferno_planet_test.JPG normalmap_planet-withspin OXP link: https://app.box.com/shared/aapxtxx5a0 normalmap_planet-withspin-bigtextures.zip OXP link: https://app.box.com/shared/v2ob47j6lt


griff_oolite-unknown-ship.zip - a 3d ? (question mark) object in .dat format for oolite to display if it's unable to find a ship object (because the oxp hasn;t loaded or the player has removed it since creating the save game) OXP link: https://app.box.com/shared/o02xcd6sed

santa_v2.5.1.zip Joke OXP. adds Santa as a trader to the game on Christmas eve Eric Walch revived the original version adding in some new scripting and bugs fixes. lolwhites came up with the idea of meeting Santa in game somewhere on the boards Littlebear helped bug fix the OXP and code the hidden secret "mission" in the oxp OXP link: https://app.box.com/shared/mcmeur2axl photobucket: badsanta.PNG - an example of the bugs the guys fixed for me - Santa has spawned as an offender!! NorthpoleSecurity.PNG, santa_for_thread.PNG, santa-1.PNG santa.PNG - he either loved or hated the oxp enough to join the forum Trivia: Santa is a pretty rare spawn so 'aracers' wrote a mince pie companion oxp, you can drop a mince pie as a "mine" so tasty and delicious that it lures Santa into the same system see here: http://www.aegidian.org/bb/viewtopic.php?t=7237


Capt_Kev_dodo_stations.zip - from the comment "Capt Kev's awesome Dodo stations - updated 18 May 2010 - shaders fixed for AMD/ATI graphics cards" there was something in the fragment shader code that we had been using for ages that suddently stopped working on AMD/ATI video cards after a driver update, this version must have been uploaded to fix the issue OXP link: https://app.box.com/shared/jf1et41yu3


YAH-V4 & YOUR_AD_HERE v4.1.3 shader updates.zip - not sure about this, just contains shader files - probably written to fix the AMD/ATI shader bug. probably uploaded for the YAH oxp maintainers to merge into the oxp


griff_bigger_rock_hermit_test.zip - just contains plists and mesh files - looks like it scales up the rock hermit 160% OXP link: https://app.box.com/shared/kz52gsxx3k


Updates for Random Hits 1.4.2.zip - probably uploaded for littlebear to download and merge into his oxp fixes some model and shader issues with the spacebar Includes the hopper ship from the mining oxp, littlebear must have noticed it and had a ghomer for it in the OXP OXP link: https://app.box.com/shared/fm6nlsai3n Photobucket: hopper.JPG

YOUR_AD_HERE_set_A_F - updates.zip - bugfix oxp, probably uploaded for the YAH oxp mainteners to merge into the oxp, zip contains just updated shipdata.plist files OXP link: https://app.box.com/shared/c75m28zsx7


griff_krait_v1.1.zip - think this is the final version of this krait reworking oxp (unless there's another one again to add normal mapping?). Includes EricW's scripting OXP link: https://app.box.com/shared/ik9j0fi5co photobucket: shiny_krait.JPG, scoops_out.JPG


Pirate_Cove_Griff_Rock_Hermit.zip - adds pirate cove versions of the rock hermit, zip just contains config files. comments say it needs lazygun's "Pirate Coves" oxp and the rock hermit OXP to be installed OXP link: https://app.box.com/shared/jrvsl58eno photobucket: griff_hermit_test.JPG, Hermit.JPG, hermit-1.JPG, Screenshot_zpsfiszfbsq.JPG


griff_iceteroids.zip - proof of concept/shader test oxp. re-textures some of my 2010 era asteroid objects (model dats included in this zip) so the rocks look like they're made of ice. includes a spawn script to place 4 outside the station when the player launches OXP list: https://app.box.com/shared/apoq0kl2oi

New Asteroids test.zip - proof of concept/shader test oxp. same rock object .dats as the iceteroids oxp (dats repeated here in this zip) textures to look like rock OXP link https://app.box.com/s/i4g69f8n1lbllacjq9z1

coriolis texture remap.zip - updated texture maps and shader files for the Coriolis. Just a bit of a tidy up ready, this oxp moves the glow map into the normalmap from the diffuse map from the readme: "Overwrite the versions in your current oxp with these, there are 2 textures & one shader" these changes probably merged into the ship pack, this uploaded just to save users having to redownload the whole pack just to change a few small files OXP link: https://app.box.com/shared/3504p4iz3q

griff_thargoid_and_tharglet_glowmaps.zip - bugfix. Just a zip of updated glowmap textures for the thargoid ships for the players to drop into their griff thargoid oxp and overwrite the originals - these are for the matal UFO style thargoind, not the organic OXP link: https://app.box.com/shared/9ohur7f83a photobucket: tharglet.JPG


griff_barrel_alt_with_decals.zip - updates the barrel object with a new mesh. Uses shaders to add a randomly selected decals to the texture OXP link: https://app.box.com/shared/n24v379fx5 photobucket:barrelinwingsshowinghardedges.JPG, Barrel in Wings_zps9rhqdmxi.JPG


multidecal_cobraIII_player.zip - changes the shader code for my shipset cobraIII so the player can have 4 decals on the hullinstead of one OXP link: https://app.box.com/shared/56jojjfx6f photobucket: cobraIII_multidecal.JPG


multidecal_scuffed_cobraIII_player.zip - same as the above oxp but the hull textures are more weatherd and worn OXP link:https://app.box.com/shared/ydp215g6ob photobucket: decal_specular_removal.JPG


El_Viejo_Green_Gecko.zip OXP link: https://app.box.com/s/t1k1cukp3ivada15dppn El_Viejo_Green_Gecko_Alternate_decal_texture.zip OXP link: https://app.box.com/s/kr2tyejny82l3vclvryx

Cody's (at the time "El_Viejo") first oxp! A tough pirate vesrion of the Gecko. I made him a custom texture and gun model for his oxp photobucket: el_viejo_green_gecko.JPG


default_Jameson_ship_is_griff_scuffed_cobra3.zip - small oxp that starts you off in the griff version of the CobraIII instead of Aegidian's version. The original ship models were still the default shiptset at this point and would remain so until all the models and statiosn had been re-worked OXP link: https://app.box.com/s/z235tu1yamtvz6zhkfdn

default_Jameson_ship_is_griff_scuffed_cobra3.zip - same as above but starts a new game in the more scuffed by and worn texture bersion of the cobraIII OXP link://app.box.com/s/z235tu1yamtvz6zhkfdn


replacement shaders.zip - bugfix upload - fixes shaders in my fer-de-lance oxp. uploaded to save players redownloading the whole oxp or shippack just for a few small text files


griff_Halloween_witch_v1.5.zip - Joke oxp along the lines of Santa. Adds a troop of 3 witches at the witchpoint on halloween nightm reuses Eric Walch's Santa scripts CommonSenseOTB wrote for me a fab HUD changing script which replaced the players view with a pumpkin splat Smivs helped with the bugfixing. This is an annoying OXP, the witches are a pain to fight OXP link: https://app.box.com/s/lnooyy3vynpqxikzyziy photobucket:witch.PNG, griff_witch.JPG, pumpkingoo_1024x1024.PNG

PAGroove_Stations_v1.3.3.zip - PAGroove created a series of awesome texture maps for the default station types, this oxp collects them all together and puts them in game i helped with the shaders and shipdata.plists etc OXP link: https://app.box.com/s/nbv82ouc3dqjgyrli9z7 Photobucket pagroove_station.JPG, pagroovestation.JPG <- think this might be his "superhub" and not in this OXP


AMD Rendermonkey Carpaint.zip - zip containing the CarPaint shader fragment & vertex files and texture maps as found in AMD's 'Rendermonkey' example files. I must have uploaded them for someone to have a look at, i think i might have be asking for help implementing the effect in Oolite at the time Download link: https://app.box.com/file/6525020997?s=v1bk0wx31gg4k00ipvht

Shady_blackmonks_v1.47.zip - version of the blackmonk oxp, not sure why i am hosting it? probably just uploaded it with the model & shader stuff implemented for LB to merge into his proper version https://app.box.com/shared/7twwbaelcc


Damage_Shader_Test.zip - proof of concept/shader text oxp. Looks like i'm working on putting together the damage/paint peeling effect that makes it into one of the versions of the shipset bundles. not sure if it is still there? the trouble was the player always met badly beaten up ships all the time everything looked grey and dusty! from the readme "To Use: Use the provided samegame, launch from the station, switch to an external camera view and keep firing the ECM until the ship's energy banks are drained!" OXP puts the player in my "Gnat" remake - i was very fond of this ship and for a long time it and its shaders were the basis for all my shader experiments OXP link: https://app.box.com/s/cngnzyhjfl13rk34nqs4 Photobucket: car_wash_oxp_zpsc166f419.GIF, damageShader_test_zps9f0413d4.GIF

Oolite_Shipset.zip - Think this is the upload i put together as a submission to the devs to have my ship remakes merged into the game OXP link: https://app.box.com/s/rmoo0o2j7mkthefu5e7i


Oolite_Shipset - Alternative model conversion.zip - the shipset dat files, re-converted from the original obj format to dat using the newer Obj2DatTex.py script This newer version of the script supports smoothing groups so it was possible to combine smoothly shaded, "rounder appearing" parts of the ship alongside more angular "hard edged" areas. Really improves the way Oolite lights ships in game as long as the ship author is careful placing hard edges This upload probably done as part of the submission process to get these models included in the game download

Griff_ArcElite_shipset_v2.03.zip - shipset that brings in the ships as they appear in the Acorn Archimedes Version of Oolite, Ship geometry converted from the files hosted on the old witch space website (http://mackayj.doosh.net/arcships.html found via 'the wayback machine') OXP link: https://app.box.com/s/yen8ppzs6fhor53kcsv5 Photobucket: arcelite_screengrab1.JPG, arcelite_screengrab2.JPG, arcelite_screengrab3.JPG arcelite_screengrab4.JPG. arcelite_screengrab5.JPG, ArcElite_zps5db255ab.PNG, Elite_zps80de03dc.PNG, Witchspace_Elite2_ships.JPG


Griff_Cobra_Mk3_v1.04.2_for_Dizzy.zip - not sure what this is, cobraIII uploaded for Diziet Sma on the forums OXP link: https://app.box.com/s/qutt07c4102rnj8pvmzw

Griff_Asteroid_test.zip - Proof of concept. here i'm working an a more detailed set of asteroids & rocks. Testing here how they look and perform in game. photoshop: asteroid_procedural_test_zps2781ee28.JPG, Asteroids2014OXP_zps34b00061.JPG

cockpit.zip - bit of a curio this, looks like the start of a ship modelling exercise, no idea why it's uploaded to box. It's just some 3d objects, no oolite files

teapot_celshade.oxp.zip - proof of concept. Cel shading example in game - spawns some massive cel-shaded teapots when the player launches OXP link: https://app.box.com/s/mt5knzbllw15t9hqapneak58cxj7a03u photobucket: Cel Shaded Test_zpss4jkzzeu.JPG


ScuffedCobra_and_python.zip - some new textures probably fixing issues on these two ships

tuHermit_Interior.zip - looks like textures for the hermit - probably uploaded so players could just grab the new texture files without downloading the whole shipset again. the fixes would have been added into the shipset bundle and reuploaded


NormalMapped_Coriolis_2009.zip - Oolite's shipdata.plist "Materials" support must have appeared, zip includes the original shader version and a 'more modern Materials version' this is still the previous version of the Coriolis, not the one in the current download OXP link: https://app.box.com/s/2b737t2gf2qzol6xiljptguy4llbdznl photobucket: coriolis.JPG, coriolis_attempt2.JPG


griff prototype boa_NPC_Decals.zip OXP Link: https://app.box.com/s/hchjlu3cs2mjx4rrmc1wq8c3m36b9ro6 griff prototype boa.zip OXP Link: https://app.box.com/shared/7pvjecjbks more uploads of the alternative boa model. not sure what's new - possibly the decal support in the shader and the animated turret 'barrel recoil' in the vertex shader Photobucket: boa_for_screenshotthread.JPG - the "Oolite it's not for triangles anymore" photo boa_turret_zpsdftooob9.JPG - limiting the recoil to just the barrel by modelling it away from the main part of the object and then moving it back in place in the shader.


griff_WolfMKII_Colour_NPC_Decals.oxp.zip - version of the wolf that supports a full colour decal texture on the NPC version. normally only the player version of the ship has a full colour decal, the NPC's have a single colour one, that way i can fit 4 times as many decal designs into a single texture by putting separate designs in the red, green, blue and Alpha channels (think of these like 4 greyscale images), then recoloring them in the shader, i don;' remember why this oxp is uploaded, might have been a forum request OXP link: https://app.box.com/s/5xqcwuc2l3xo725mn1s7jqkahm5g983a


Griff_Ice_asteroid_WIP.zip - Proof of concept.shader test oxp. 2018 attempt at making a decent snow/ice object in game. This one based on a candle wax, "sub surface scattering" technique i saw posted online. Real sub surface scattering (sometimes written as 'SSS') is very computationally expensive, this method gives a decent approximation with just a few lines of code, wish my grasp of the maths was better though, i'm not able to work out how to controll the effect amd it's only visible when you're right up against the ice rock! OXP just spawns a retxturesd oolite asteroid outside the station when the player launches

			      OXP link: https://app.box.com/s/lnd728bjcqr8hz76ml35jjpqrdps3tb0

GGX shader gnat test.zip - proof of concept/shader test OXP. Another_Commander implemented some new GGX lighting code into oolite, this oxp is my attempt at bringing those changes over into my shipset shader, if i remember correctly this is the first step by A_C towards the current spec/gloss shader method oolite uses OXP spawns 4 gnats with the test shader on them outside the station and also creates a player flyable version OXP link: https://app.box.com/s/6dcsmkwkvaq9lzd3dpeilhnt2jlktjc2


GGX shader gnat test NO IOR version.zip - this is pretty much the same as the previous oxp, i think there were some changes in the Oolite defaut shader so this oxp was created to implement those in my shipset shader

					  OXP link https://app.box.com/s/b8dry5zvrny7yopu6yxkq6bq0rc5oko1


Arcadia_WIP.zip - This doesn't ring a bell at all? Think i might have been helping out someone on the forum bring an object they had into the game OXP link: https://app.box.com/s/cjp3bf8u1ho6jugifxdfyp9bc5f53nin


Griff Normal Mapped Ships Folder


All the additional ships and objects on the "Griff Industries" page that are not part of the Oolite default shipset. I'm pretty sure all of these are on the expansion manager


Griff Normal Mapped Ships Folder\Core Shipset for Oolite v1.80


All the ships and stations from the default shipset. All of these are in the Expansions manager. None of these support Gloss/Spec shading - although i think A_C has released some oxps that might rework some of the textures to support spec/gloss


Griff Normal Mapped Ships Folder\Resources


Folder containing the texture and mesh object files for all my core shipset ships and most of my other oxp ships and stations Mesh files are easily editable in a 3d app without having to convert them back from oolite's dat format Texture files have alpha channels separate from the RGB channels so easier to edit and rework