User:Griff/OXP Catalogue

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Contents

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 as Lead Developer in 2007, he spent much time on developing the shaders in Oolite - and updated Freaky Thargoids several times to demonstrate the new possibilities.

Overview of Oeuvre

Oolite Lacks: 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).

Activity: Griff took things 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.

Other Elites: 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)

Retextures and jokes: His later works seem to be either retextures/new models of the vanilla set (he was the official lead artist of Oolite, and as the vanilla game code improved so too did the graphics possibilities) - or whimsical (Santa Claus, Halloween witch).

Experiments: 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: AppleMac, Windows & Linux (July 2006)

OpenGL version 2.1 (debuted July 2, 2006): GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures

This newer version was presumably 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 (ie.: just as Aegidian stepped down as Lead Developer but before Ahruman took over).

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 2010 HammerHead - but even then he found problems with having a dozen cargo pods active at the same time).

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 AIs 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: This OXP was from the pre-shader oolite days (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 my reworking of the Krait (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 the Shipdata.plist

There is probably more info 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


Oolite main wiki

2015 - teapot_xelshade.oxp


Box

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


In date order, oldest first


Busy Ports

busy_ports.oxp.zip - 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, Some elements were reused in other OXPs (eg the port station became the black monk monastery)

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 Equipment

mining_equip.oxp - From pre-shader oolite. Eye candy OXP. My 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!

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 - this was recycled into the trade outpost


Griff Krait

1map griff Krait.zip - early (April 200& ish) shader version of this krait reworking: https://wiki.alioth.net/index.php/Griff_Krait
I must admit, I 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 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


Cargopods

Griff Shaded Cargopod.zip - an early shader experiment OXP
Note: Oolite's shader implementation has progressed - from now on it's possible to define custom shaders for each object via a "Shaders" section in the 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 are hardcoded (eg, textures and floats must be referred to with these names "tex0", "tex1" etc, "engine_level" etc:

// Information about Oolite.

uniform sampler2D tex0; // Diffuse 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 today's 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

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 have been listed differently compared 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

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 the shipdata.plist

OXP link: https://app.box.com/shared/87okmdxa5a
Photobucket. Not from this oxp, but an example texture where the art is by Disembodied (I just put the frames together): disembodied_glupnblow_roofbillboard.PNG, griff_waving_pac-man.PNG, griff_waving_robot.PNG


Planet Express

griff_planetexpress.oxp - A "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 the celshaded Teapot OXP later on). There's another version of this ship available made by a different user

OXP link: https://app.box.com/shared/ooipt9p2dq
Photobucket: planet_express_ship_screenshot.PNG


Griff Krait

2map griff krait - the krait from above, this time with shader effects (hence the "2map"). This 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 ship's ability to use injectors if the player is able to destroy them! No changes yet in how shaders are defined in the shipdata.plist, but by now Jens has added the speedfactor shaderuniform so engines can brighten or fade their glow depending on the ship's current speed

OXP link: https://app.box.com/shared/6ugzbf1ofo
Photobucket: shiny_krait.JPG, engine_glow_test.JPG


Trade Outpost

griff station - first upload of what becomes one of the 'trade outpost' we see today with all the animated signs and effects in the YAH OXP.
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


Advertisements

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 logo on the ice cream cone mounted on the cobra3 (which acts in game as a standard trader). The 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


Planet textures

1_map_planet - I found some shader code online that would do the city lights effect on the night side of the world. So I made a small test oxp using a free earth texture map and city night light map to demo the effect in game, I think it was eventually used for some glowy moss on some asteroids

OXP link: https://app.box.com/shared/gruzn77k0c
photobucket: earth_shader_crappy_4.JPG


Burning Coriolis

griff_burning_coriolis.zip - a "shader test" oxp, having more fun with the discard shader command to nibble away polygons. It 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


Griff Krait

2_map_griff_krait.zip - another version of this? Well at least this one only spawns three of them every time the player launches! This one has more effects than the older version: it looks like Jens has implemented the laserHeatLevel shader uniform so the guns heat up and glow the more that they fire

OXP link: https://app.box.com/s/b4w0jde36qu0kqfmvlyku55wlxcvtk7d


Spacebar

griff_spacebar_with_turret_glow.zip - Proof of concept OXP - contains a script to spawn the station whenever the player launches. This is the version of the station that becomes the 'space bar'. It 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


Turret ship

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


Oolite vanilla game shipsets (Cobra Mk.3)

ShipID_Chart_shader.zip - proof of concept OXP, trying 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


Wavy Flag test

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. I used the sine wave shader code we already had to create a wavy flag effect. I created an asteroid with a flag pole and stuck the flag on there! I've 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

Halloween Pumpkins - a 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


Bugbot

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.
I 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


Oolite vanilla game shipsets (Boa, Cobra Mk.3)

griff_boa-normalmap-test.zip - 7 Dec 2008 - Jens must have implemented normal mapping into Oolite at this point. This wasn't the first normal map enabled OXP - that was 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 Cobra Mk.III 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 - there were 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 my not realising render monkey (where I was testing the shader) and oolite had different ideas about which corner of the UV map was "0,0"!


Advertisments

adring with LED effect shaders.zip - I think this is probably an 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, I think that 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. I wrote this after having the idea of using a scrolling mask texture 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 OXPs

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


Debris

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


Oolite vanilla game shipsets (Sidewinder)

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


Thargoids

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 (I decided not to go with this look 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


Oolite vanilla game shipsets (Adder, FerdeLance, Cobra Mk.1)

I'm 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 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 fresnel 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


Coriolis

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 still appears in some other oxps!

OXP link: https://app.box.com/shared/fd09a30pak
Photobucket: coriolis_attempt2.JPG, coriolis.JPG


Planet textures

Oolite's planets were looking pretty basic at this time, so I was experimenting here to see if I could write some shaders for them without understanding at all how Oolite's planets were done in the code and how difficult it is to manipulate textures on spheres. 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 oxps 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. They 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, texture seams 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


Unknown ship ("?")

griff_oolite-unknown-ship.zip - a 3d ? (question mark) object in .dat format for oolite to display if its 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

santa_v2.5.1.zip - A 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's Dodos OXP

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 suddenly 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 OXP

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


Rock Hermit (Bigger!)

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


Random Hits OXP

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


YAH OXP

YOUR_AD_HERE_set_A_F - updates.zip - bugfix oxp, probably uploaded for the YAH oxp maintainers to merge into the oxp, zip contains just updated shipdata.plist files

OXP link: https://app.box.com/shared/c75m28zsx7


Griff Krait

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


Rock Hermit (Pirate Coves)

Pirate_Cove_Griff_Rock_Hermit.zip - adds pirate cove versions of the rock hermit, zip just contains config files. Contained comments say it needs lazygun's "Pirate Coves" oxp and the rock hermit OXP to be installed

photobucket: griff_hermit_test.JPG, Hermit.JPG, hermit-1.JPG, Screenshot_zpsfiszfbsq.JPG


Griff Iceteroids

griff_iceteroids.zip - proof of concept/shader test oxp. re-textures some of my 2010 era asteroid objects (model .dat files 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 link: https://app.box.com/shared/apoq0kl2oi


Asteroids test

New Asteroids test.zip - proof of concept/shader test oxp. Contains the same rock object .dat files as the iceteroids oxp (.dats repeated here in this zip), textured to look like rock

OXP link https://app.box.com/s/i4g69f8n1lbllacjq9z1


Coriolis

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 merely to save users having to redownload the whole pack just to change a few small files

OXP link: https://app.box.com/shared/3504p4iz3q


Thargoids

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 metal UFO style thargoids, not the organic ones

OXP link: https://app.box.com/shared/9ohur7f83a
photobucket: tharglet.JPG


Barrel (Decals)

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


Cobra Mk.3 (multi decals)

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


Green Gecko

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


Cobra Mk.3 (scuffed)

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 stations 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 version of the cobraIII

OXP link://app.box.com/s/z235tu1yamtvz6zhkfdn


Replacement shaders (Fer-de-Lance)

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


Halloween witch

griff_Halloween_witch_v1.5.zip - Joke oxp along the lines of Santa. Adds a troop of 3 witches at the witchpoint on halloween night, reusing 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

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


Carpaint

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 (see Damage Shader test, below)

Download link: https://app.box.com/file/6525020997?s=v1bk0wx31gg4k00ipvht


BlackMonks

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 LittleBear to merge into his proper version

https://app.box.com/shared/7twwbaelcc


Damage Shader test

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 that 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!"

This 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 vanilla game shipsets

Oolite_Shipset.zip - I 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. It really improves the way Oolite lights ships in-game as long as the ship author is careful placing hard edges

This upload was probably done as part of the submission process to get these models included in the game download


Griff ArcElite shipset

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


Cobra Mk3

Griff_Cobra_Mk3_v1.04.2_for_Dizzy.zip - not sure exactly how this is different, but it was a Cobra Mk.3 uploaded for Diziet Sma on the forums

OXP link: https://app.box.com/s/qutt07c4102rnj8pvmzw


Asteroid

Griff_Asteroid_test.zip - Proof of concept. Here I'm working on a more detailed set of asteroids & rocks. Testing how they look and perform in game.

photoshop: asteroid_procedural_test_zps2781ee28.JPG, Asteroids2014OXP_zps34b00061.JPG


Cockpit

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

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


Scuffed Cobra & Python

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


Rock Hermit (Interior)

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


Coriolis

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 Boa

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.


Wolf MKII (Colour NPC Decals)

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 four 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't remember why this oxp is uploaded, might have been a forum request

OXP link: https://app.box.com/s/5xqcwuc2l3xo725mn1s7jqkahm5g983a


Ice Asteroid

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 control the effect and it's only visible when you're right up against the ice rock! OXP just spawns a retxtured oolite asteroid outside the station when the player launches
OXP link: https://app.box.com/s/lnd728bjcqr8hz76ml35jjpqrdps3tb0


Gnat (GGX shader test)

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

This 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 OXP

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