Difference between revisions of "Noshader Griff's alternate stations"
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#REDIRECT [[No Shaders alternate or extra ships and accessories]] |
#REDIRECT [[No Shaders alternate or extra ships and accessories]] |
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+ | |||
+ | This bundle adds additional alternates of core stations like a blue icosahedron and a orange rock hermit. It is based on the original shader models and textures by Griff and was remade to go along nicely with the default shipset of Oolite v1.80+ and/or for e.g. Computer with lowend graphics hardware. |
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+ | |||
+ | |||
+ | Author amah, griff |
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+ | Version 1.0.2 |
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+ | Tags (stations) |
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+ | Required Oolite Version 1.80 |
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+ | Maximum Oolite Version |
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+ | Required Expansions |
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+ | Optional Expansions |
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+ | Conflict Expansions |
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+ | Information URL http://wiki.alioth.net/index.php/No_Shaders_alternate_or_extra_ships_and_accessories |
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+ | Download URL http://wiki.alioth.net/img_auth.php/6/6e/Oolite.oxp.amah.noshaders_alternatestations.oxz |
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+ | License CC-BY-NC-SA 3.0 |
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+ | |||
+ | |||
+ | Documentation |
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+ | readme/ |
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+ | |||
+ | readme/Changelog.txt |
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+ | |||
+ | v1.0.0.noshader converted Griff's old ico and an alternate rockhermit texture for a noshadered ooniverse |
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+ | v1.0.1.noshader added manifest plist to make Oolite v1.81+ happy |
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+ | v1.0.2.noshader updated porbabilities |
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+ | |||
+ | readme/conversion.txt |
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+ | |||
+ | Based on Instructions by Captain Solo: |
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+ | (some additional effect map channels used for engine glow) |
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+ | |||
+ | |||
+ | 1) Load "diffuse.png" into GIMP. |
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+ | 2) Decompose to RGB layers. You don't need the greyscale alpha layer. |
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+ | 3) Compose to RGB. |
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+ | 4) Duplicate the background layer so you now have two layers. |
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+ | 5) Change the layer mode of the top layer to overlay. |
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+ | 6) Change the opacity setting to roughly between 70% and 80%. |
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+ | 7) Merge the top layer down. This is your base diffuse texture |
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+ | 8) Load "normal.png" into GIMP |
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+ | 9) Decompose to RGBA |
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+ | 10) Move the alpha channel to the top, select all and copy. |
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+ | 11) Paste the copied greyscale image as a new image. This is your glow map. |
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+ | 12) Now back to the normal map layers, delete the alpha channel. |
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+ | 13) Compose to RGB |
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+ | 14) Under the colors menu select Desaturate, and choose desaturate by Luminosity. |
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+ | 15) Select all and copy. This is your pseudo relief texture. |
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+ | 16) Go back to your diffuse texture and Paste as new layer. |
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+ | 17) Change the layer mode to Grain Merge, and merge it down to the bottom layer. |
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+ | *a) Load the "effects" texture |
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+ | *b) decompose to RGB, copy alpha and green channel and insert each as new layer on the diffuse texture, |
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+ | change layer modes for them to overlay and opacity to 30% |
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+ | 18) Now go to your greyscale glow map from step 11, select all and copy. |
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+ | *d) back to the decomposed effects texture from *a) |
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+ | *e) paste as new layer |
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+ | *f) set layer mode of all layers to Screen |
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+ | *g) Under the Image menu choose flatten image |
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+ | *h) select all and copy. |
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+ | 19) Back to your diffuse texture, right click on the image, select Layer, then Mask and Add Layer Mask |
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+ | 20) Set the layer mask to Black. |
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+ | 21) Cntrl V - paste the glow map on top of the layer mask. |
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+ | 22) Anchor the floating layer to the background image. |
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+ | 23) You will see two representations in the layer dialog. Click on the left one. |
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+ | 24) Export as your new shaderless_diffuse texture. |
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+ | |||
+ | Finally you will need to edit the shipdata.plist file and change the material section to the following: |
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+ | materials = |
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+ | { |
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+ | "Hull" = |
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+ | { |
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+ | diffuse_map = "shaderless_diffuse.png"; |
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+ | specular_color = ( 0.2, 0.2, 0.2 ); |
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+ | shininess = 5; |
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+ | emission_map = { name = "shaderless_diffuse.png"; extract_channel = "a"; }; |
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+ | emission_modulate_color = (0.9926, 0.9686, 0.7325); |
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+ | }; |
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+ | }; |
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+ | |||
+ | Good luck. |
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+ | |||
+ | readme/readme.txt |
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+ | |||
+ | Griff's NoShader alternate/newer blue ico and and a orange rock hermit |
||
+ | |||
+ | An oxp for Oolite v1.80 and higher for alternate system stations for a noshadered ooniverse |
||
+ | |||
+ | Overview: |
||
+ | Griff's fantastic models and textures for some alternate and extra ships and stations |
||
+ | |||
+ | In this OXP, only the textures were modified so they render well on GPU's that do not support OpenGL shading language. |
||
+ | The clever procedure how to convert was developed by Captain SOLO. |
||
+ | |||
+ | Requirements: |
||
+ | Tested with Oolite 1.80. No dependencies. |
||
+ | |||
+ | Installation: |
||
+ | After unzipping, move the folder, "noshaders_CobraIII_alternate_model_v1.3.1.1.oxp" to the AddOns Folder of your Oolite installation. |
||
+ | |||
+ | Credits or rather "Standing on shoulders of giants": |
||
+ | * Griff, for his marvelous normalmapped ships -> http://wiki.alioth.net/index.php/Griff_Industries |
||
+ | |||
+ | * Cody for digging through his backups to provide me with Griff's older oxps. |
||
+ | |||
+ | * Captain Solo, who invented a clever way to convert them for computers with shaderless GPUs and helped me |
||
+ | extensively to explain how it was done for his noshader shipset (now default ships for 1.80) |
||
+ | |||
+ | |||
+ | License: |
||
+ | This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0. |
||
+ | |||
+ | Michael "Amah" Doering |
||
+ | |||
+ | |||
+ | |||
+ | {{Retextures-OXP}} |
Latest revision as of 09:53, 25 May 2021
This bundle adds additional alternates of core stations like a blue icosahedron and a orange rock hermit. It is based on the original shader models and textures by Griff and was remade to go along nicely with the default shipset of Oolite v1.80+ and/or for e.g. Computer with lowend graphics hardware.
Author amah, griff
Version 1.0.2
Tags (stations)
Required Oolite Version 1.80
Maximum Oolite Version
Required Expansions
Optional Expansions
Conflict Expansions
Information URL http://wiki.alioth.net/index.php/No_Shaders_alternate_or_extra_ships_and_accessories
Download URL http://wiki.alioth.net/img_auth.php/6/6e/Oolite.oxp.amah.noshaders_alternatestations.oxz
License CC-BY-NC-SA 3.0
Documentation
readme/
readme/Changelog.txt
v1.0.0.noshader converted Griff's old ico and an alternate rockhermit texture for a noshadered ooniverse v1.0.1.noshader added manifest plist to make Oolite v1.81+ happy v1.0.2.noshader updated porbabilities
readme/conversion.txt
Based on Instructions by Captain Solo: (some additional effect map channels used for engine glow)
1) Load "diffuse.png" into GIMP.
2) Decompose to RGB layers. You don't need the greyscale alpha layer.
3) Compose to RGB.
4) Duplicate the background layer so you now have two layers.
5) Change the layer mode of the top layer to overlay.
6) Change the opacity setting to roughly between 70% and 80%.
7) Merge the top layer down. This is your base diffuse texture
8) Load "normal.png" into GIMP
9) Decompose to RGBA
10) Move the alpha channel to the top, select all and copy.
11) Paste the copied greyscale image as a new image. This is your glow map.
12) Now back to the normal map layers, delete the alpha channel.
13) Compose to RGB
14) Under the colors menu select Desaturate, and choose desaturate by Luminosity.
15) Select all and copy. This is your pseudo relief texture.
16) Go back to your diffuse texture and Paste as new layer.
17) Change the layer mode to Grain Merge, and merge it down to the bottom layer.
- a) Load the "effects" texture
- b) decompose to RGB, copy alpha and green channel and insert each as new layer on the diffuse texture,
change layer modes for them to overlay and opacity to 30%
18) Now go to your greyscale glow map from step 11, select all and copy.
- d) back to the decomposed effects texture from *a)
- e) paste as new layer
- f) set layer mode of all layers to Screen
- g) Under the Image menu choose flatten image
- h) select all and copy.
19) Back to your diffuse texture, right click on the image, select Layer, then Mask and Add Layer Mask 20) Set the layer mask to Black. 21) Cntrl V - paste the glow map on top of the layer mask. 22) Anchor the floating layer to the background image. 23) You will see two representations in the layer dialog. Click on the left one. 24) Export as your new shaderless_diffuse texture.
Finally you will need to edit the shipdata.plist file and change the material section to the following: materials = { "Hull" = { diffuse_map = "shaderless_diffuse.png"; specular_color = ( 0.2, 0.2, 0.2 ); shininess = 5; emission_map = { name = "shaderless_diffuse.png"; extract_channel = "a"; }; emission_modulate_color = (0.9926, 0.9686, 0.7325); }; };
Good luck.
readme/readme.txt
Griff's NoShader alternate/newer blue ico and and a orange rock hermit
An oxp for Oolite v1.80 and higher for alternate system stations for a noshadered ooniverse
Overview: Griff's fantastic models and textures for some alternate and extra ships and stations
In this OXP, only the textures were modified so they render well on GPU's that do not support OpenGL shading language. The clever procedure how to convert was developed by Captain SOLO.
Requirements: Tested with Oolite 1.80. No dependencies.
Installation: After unzipping, move the folder, "noshaders_CobraIII_alternate_model_v1.3.1.1.oxp" to the AddOns Folder of your Oolite installation.
Credits or rather "Standing on shoulders of giants":
- Griff, for his marvelous normalmapped ships -> http://wiki.alioth.net/index.php/Griff_Industries
- Cody for digging through his backups to provide me with Griff's older oxps.
- Captain Solo, who invented a clever way to convert them for computers with shaderless GPUs and helped me
extensively to explain how it was done for his noshader shipset (now default ships for 1.80)
License:
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0.
Michael "Amah" Doering