If I want to make progress at some point I will have to parse this file. I deplore the choice of the plist format. Any chance there is a convertor to JSON?cim wrote:Subentities will often be offset relative to the parent entity. From shipdata.plist for the coriolis:
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More details in this thread.
More details in this thread.
Search found 48 matches
- Thu Jul 02, 2015 4:23 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
- Thu Jul 02, 2015 2:10 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
There was a silly mistake in my Perl script. The Coriolis station looks much better now :
![Image](http://i.imgur.com/Js9XJam.png)
Notice that I had to adjust the Z component of the dock by 500 meters. Not sure why it was not connected to the rest of the model.
![Image](http://i.imgur.com/Js9XJam.png)
Notice that I had to adjust the Z component of the dock by 500 meters. Not sure why it was not connected to the rest of the model.
- Wed Jul 01, 2015 8:52 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Well, I have translated the mesh converter script in Perl 5, made an adjustable viewing distance for each ship, added some information messages during image loading, and imported the Mesh for the Coriolis: http://i.imgur.com/nV33V9F.png It does not look too great, unfortunately. But that's OK for a ...
- Wed Jul 01, 2015 7:10 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Pitch and roll indicators now :
![Image](http://i.imgur.com/rM2jxYB.png)
The HUD is a superimosed 2D canvas. It's quite a natural choice since the HUD is supposed 2D graphics.
![Image](http://i.imgur.com/rM2jxYB.png)
The HUD is a superimosed 2D canvas. It's quite a natural choice since the HUD is supposed 2D graphics.
- Wed Jul 01, 2015 4:47 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Well, I've finally managed to do it but that was painful. And to be honest I still don't understand everything. The code that worked was: var scale = 2000; quat.multiply(Q, Q, [Math.sin(Pitch/scale), 0, 0, Math.cos(Pitch/scale)]); quat.multiply(Q, Q, [ 0, Math.sin(Yaw/scale), 0, Math.cos(Yaw/scale)]...
- Wed Jul 01, 2015 2:58 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Well, I failed but I get a weird behavior that is I think worth of showing, so I push the attempt anyway.
Pick the "Quaternions" option instead of "Euler" at the bottom.
http://grondilu.github.io/oolite/ships.html
Pick the "Quaternions" option instead of "Euler" at the bottom.
http://grondilu.github.io/oolite/ships.html
- Wed Jul 01, 2015 8:39 am
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
So I added keyboard controls (arrow keys) for pitch and roll with the Euler angles method, and as expected I encounter difficulties with large angles. For instance if you pitch +90° so that your ship becomes vertical, then roll +90° so that you show its side, then pitching again does not rotate the ...
- Tue Jun 30, 2015 3:59 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Thanks. With this I may be able to render the Coriolis station. And if I have a Coriolis station and the ships, I can do a big part of the gameplay in space. [...] I'm very much confused by what happened to the 1.8+ cobra3. I need to think on it hard to understand what's wrong. Well, while looking ...
- Tue Jun 30, 2015 3:39 pm
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
For the adder 1.8+ model you have on the page ATM, here's a quick hack (the main function of the fragment shader) to allow it to render properly: void main(void) { vec4 color = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); gl_FragColor = vec4(color.r, color.g, color.b, 1.0); } The tr...
- Tue Jun 30, 2015 11:05 am
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Well, this is hard. Especially since I've realized I could not reuse Oolite's default shaders : http://i.imgur.com/NM56Pit.png A bit of googling tells me that although webGL is supposed to be a javascript OpenGL API, it's not fully compatible. I don't think I'll be able to render the 1.8+ models any...
- Tue Jun 30, 2015 9:38 am
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
Well, I have some difficulties with the textures of the 1.8+ version of the CobraIII. First, I don't know yet how to apply several textures on a mesh, so I tried with only one. And then, something went wrong anyway. Maybe skipping one of the texture messes up the vertex affectation. This needs some ...
- Tue Jun 30, 2015 7:18 am
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
I can try, but I'm not sure where they are or how to identify them. In the 1.82 release Resource folder, look inside Models for oolite-*.dat and inside Textures for oolite-*.png files. These are the ones Oolite uses at the moment. It seems that they are much bigger. cobra3_redux.dat has less than 1...
- Tue Jun 30, 2015 6:40 am
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
I can try, but I'm not sure where they are or how to identify them.another_commander wrote:Good job. Is it possible to do this for the newer ships (the post-1.80 ones)?
- Tue Jun 30, 2015 6:04 am
- Forum: Porting to other platforms
- Topic: WebGL effort
- Replies: 112
- Views: 124919
Re: WebGL effort
My conversion script seems to be working fine, and I finally understood how to show several models in the same screen without reloading all the buffers. A very difficult part was to preload all texture images. If I don't some models just don't show up. Thanks to this guy who provided a weird, yet ef...
- Mon Jun 29, 2015 8:37 pm
- Forum: Porting to other platforms
- Topic: JavaScript / Emscripten
- Replies: 7
- Views: 18103
Re: JavaScript / Emscripten
What we want is a full rewrite of oolite in HTML5/WebGL. ... Also, it so happens that a WebGL online course will begin in a few days on coursera: https://www.coursera.org/course/webgl I've done some playing about with Three.js, but currently have limited bandwidth due to day_job && small_ch...