That is a low poly model in the normal world. And Oolite really ought to be able to deal with it, but the loading time would be atrocious due to some nasty O(2^n) post-processing code.
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums? it is a really amazing bit of artwork, if anybody here hasn't seen it pop along to http://forums.frontier.co.uk/showthread.php?t=1399
Very sweet indeed - 7,500 polys... hmmm....
exactly my thoughts....and that's the LOW poly version?!
As of r3313, the default dust shader does what I want, so customizing it is no longer a very bad idea. That said, I haven’t made any effort to make it usefully customizable; it’s there to offload work onto the GPU, not to create an arena for experimental Griff Dust.
As of r3313, the default dust shader does what I want, so customizing it is no longer a very bad idea. That said, I haven’t made any effort to make it usefully customizable; it’s there to offload work onto the GPU, not to create an arena for experimental Griff Dust.
Griff! Ahruman's made a new toy for you to mess with!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Pardon me for dredging up an old thread, but... Is there a way to reduce the size of the space dust? Ideally I'd rather the blocks be half the size they are now. They're rather enormous at the moment. I thought the little 16x16 oolite-particle-dust.png was what was being used, but adjusting the alpha of that texture has had no effect.
UPDATE: I have come up with a reasonable solution which I'm liking. I opened up the shader oolite-dust.vertex and changed the line float alpha = clamp(OODUST_SCALE_MAX - distance * OODUST_SCALE_FACTOR, 0.0, 1.0);
to float alpha = clamp(OODUST_SCALE_MAX - distance * OODUST_SCALE_FACTOR, 0.0, 0.2);
That second value appears to be the maximum opacity of the space dust. So now the space dust is mostly transparent and only barely noticeable. You get the sensation of speed that they're meant to provide without feeling like they're so large. The effect on Torus is nicely subtler too.
Excellent! Tried a few, and settled on a value of 0.4, which suits me nicely.
The bug-induced rainbow dust would've looked good like this too, I reckon.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And for what it's worth, I also reduced the size of all the stars in their textures (basically doubling the canvas size then halving the texture size) so the stars aren't so big anymore, either -- then added a star_count_multiplier value of 2 to compensate. Much nicer starfield.