Docked Screens

An area for discussing new ideas and additions to Oolite.

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Selezen
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Post by Selezen »

The models in the shipyard/load screen are lit with ambient lighting, so yeah, they will look flat. In game, source lighting is used (coming from the direction of the sun, I believe) so the ships look more 3D.

I think. Based on looking at them, anyway. I'll get my coat.
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Post by milinks »

I've been looking through the forum for help in relation to quaternions........and I'm still no more enlightened lol! I've made up some models which i want to display on mission screens in conjunction with images due to the OUTSTANDING work that Nic has put in. I need to specify exactly on the axis for each model how they rotate, rather than using the inbuilt AIs. Can anyone give me some examples, so i can adapt them. I'm looking to have the models rotate solely on the x and / or y axis.
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Post by Arexack_Heretic »

read the sticky on general Quats. (I'm guessing you already did)

I think the showship-model is tumbling, thus no effect of changing roll and pitch values.

Look at the weeviloids for an example of rotation subentities.

gottago. :oops:
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Post by milinks »

I've been using the tried and tested technique in relation to OXP's, which for me is swap bits about until it works! :wink: . Unfortunately that isnt the case with these quaternions, as I dont really understand the numbers etc, when i am, Ooite slows to a complete stop, and the computer locks, the error that comes up is

Code: Select all

2006-03-11 10:26:49.000 oolite.exe[2008] initialising SDL
2006-03-11 10:26:50.000 oolite.exe[2008] init: numSticks=0
2006-03-11 10:26:50.000 oolite.exe[2008] CREATING MODE LIST
2006-03-11 10:26:50.000 oolite.exe[2008] Unknown architecture, defaulting to 1024x768
2006-03-11 10:26:50.000 oolite.exe[2008] Added res 800 x 600
2006-03-11 10:26:50.000 oolite.exe[2008] Added res 640 x 480
2006-03-11 10:26:51.000 oolite.exe[2008] drawRect calling initialiseGLWithSize
2006-03-11 10:26:51.000 oolite.exe[2008] Creating a new surface of 1024 x 768
2006-03-11 10:26:51.000 oolite.exe[2008] no universe, clearning surface
2006-03-11 10:26:51.000 oolite.exe[2008] ---> searching paths:
(oolite.app/Contents/Resources, AddOns, AddOns/planet.oxp)
2006-03-11 10:26:51.000 oolite.exe[2008] DEBUG ** no cache exists - yet **
2006-03-11 10:26:51.000 oolite.exe[2008] Vertex Array Range optimisation - not supported
2006-03-11 10:26:51.000 oolite.exe[2008] DEBUG creating octree cache......
2006-03-11 10:26:52.000 oolite.exe[2008] getTextureNameFor planes (4) filename (asciitext.png)
2006-03-11 10:26:52.000 oolite.exe[2008] getTextureNameFor planes (4) filename (trumblekit.png)
2006-03-11 10:26:52.000 oolite.exe[2008] getTextureNameFor planes (3) filename (metal.png)
2006-03-11 10:26:53.000 oolite.exe[2008] Populating a system with economy 5, and government 3
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 8 trading vessels
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 2 sun skimming vessels
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 17 pirate vessels
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 4 sun skim pirates
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 4 law/bounty-hunter vessels
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 1 sun skim law/bounty hunter vessels
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 0 Thargoid warships
2006-03-11 10:26:53.000 oolite.exe[2008] ... adding 0 asteroid clusters
2006-03-11 10:26:53.000 oolite.exe[2008] ... for a total of 36 ships
2006-03-11 10:26:59.000 oolite.exe[2008] getTextureNameFor planes (4) filename (blur256.png)
2006-03-11 10:26:59.000 oolite.exe[2008] OPENGL_DEBUG GL_ERROR (1280) 'invalid enumerant' in: Universe before doing anything
2006-03-11 10:27:00.000 oolite.exe[2008] getTextureNameFor planes (3) filename (cobra3_redux.png)
2006-03-11 10:27:23.000 oolite.exe[2008] getTextureNameFor planes (4) filename (flare256.png)
2006-03-11 10:28:29.000 oolite.exe[2008] getTextureNameFor planes (3) filename (back_metal.png)
2006-03-11 10:28:29.000 oolite.exe[2008] getTextureNameFor planes (3) filename (bottom_metal.png)
2006-03-11 10:28:29.000 oolite.exe[2008] getTextureNameFor planes (3) filename (front_metal.png)
2006-03-11 10:28:29.000 oolite.exe[2008] getTextureNameFor planes (3) filename (dark_metal.png)
2006-03-11 10:28:29.000 oolite.exe[2008] getTextureNameFor planes (3) filename (arcdetail.png)
Virtual memory exhausted

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
which i believe means its trying like mad to do the impossible lol. I can get the model to rotate at whatever speed on its y axis using the standard shipdata entries such as pitch and roll, but I need to have it rotate through its x axis.
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Post by Arexack_Heretic »

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Post by milinks »

As Selezen will know, I've been trying to make a Model of the Oolite style Logo to use within the game, such as when you land at a station, and the news / missions screens have those revolving logos like in space stylie news casts :)

It originally was just doodling that became an obsession, as it is VERY difficult to get anything near logo looking to be recognised in oolite without it crashing! Ive designed so many logos and come down in quality each time to see if it would run. The MOST that i can get oolite to recognise is 210 polys, 458 edges and 250 vertices. It must be the edges as ive exceeded the other two before with no probs, but i ould be wrong.

Anyway, its kind of a logo that i am gonna use in oolite OXP rather than an oolite logo if you see what i mean :wink:

Image

I thought the marble texture looked quite nice, any thoughts etc would be appreciated, as i say, i just cant pack the exact logo into a workable model, as Selezen knows. The bit at the bottom is an inset diamond type shape but i couldnt be bothered to take another photo so it could be seen better lol!
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Post by Rxke »

I like it! :D

IMO, It's very Oolite-stylish (being a mix of 80's graphics and modern ones)
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Post by JensAyton »

Oolite has no concept of edges. There’s no way they could be causing problems. I’m somewhat curious as to what causes it to crash… if you send me one of the crashing versions (within the 320 vertex/512 face limit) I’ll look into it.

Hmm, that thing would look nice environment-mapped.
Last edited by JensAyton on Fri Apr 07, 2006 1:24 pm, edited 1 time in total.
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Post by milinks »

Ive made some adjustments to the actual logo
Image

I went with your guidelines and reduced it bit by bit, until it worked. Not knowing the ins n outs etc i cant be more specific. Just a bit of Wings practice really. I have to admit defeat in the quaternions and trying to get it to rotate horizontaly rather than vertically. i stripped the shipdata down to bare bones, and added

Code: Select all

<key>subentities</key>
		<array>
			<string>logo	0 0 0	0.707 0.707 0 0</string>
		</array>
But stderr.txt stated couldnt find shipwithrole: logo - which is the name of the model. if i remove the above, the model appears.

Ive read every thread on quats, and what can i say, maths was never a strong point lol
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Post by milinks »

Ok, so no response to that request for help. Here's another lol. I'm working on the OXP for placing images as discussed in this thread. Two problems i have, one is mentioned above, the other, is moving an "image" about on the Mission Screen. Ive got an OXP worked out that takes into account all the variables of each planet, but i NEED to move the image, which currently is 200 x 200, which gives me room for my text. Ive gone through and through the hud plists attempting to concoct something that will let me move the image where i want it, but nothing is working. PLEASE if someone does know of a way, can they tell me, as i have spent three days reading through this board and i can't grasp what i need, so its direct help on this occasion i need please :oops: . I'm using a basic script.plist to bring up the images and sort them, but dont know where or how to put the plist in a manner that will be recognised..
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Post by milinks »

bump:

Is there anyone out there who can help me with my request? please.
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Post by aegidian »

Does the shipdata.plist entry for the model have

Code: Select all

<key>roles</key>
<string>logo</string>
, if not then that could be the problem.
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Post by milinks »

At present the the shipdata is:

Code: Select all

<dict>
   <key>logo</key>
   <dict>
      <key>ai_type</key>
      <string>logoAI.plist</string>
                <key>max_flight_pitch</key>
		<real>0.8</real>
		<key>max_flight_roll</key>
		<real>0</real>
		<key>model</key>
      <string>logo.dat</string>
      <key>name</key>
      <string>logo</string>
      <key>roles</key>
      <string>logo</string>
          	</dict>
    </dict>
</plist>
i have tried putting in a hud.plist and placing the image that way, but have had no joy. Thanks for the response Giles.
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Post by aegidian »

Hmm.. seems okay - missing a line or two at the top, but I assume you just cut those.

As to the mission image - that currently only appears at the centre of the screen - with no way of moving it around - as yet.

Sorry.
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Post by milinks »

I can get the logo on the mission screen, no problem. I can increase and decrease the size of the logo by adding verts in the dat file. The two issues i have with the logo ( or any model ) is that i cannot move the model left or right, and i cannot get it to spin horizontaly, like a spinning ooite logo. in relation to the image, would it work if i created the 512 x 512 and placed the semi transparent image in say, the top left hand corner? mmm I'll try that. Giles, do you know of anything i could do to make the logo spin horizontally?
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