Code: Select all
"0 162" = {
texture = "gal-1-Edle.png";
radius = "7000";
};
snapshot:
https://dl.dropbox.com/u/95921622/Edle_With_Rings.png
Moderators: winston, another_commander
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"0 162" = {
texture = "gal-1-Edle.png";
radius = "7000";
};
They did turn out nice - with just a slight tweak, too.Diziet Sma wrote:Aye, very nice indeed.. classically posed, too..
I figured that there's been more progress, I just figured I'd wait a little while before doing the next upgrade since the build seems so stable .Diziet Sma wrote:But umm.. are you aware that trunk is now at r5621? Progress hasn't stopped because of the 1.77 release.. (although I think cim did take a well-deserved break of a week or so)
Upgrading (hopefully) the DebugConsole now to the 1.77 version. How do I check the radius, and I'd be happy to check it for you - I'm curious about what's going on myself (I wasn't aware that you couldn't change the main planet's radius).Wildeblood wrote:That should not work, because despite what the planetinfo page on the wiki says, main planet radius cannot be changed. The radius property in planetinfo is only for added planets. Either that has changed very recently, or cim's script is adding rings based on checking system.info.radius, rather than the planet's true radius in system.planets[0].radius. Please use the debug console and check the true radius. I'm intrigued.
Try typing in system.planets[0].radiusCommRLock78 wrote:How do I check the radius, and I'd be happy to check it for you - I'm curious about what's going on myself
I got this, exactly as I set it :Wildeblood wrote:Try typing in system.planets[0].radiusCommRLock78 wrote:How do I check the radius, and I'd be happy to check it for you - I'm curious about what's going on myself
Wildeblood wrote:That should not work, because despite what the planetinfo page on the wiki says, main planet radius cannot be changed. The radius property in planetinfo is only for added planets. Either that has changed very recently, or cim's script is adding rings based on checking system.info.radius, rather than the planet's true radius in system.planets[0].radius. Please use the debug console and check the true radius. I'm intrigued.
Now that's interesting, because cim is usingCommRLock78 wrote:I got this, exactly as I set it :Wildeblood wrote:Try typing in system.planets[0].radiusCommRLock78 wrote:How do I check the radius, and I'd be happy to check it for you - I'm curious about what's going on myself
>system.planets[0].radius
70000, so I guess one can change the main planet radius. I think the next thing to ask is whether or not a planet can exceed 7000 meters (as the wiki suggests that is the max radius).
system.info.radius
to check.
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if (system.info.radius < 6850) {
return;
Not exactly as you set it (count the zeroes). Well, that's another new thing in 1.77 then.CommRLock78 wrote:I got this, exactly as I set it :
>system.planets[0].radius
70000, so I guess one can change the main planet radius.
IIRC, the 7000 is an approximation, the actual number being 6900 and some odd. So if you've successfully set it to 7000, I'd say yes, you can make planets bigger than Oolite will ever create natively.CommRLock78 wrote:I think the next thing to ask is whether or not a planet can exceed 7000 meters (as the wiki suggests that is the max radius).
In 1.76 you could set it, and I think your new number appeared on the system data screen, but it was just discarded when actually creating the planet. Either that or I hallucinated a whole night of reading through universe.m. (Which is possible, stranger things have happened.)cim wrote:I'm not aware anything has changed recently regarding editing it.
I saw the extra zero, but I figured it was something like the credits in the save file, for example, which have a tenths place without a decimalWildeblood wrote:Not exactly as you set it (count the zeroes). Well, that's another new thing in 1.77 then.CommRLock78 wrote:I got this, exactly as I set it :
>system.planets[0].radius
70000, so I guess one can change the main planet radius.
I might have to play with these sizes a bit - especially if they're gas giantsWildeblood wrote:IIRC, the 7000 is an approximation, the actual number being 6900 and some odd. So if you've successfully set it to 7000, I'd say yes, you can make planets bigger than Oolite will ever create natively.CommRLock78 wrote:I think the next thing to ask is whether or not a planet can exceed 7000 meters (as the wiki suggests that is the max radius).
Sounds like a bug if so (and Rings checking system.info.radius would pick up the change even if the planet isn't resized, I guess). I'll check it out when I get a moment.Wildeblood wrote:In 1.76 you could set it, and I think your new number appeared on the system data screen, but it was just discarded when actually creating the planet. Either that or I hallucinated a whole night of reading through universe.m. (Which is possible, stranger things have happened.)cim wrote:I'm not aware anything has changed recently regarding editing it.
Maybe that if you change system.info.radius while you're in the system the planet isn't resized until you leave and come back, but the value of system.info.radius queried (JS, F7, etc.) will be the new value? Not an issue for changing via planetinfo, of course.Wildeblood wrote:In 1.76 you could set it, and I think your new number appeared on the system data screen, but it was just discarded when actually creating the planet. Either that or I hallucinated a whole night of reading through universe.m. (Which is possible, stranger things have happened.)
It doesn't. The ring shader has to calculate for itself which bits of the ring are hidden by the planet. Fortunately the planet is spherical, and the real coordinates of any point on the ring can be easily calculated from the texture coordinates (the ring is very carefully aligned to do that), so that can be done without too much inefficiency.submersible wrote:Something just occurred to me looking at this.. cim - how in space does this work with a GL depth buffer at Oolite scales?