Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?
Just try it, I don't know if its possible. What is possible is defining materials completely in JS code. As you said, I use it in asteroidStorm 4.0. In shipdata I removed all the material directories (it felt strange to delete all the stuff in shipdata) and added an array of material directories in the JS script.
The material directories are quite at the start of the asteroid storm script, you can't miss it. In those material sets you can change all parameters by script and reapply the new material to the ship.
For asteroid storm I use the scripted material to make it possible to give random asteroids that are added as cluster, often have the same texture.
Well i never, i didn't realise all that stuff was possible! So can the 'Materials' access the randomUnitVector stuff that the shaders can, eg would this work?
...and that other OXP Thargoid mentioned should be butterflies!
Sounds right. I could recall I did it recently(ish) but not which one. But Butterflies was only a little demo OXP, which is probably why I didn't recall it directly.
Is this a dead project?
...Because I think I've run across a couple minor problems with it.
These asteroids are always bounty=0.
Plus, they don't seem to fragment into boulders when destroyed by a mining laser.
These asteroids "smoke" when badly damaged, just like badly damaged npc ships do.
I think this is because like_ship = "asteroid"; has been commented-out in its shipdata.plist file.
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
Minor update, now offering a version that leaves the original core asteroids untouched,
links in first post
I have also improved the textures of the two newer Roids, and the largest has a colour variant as
it's so predominant from a distance making it seem there are more of it than the others. I also altered the shipdata so they weren't so common.
Big guy and bruv..
Thanks guys
The models are around 200polys at the most (if I remember correctly), the rest of the detail is in the normal maps, so long as you have shader support this is how they should appear in game, so they shouldn't be any more taxing than a lot of the ships.
@El Viejo: Thankyou for reminding me, I keep forgetting about that as it means changing it every time I upload from my personal version. I think what I'll do is add my version of Griffs script (& his original for OXP independance) to the Scripts folder so the bigger asteroids should smash into more glowy parts.
I'll re-upload shortly