Docking/UnDocking Effect Alteration?
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- PillowTalk
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Docking/UnDocking Effect Alteration?
I have only recently gotten this game and I've only been using visual mods so far. I have BGS, which changes the witchspace effect to something that, in my opinion, is the best looking "warp" effect I've ever seen in a game; which is surprising for how simple this one looks.
However, the docking and undocking effect remain normal and it feels weird seeing that simple red rectangle pattern one moment, then seeing the most mind-blowing witchspace effect.
I was wondering if there was any OXP that alters the red rectangle effect when docking and undocking to something more trippy.
However, the docking and undocking effect remain normal and it feels weird seeing that simple red rectangle pattern one moment, then seeing the most mind-blowing witchspace effect.
I was wondering if there was any OXP that alters the red rectangle effect when docking and undocking to something more trippy.
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Re: Docking/UnDocking Effect Alteration?
It is rather splendid, ain't it... and it's subtly different with a mis-jump into interstellar space (here be dragons).PillowTalk wrote:I have BGS, which changes the witchspace effect to something that, in my opinion, is the best looking "warp" effect I've ever seen in a game...
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 any survivors, their debts I will certainly pay. There's always a way!
Re: Docking/UnDocking Effect Alteration?
It is possible to do (grab my Planetfall OXP and see the landing/launch effects for example, or Aquatics OXP and go visit the company HQ in G3 and dock there).
Currently there isn't an OXP which generically replaces the standard docking and launching rings, but it is possible to do.
Currently there isn't an OXP which generically replaces the standard docking and launching rings, but it is possible to do.
My OXPs via Boxspace or from my Wiki pages .
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Re: Docking/UnDocking Effect Alteration?
Heh - yes. A nice animation, Thargoid.
I guess it's time to stick my nose into a sequence for main stations.
I guess it's time to stick my nose into a sequence for main stations.
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Re: Docking/UnDocking Effect Alteration?
<looks up - grins>Svengali wrote:I guess it's time to stick my nose into a sequence for main stations.
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 any survivors, their debts I will certainly pay. There's always a way!
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Re: Docking/UnDocking Effect Alteration?
This would be great, Svengali. The docking/undocking sequence is the single most "basic" looking part of the whole ooniverse.Svengali wrote:Heh - yes. A nice animation, Thargoid.
I guess it's time to stick my nose into a sequence for main stations.
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Re: Docking/UnDocking Effect Alteration?
<Looks across the bar and notices Cody grinning at something ...... also grins>Cody wrote:<looks up - grins>Svengali wrote:I guess it's time to stick my nose into a sequence for main stations.
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Re: Docking/UnDocking Effect Alteration?
It should be, you were rather instrumental in itSvengali wrote:Heh - yes. A nice animation, Thargoid.
I guess it's time to stick my nose into a sequence for main stations.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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Thargoid TV
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Re: Docking/UnDocking Effect Alteration?
A generic sequence is not so easy though. We have ~2.5 seconds for this thing and we can't use the player ship. It should be relative simple to keep setup costs/time low and the displayed stuff must work for different types of stations and playerships.
A interesting (and challenging) approach could be to use a plain quad and do all shiny things via textures + shader. This would also allow more advanced techniques and keeps the implementation simple - although the different view_positions can't be handled yet - hmm.
A interesting (and challenging) approach could be to use a plain quad and do all shiny things via textures + shader. This would also allow more advanced techniques and keeps the implementation simple - although the different view_positions can't be handled yet - hmm.
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Re: Docking/UnDocking Effect Alteration?
Even a basic animation showing metal walls and intermittent strip-lighting going by would be a huge improvement - maybe (if there's time) with a big set of interlocking doors opening ... I'd prefer if it didn't show the player ship from the outside, though: I think whatever is shown should be from the cockpit point of view.
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Re: Docking/UnDocking Effect Alteration?
I second Disembodied's thoughts..
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
Re: Docking/UnDocking Effect Alteration?
That's exactly what the docking effect for the Aquarian HQ is. But something like that used more generally risks a mismatch between what you see during docking and launch with what is actually visible on the station model itself when you approach.
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Re: Docking/UnDocking Effect Alteration?
True ... is there a possibility to allow stations to define custom docking sequence animations? So - to pick an entirely random example - some evil piece of Bug technology into which one might have to effect an uninvited ingress, say, could show the player, on docking, a set of lurid green ribbed walls and sinister shadowy shapes, or somesuch ...Thargoid wrote:That's exactly what the docking effect for the Aquarian HQ is. But something like that used more generally risks a mismatch between what you see during docking and launch with what is actually visible on the station model itself when you approach.
Re: Docking/UnDocking Effect Alteration?
Difficult, isn't it?
Custom sequences should be possible, showing the playership is not possible.Disembodied wrote:True ... is there a possibility to allow stations to define custom docking sequence animations? So - to pick an entirely random example - some evil piece of Bug technology into which one might have to effect an uninvited egress, say, could show the player, on docking, a set of lurid green ribbed walls and sinister shadowy shapes, or somesuch ...Thargoid wrote:That's exactly what the docking effect for the Aquarian HQ is. But something like that used more generally risks a mismatch between what you see during docking and launch with what is actually visible on the station model itself when you approach.
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Re: Docking/UnDocking Effect Alteration?
That's fine by me...Svengali wrote:... showing the playership is not possible.
... agreed!Disembodied wrote:I think whatever is shown should be from the cockpit point of view.
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 any survivors, their debts I will certainly pay. There's always a way!