I have a question regarding excluding systems using OXP Config: Am I able to choose different systems (planets), other than Diso, Lave, and Tianve? Also, is the max number of exclusions set at three? I need a little help at my age.
I like System Redux but there is not enough variety IMO. I had in mind to do a little texturing of my favourite worlds in Chart 1.
I have a question regarding excluding systems using OXP Config: Am I able to choose different systems (planets), other than Diso, Lave, and Tianve? Also, is the max number of exclusions set at three? I need a little help at my age.
You'll have to change the SR script to get more. Let's say you want to get three more exclusions (G0 33, G0 55, G1, 99).
Change in oxpcSettings
The script in SR uses a bitmask to enable/disable specific entries. This can be a single system or a collection of systems. OXPConfig grabs this integer (defined in .oxpcSettings EInt0) and acts as interface, so the user can change it in the game. The Max value just tells how many entries are available. See [wiki]OXPConfig_Doc[/wiki] for more infos.
This is the original code by Kaks and CaptKev. The values are bitmasks in hexadecimal notation for every system, ordered by ID. The script does some bitshifting to get the values for mainPlanet, moons and secondary planets.
E.g. for the mainPlanet it uses (((n & 0xFF000) >> 12) + 1)
or translated: take the value n (e.g. 0x21A5), apply bitwise AND 0xFF000 (to get rid of 0x1A5, resulting in 0x2000) and shift 12 bits to the right (resulting in 0x2), then add 1.
Result is 3 which gets used to build the texture name.
take the value n (e.g. 0x21A5), apply bitwise AND 0xFF000 (to get rid of 0x1A5, resulting in 0x2000) and shift 12 bits to the right (resulting in 0x2), then add 1. Result is 3 which gets used to build the texture name.
Okay, I see how it works. In your example the 2 in 0x21A5 is the bit for texturing the home planet. I also understand that the range of values (0 to F) results in SR's 16 unique textures. But, if the right shift value was less than 12, the script could be modified to use more textures. What would the shift argument need to be to result in 0x20?
I have done my own textures for System Redux and am interested in a 64 planet coded version that's compatible with Oolite 1.77.
So if Capt Kev, Kaks or anyone with some coding knowledge (i possess none) could provide the code to enable this, i could quickly flesh out a 64 random home-planet (and 32 moons and planets) version featuring Gas Giants, Terran-type worlds and cratered planets and moons.
I already tried this with some code Capt Kev posted some time ago....it no longer seems to work in Oolite 1.77 BUT i've done about 65% of the planetary textures necessary.
I'll post a link here to a small selection in a slide-show