Different colors for engine plumes

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pagroove
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Different colors for engine plumes

Post by pagroove »

I like the blue plumes but is it an idea to introduce yellow, white and red plumes? Purple is the still the injector color. Don't know if its doable. But it would be nice for some variation.
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Re: Different colors for engine plumes

Post by pagroove »

nobody? :roll:
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Re: Different colors for engine plumes

Post by JazHaz »

If you could get different engines, then maybe, but I don't see the need currently?
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Re: Different colors for engine plumes

Post by cim »

Sorry, missed this one. Changing the baseline colour RGBA(0.7, 0.9, 1.0, 0.9) is easy enough to add, but the exhaust functions define various transformations on that colour depending on the distance from the exhaust origin, the speed travelled at relative to maxspeed [1], random numbers, and the ship's damage levels, so any major changes to the baseline would probably give very odd results.

Baseline is set on line 114 of OOExhaustPlumeEntity.m if anyone wants to try a different colour to see what happens.

[1] There is no "injector" or "torus" colour defined, as such - it's just the results of applying the defined transformations to the baseline colour as speed/maxSpeed exceeds 1.
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Re: Different colors for engine plumes

Post by DaddyHoggy »

pagroove wrote:
I like the blue plumes but is it an idea to introduce yellow, white and red plumes? Purple is the still the injector color. Don't know if its doable. But it would be nice for some variation.
I think I suggested this a long time ago - when Thargoid first introduced his fuel stations I suggested the concept of that different fuel companies (possibly used by the race teams (another OXP that didn't go anywhere after Capt. Hesperus disappeared)) could colour their fuels relative to their logo colours (as additional brand advertising and/or to show that the fuel was more efficient say in injector mode (which lead to a whole new set of suggestions about tweaking Injector burn speed based on more expensive fuels - which was another suggestion))
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Re: Different colors for engine plumes

Post by another_commander »

Exhaust emissive colors on a per-ship basis are now possible on the dev versions, following git commit d5e274aee7. As cim has already mentioned, not all colors are ideal for exhausts; some like pure red are less spectacular than what we are used to and others fluctuate a bit as a result of the transformations applied during the exhaust plume rendering. Having said that, I think the overall effect is not bad at all.

The shipdata key exhaust_emissive_color is used to set the desired exhaust color on the desired ship types. The definition of the color is similar to that of laser color, i.e. it can be an RGBA array or a string like "orangeColor". The default standard exhaust color is used when this key is not found in the shipdata entries. Some screenies of what it looks like:
Image
Image
Image

Unfortunately, until we sort out the nightly builds system so that it generates nightlies from github instead of svn, the only way to test a binary with this change is to build from source from the github repository.
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Re: Different colors for engine plumes

Post by DaddyHoggy »

Looks really good!! Well done all!
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Re: Different colors for engine plumes

Post by Cody »

another_commander wrote:
... until we sort out the nightly builds system so that it generates nightlies from github instead of svn, the only way to test a binary with this change is to build from source from the github repository.
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Re: Different colors for engine plumes

Post by Griff »

Oh wow, that looks awesome A_C! :D
You could tweak the engine glow colours in that cobraIII's fragment shader too so they are also a bit more orange/yellow! these are the lines, just change the numbers in the vec3 (they stand for the red, green, blue colour values).

Code: Select all

// Cyan color exhaust glow effect
   vec3 cyanGlow(float level)
   {
      vec3 result;
      result.rgb = vec3(0.2, 0.7, 0.9) * level * 1.5;
      return result;
   }     
     
// Red/Orange color heated metal effect
   vec3 redGlow(float level)
   {
      vec3 result;
      result.rgb = vec3(1.5, 0.55, 0.2) * level * 1.3;
      return result;
   }
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Re: Different colors for engine plumes

Post by pagroove »

This is great!.

You can now faithfully reproduce box art as seen here (with yellow engine plumes)

http://spong.com/game/covers-box-art/11 ... des/259015

Thank you for including this suggestion. It might seem like a little thing but variation in colors are a big influence on immersion.
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Re: Different colors for engine plumes

Post by pagroove »

Now someone's come up with a drive oxp. The plumes begin blue but when your drive ages slowly changes to yellow and then orange. :wink:
Last edited by pagroove on Sun Jul 14, 2013 12:52 pm, edited 1 time in total.
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Re: Different colors for engine plumes

Post by JazHaz »

pagroove wrote:
Now someone's come up with a drive oxp. The plumes begin blue but when your drive anges slowly changes to yellow and then orange. :wink:
Really? That would be good!
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Re: Different colors for engine plumes

Post by another_commander »

The exhaust color is now accessible and settable also from JS via the ship read/write property exhaustEmissivecolor, as of git commit 185ea13e56.
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Re: Different colors for engine plumes

Post by JensAyton »

Griff wrote:
You could tweak the engine glow colours in that cobraIII's fragment shader too so they are also a bit more orange/yellow!
another_commander wrote:
The exhaust color is now accessible and settable also from JS via the ship read/write property exhaustEmissivecolor, as of git commit 185ea13e56.
Feature request: shader binding. :-)
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Re: Different colors for engine plumes

Post by Diziet Sma »

another_commander wrote:
... until we sort out the nightly builds system so that it generates nightlies from github instead of svn
Shouldn't be too hard to set up, seeing as how github still allows you to check out source using SVN.

In the meantime, which github branch should we mere mortals be building from? Maintenance/1.77 or Master? I've currently checked out Master, which has all the branches, plus trunk. SVN now reports it has checked out r4991, which can't be right.. The new arrangement is a tad confusing. An overview of building from Github would be a helpful thing to have, too.
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