Screenshots

General discussion for players of Oolite.

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xfury
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Re: Screenshots

Post by xfury »

Oh wait... you were spot on I found PA groove do dat inside Target reticule thingymibob he he!
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Cody
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Re: Screenshots

Post by Cody »

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!
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Tricky
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Re: Screenshots

Post by Tricky »

xfury wrote:
Gimi wrote:
Please post your latest log. I suspect that you may have a hidden oxp somewhere (OXP inside another OXP folder).
erm.... how do I do that? :oops:
Oolite FAQ - Diagnosing Problems

Locate your log file using the above FAQ and copy and paste between [ code ] tags. Click "Code" above the message body and paste the log in between [ code ] [ /code ].

Edit: Ninja'd by Cody.
2nd Edit: Ninja'd by you. :D
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Gimi
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Re: Screenshots

Post by Gimi »

xfury wrote:
Oh wait... you were spot on I found PA groove do dat inside Target reticule thingymibob he he!
All sorted then, or?

Good idea to read through the diagnosing problems FAQ anyway. It's also not a bad idea to have a look at the logs. They are quite useful sometimes, and will quickly give some understanding of how to do a little bit of trouble shooting yourself.
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xfury
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Re: Screenshots

Post by xfury »

Yes, I am sure its all sorted now guys so thanks for your help. I also learned how to find the latest log entry and how to deal with it. Excellent! :)
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Zieman
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Re: Screenshots

Post by Zieman »

Testing normalmaps & emissionmaps on [wiki]Deepspace_Ships[/wiki] (click on the piccie to see it bigger, then on the bigger pic to see it full size):
Image
Working pretty well, methinks. :wink:
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Tichy
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Re: Screenshots

Post by Tichy »

Zieman wrote:
Testing normalmaps & emissionmaps on [wiki]Deepspace_Ships[/wiki] (click on the piccie to see it bigger, then on the bigger pic to see it full size):

Working pretty well, methinks. :wink:
Very nice!! :)
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Re: Screenshots

Post by Svengali »

Nice work, Zieman .-)
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Re: Screenshots

Post by Cody »

A pic of the new [EliteWiki] BGS launch/docking effect - those doors at the end of the slot open sweetly:

Image
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!
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Re: Screenshots

Post by JD »

That looks absolutely fantastic. Although, aren't the two docking bay numbers that face outwards the wrong way round? They appear to be a mirror image of 01.
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Re: Screenshots

Post by Svengali »

JD wrote:
That looks absolutely fantastic. Although, aren't the two docking bay numbers that face outwards the wrong way round? They appear to be a mirror image of 01.
Yes, it's mirrored - the shader uses abs(atan(y,x)). This way artists don't have to care that much for seamless textures.

The texture in BGS uses a baked in bumpmap and lighting to get a little bit depth, but the effect itself is just a plain projection onto a square stretched to fullscreen. It is based on Adrian Boeings explanation Tunnel effect explained in WebGL with some small modifications.
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Re: Screenshots

Post by Griff »

:shock: woah that docking tunnel effect is stunning! fantastic work! The hyperspace effect blows my mind too, I love how you can see your destination system at the end of the tunnel, looks especially awesome when you can see the planet there too!
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spara
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Re: Screenshots

Post by spara »

Here is a shot of a space bar with a higher resolution rock texture, normal map & custom shader taken from Griff's all-in-1 pack. Featured in the upcoming RandomHits update. :mrgreen:
Image
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Diziet Sma
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Re: Screenshots

Post by Diziet Sma »

Nice! 8)
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Re: Screenshots

Post by pagroove »

Very good! Looks fab :D
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