Screenshots

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Pluisje
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Re: Screenshots

Post by Pluisje »

Getafix wrote:
@phkb My eyes are drooling! 8)

EDIT: Are these original or processed? They have a ComicBook-like feeling.
They have 8-bit colour depth instead of the normal 24-bit. That explains the pixelisation effect. Still looks cool though.
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phkb
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Re: Screenshots

Post by phkb »

Well, it wasn't an intentional processing! :oops: The only thing I did was reduce the dimension of the image from the original 1600x900 to 900x506 so the BB would display them. I guess I must've missed the colour depth change when I clicked "save".

If I get time I'll resave them as 24bit and if there's a noticeable difference I'll update the pics.

[Edit] OK, 24-bit images have been saved and replace the originals in the prior post. Note to self: make sure to select 24bit when saving images.
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Re: Screenshots

Post by another_commander »

Image
Image
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CaptSolo
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Re: Screenshots

Post by CaptSolo »

Oolite-o-rrrific images, A_C. Is that Griff's Prototype Boa in the first image? I've never installed that OXP.
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Re: Screenshots

Post by another_commander »

Yep, Griff Boa prototype on the first image, Griff Griffin on the second.

Full size images here: https://i.imgsafe.org/5363cce5a2.png and https://i.imgsafe.org/5369212562.png
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Re: Screenshots

Post by Cody »

That looks like Sobeer - and I still ain't sure about atmospheres on gas giants.
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 Astrobe »

It looks good on phkb's but less so here imho. Right sun colour or wrong air_colour? Our sky is blue because our atmosphere scatters the blue wavelength and our sun emits the blue wavelength.
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Re: Screenshots

Post by another_commander »

All atmospheres in the current implementation are biased towards blue because that is the sky color we get when diving close to the surface. If and when at some point alternative sky colors are implemented, we can consider adjusting the atmosphere effect to match.
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Re: Screenshots

Post by Cody »

Raormaor decided me - I've disabled atmospheres on all 191 Povray gas giants.
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 Redspear »

Something I've wanted for years...

Image

Never mind the planet, notice the target model being displayed on the HUD.
Norby's Telescope showed it could be done but luckily for me the latest version of that oxp makes it easy.

The rest was extensive HUD tweakery which, although not finished, should be enough to illustrate the idea.
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spara
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Re: Screenshots

Post by spara »

Awesome Redspear! Looks like I need to take a peek at Telescope :D.
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Rxke
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Re: Screenshots

Post by Rxke »

Wow, that is neat!
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Re: Screenshots

Post by Diziet Sma »

Rxke wrote:
Wow, that is neat!
Seconded!

(Thirded?)
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
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spara
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Re: Screenshots

Post by spara »

Shame, you still have to duplicate details from shipdata.plist to effectdata.plist :( . Granted it works, but it's a helluva lot of work and needs to be updated for every new object. Which nowadays happens a bit rarely though.

A way to dynamically create effectdata from shipdata on the fly would be quite awesome.
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Re: Screenshots

Post by Redspear »

spara wrote:
Shame, you still have to duplicate details from shipdata.plist to effectdata.plist :( . Granted it works, but it's a helluva lot of work and needs to be updated for every new object.
Of course, it's a fudge but once it's done...

There are some other issues too, like lighting and trying to place a background behind it.
I could tweak the effectsdata models to be more shiny (doesn't solve ambient lighting isues) or even change their textures to resemble green (or whichever) wireframes (without all the 'fiddly bits').
spara wrote:
A way to dynamically create effectdata from shipdata on the fly would be quite awesome.
Absolutely :)
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