[solved]Hermit rocks not correctly illumanited

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commander_STyx2909
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[solved]Hermit rocks not correctly illumanited

Post by commander_STyx2909 »

There is a glitch in the Config of Hermit rocks, meaning light source is not behaving as it should. It has been my quickest fix ever and first OXP. :mrgreen:

Edit: this is strange, because in the Coriolis station Config, it says:
"oolite_coriolis_faceplate_diffuse.png" =
{
gloss = 0.55;
specular_color = (0.25, 0.25, 0.25); // Applies when specular map is not used (no shaders)
shininess = 42;

:shock:
Why would Hermit rock considered without shader? and why would a change fix it... :?

The fix should be included in next release. Here are the changes:

Code: Select all

specular_color = (0.3, 0.3, 0.3, 1.0);
shininess = 29; 
instead of:

Code: Select all

specular_color = (0.25, 0.25, 0.25);
shininess = 42;
Tested and approved. (I need to setup and account to post pics... next year! :lol: )

As long as fixes are as easy as this one, you can count on me. :wink:

Awaiting info to provide OXP to someone until next release.

Happy new year everyone! Fly safe! :mrgreen:
Last edited by commander_STyx2909 on Thu Dec 31, 2020 10:02 pm, edited 3 times in total.
Asus K61ic, 4Gb RAM, Nvidia GT220M (1Gb VRAM), OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 340.108").
Ubuntu 20.06. :mrgreen:
commander_STyx2909
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Re: Hermit rocks not correctly illumanited

Post by commander_STyx2909 »

Fixed:
Image

Unfixed:
Image
Asus K61ic, 4Gb RAM, Nvidia GT220M (1Gb VRAM), OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 340.108").
Ubuntu 20.06. :mrgreen:
another_commander
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Re: Hermit rocks not correctly illumanited

Post by another_commander »

Just a few comments to clear up a few possible misconceptions:
1. The shininess parameter is not used by the engine at all. It can only be used if you edit the shaders manually and activate the Blinn-Phong specular loght model instead of the currently used GGX. So any value you assign to shininess is irrelevant to the result.

2. The specular color is not related to the behaviour of the light source. It is a property of the material itself.

3. This is not really a bug. The difference in specular color is really negligible and I am not sure why it results in hermits looking that different to asteroids in your shot. In any case, having the hermit looking slightly different to an asteroid is intentional.

4. specular_color is used only when there is no specular map utilized. If a specular map is in use, then it means that i) shaders are in use and ii) specular_color is ignored, That's what the comment means. In the unmodified core game specular_color is used because there are no specular maps packaged with the assets.
commander_STyx2909
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Re: Hermit rocks not correctly illumanited

Post by commander_STyx2909 »

Thanks for your input.
Just tested with only 2 OXPs, illumination is correct without fix, so one of the 111 mods I am using is causing a problem. Sigh.

But, well, I have nothing better to do so...

Aside this point, running the DebugConsole on Linux is a pain.
Asus K61ic, 4Gb RAM, Nvidia GT220M (1Gb VRAM), OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 340.108").
Ubuntu 20.06. :mrgreen:
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Re: Hermit rocks not correctly illumanited

Post by commander_STyx2909 »

Culprit was an unused OXP: oolite.oxp.ZygoUgo.Asteroids_resources.
Asus K61ic, 4Gb RAM, Nvidia GT220M (1Gb VRAM), OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 340.108").
Ubuntu 20.06. :mrgreen:
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Re: [solved]Hermit rocks not correctly illumanited

Post by commander_STyx2909 »

But I don't understand the connection with the problem as it has no relation with the Hermit Rock...
Could be related to the low VRAM of my graphic board?
Asus K61ic, 4Gb RAM, Nvidia GT220M (1Gb VRAM), OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 340.108").
Ubuntu 20.06. :mrgreen:
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