Textured planets experiment - discussion here

News and discussion of the PC port of Oolite.

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LittleBear
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Post by LittleBear »

Suprised at the trouble people are having!

I just downloaded and unzipped. Then moved the new oolite.exe to Oolite.app and said yes when windows asked if I wanted to replace the existing .exe.

I didn't mess about with batch files and running from the normal Oolite Icon on Desktop gave me the planets! :?
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Post by dajt »

Yes, the normal icon in the start menu runs the batch file.
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Post by TGHC »

YeeeeeHaaaaa, thanks guys got there in the end, It looks fantastic,
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Post by Dr. Nil »

Ok that was a silly mistake.

A more serious issue is that it' moves the image for my custom HUD to a different place and lowers the bit depth of the image too (making ugly jagged edges of what used to be antialiased and somewhat smooth).

I'm back to the earlier version of textured planets for the time being (it hasn't caused me any noticeable trouble yet).
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Post by dajt »

I can't think why... that code hasn't been touched (by me). It could be something in the trunk has changed - the TP6 exe is based on the very latest code in the in SVN repository.

If you don't care that planets added via addPlanet don't get their textures, and don't want to use oos scripts (which no-one does) then you're not missing anything using the old exe.
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Post by DaddyHoggy »

@dajt - is oos scripts your mod so that oxps can be scripted in javascript? If so, then some of us are interested! Just lacking time (12 weeks before baby is due and two bedrooms still to redecorate!)
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Post by Dr. Nil »

dajt wrote:
I can't think why... that code hasn't been touched (by me). It could be something in the trunk has changed - the TP6 exe is based on the very latest code in the in SVN repository.

If you don't care that planets added via addPlanet don't get their textures, and don't want to use oos scripts (which no-one does) then you're not missing anything using the old exe.
Perhaps something was supposed to be changed on the Mac only to get rid of earlier problems with HUDs not being cross platform compatible? I remember reading about this problem in older posts.

I'd guess it to be a fault with this exe since the earlier version of textured planets and the trunk exe I've been running didn't warp my HUD or lower it's bit depth. Have you tested it with any oxp HUD which involves image files? E.g. Dr. HUD. Could this problem be down to more libraries missing in the trimmed down version? just guessing since I don't know anything about it except that my HUD image becomes misplaced and has a lot less colors.

@DaddyHoggy: Best of wishes and good luck with the coming family increase :)
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Post by dajt »

@ DaddyHoggy - no, oos scripts are just normal plist/xml scripts written in a much more compact form. They are translated into the normal format when they are loaded.

@ Dr Nil - no missing libs. I don't use custom HUDs so never checked it. Your explanation regarding the Mac HUD problems sounds plausible. Sorry, I have no plan to look into this right now.
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Post by Dr. Nil »

I'm very happy and thankful that any development is happening at all. The Java idea is very good, and I'd love to see more variables exposed.

But does this HUD problem mean that the Java branch also might reintroduce the cross platform incompatibility of oxp's containing HUDs and that any HUDs made for the game so far have to be redone to work with the Java branch and that new HUDs would have to be made in several versions? That would IMO be a drawback. Mostly for Mac users though, since it would probably just end up with HUDs mostly being released for PC only.

As long as nobody else has reported this error, it could of course be that it has only happened to me (due to my current, unreleased experiments with multiple image files in the HUD).
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Post by dajt »

Various people have requested texures for the suns. I am playing around with this, on and off. Here is a sample rendering of a sun texture.

There is no atmosphere and no sunspots yet. As LB hinted near the beginning of the thread they could be done similarly to how the clouds are done.

Nor is the sun texture animated. This texture took maybe 10 seconds to generate so there is obviously work to be done in tweaking the parameters to get an acceptable texture in an acceptable time, and no way animation is going to happen unless I discover something extraordinary.

The article I read on Perlin noise last night said a 3D block of texture was generated and I was thinking I could generate that, then take slices through it for each animation frame, but using libnoise doesn't seem to work quite like that (even though it says the Perlin noise generator does generate 3D noise).

The flare around the sun is one of the ones you can download for Celestia.
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Post by DaddyHoggy »

dajt - that's stunning - all my fingers and toes are now crossed so that you work out a way of making this work in real time....
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Post by TGHC »

Oh yes, I like, I like a lot! Hope you can make it work.

What with textured planets and all these new highly detailed ships, Oolite is visually orgasmic in comparison to the old wireframes.
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Post by Captain Hesperus »

TGHC wrote:
Oh yes, I like, I like a lot! Hope you can make it work.

What with textured planets and all these new highly detailed ships, Oolite is visually orgasmic in comparison to the old wireframes.
At this rate, Braben is going to have to pull some serious stunts to make Elite IV more attractive to me than Oolite.

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Post by Dr. Nil »

dajt wrote:
Here is a sample rendering of a sun texture.
Animated or not - that sun looks really good. I hope that the render time gets a bit shorter, but I don't mind hanging 3-4 seconds extra in witchspace if that's the price for getting suns like that.
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Post by Killer Wolf »

why's it take so long for the texture generation, just out of interest? aren't the planets/suns textured the same as the ships are?
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