planettool -i cubex input.png -o cubex output.png --size <as-per-input>
There is probably a special case for cube to cubex and the reverse transform where rotation is 0,0,0 ; this could be done pixel perfect rather than with a sampler.
Moderators: winston, another_commander
planettool -i cubex input.png -o cubex output.png --size <as-per-input>
hiran wrote: ↑Sun Feb 19, 2023 8:25 pmThis addon plus maybe the planetfall (is that the one allowing to land on planets) might be a nice combination.
But it would just make it possible to go down on a planet, which in closeup just looks like docking a space station. You enter a glidepath, after that you can trade and launch again.
Old Starflight had some more thrills when landing on different star's planets, and somehow that model might get included in a future version of Oolite (if there ever is a future version). Are there some Starflight pilots out there?
When you landed on a planet, you could choose the coordinates to visit. The game would not only have unique planets and positions, it would even remember that you landed/scavenged an area. And you would see even a wrecked rover where you ran out of energy on a previous trip.Cholmondely wrote: ↑Mon Feb 20, 2023 4:56 pmWhich elements would you wish to include?
I had a stab: https://archive.org/details/msdos_Starflight_1986 - but spent forever equipping my ship/crew!
The first, planet landing, sounds like something for the additional planets in a system, then. Not the inhabited main planet.hiran wrote: ↑Wed Feb 22, 2023 8:52 pmWhen you landed on a planet, you could choose the coordinates to visit. The game would not only have unique planets and positions, it would even remember that you landed/scavenged an area. And you would see even a wrecked rover where you ran out of energy on a previous trip.Cholmondely wrote: ↑Mon Feb 20, 2023 4:56 pmWhich elements would you wish to include?
I had a stab: https://archive.org/details/msdos_Starflight_1986 - but spent forever equipping my ship/crew!
Do not ask me where all that data was stored - the game just came on 720 kB.
Also the different encounters in space had so much more conversation with alien races. Despite the primitive graphics the plot was a lot more complex than simple shoot to kill.
Yep, these two elements would be a nice addon for Oolite.
This might be done slightly different:Cholmondely wrote: ↑Fri Feb 24, 2023 6:47 amThe first, planet landing, sounds like something for the additional planets in a system, then. Not the inhabited main planet.hiran wrote: ↑Wed Feb 22, 2023 8:52 pmWhen you landed on a planet, you could choose the coordinates to visit. The game would not only have unique planets and positions, it would even remember that you landed/scavenged an area. And you would see even a wrecked rover where you ran out of energy on a previous trip.
Do not ask me where all that data was stored - the game just came on 720 kB.
Also the different encounters in space had so much more conversation with alien races. Despite the primitive graphics the plot was a lot more complex than simple shoot to kill.
Yep, these two elements would be a nice addon for Oolite.
With the way that the Oolite planet textures work, I wonder if it is possible, and if it were, how realistic it would be (just flat 2D OXP'ed textures - all the additional planets have these 2D OXP'ed textures, and they often seem to "flop" detail-wise when up too close). From what I saw on the YouTube (my own game never got far enough) there were no impassable rivers or mountains or anything like that. Do the lakes work as barriers? Cody was telling me that the vanilla game (procedural) main planets have 3D texture elements, but I've never tried landing on one.
At the moment, I doubt that what we have would look much good. And I think that when you touch the planet surface, you explode. If I am correct, Thargoid's PlanetFall OXP solves this by creating an invisible space-station dock just above the planet surface which you dock inside. And then transfers you magically into low orbit when you launch. So this might need tweaking the Vanilla game code to prevent the explosion and allow one to roam over the surface. But it would also need a heck of a lot of work to produce a workable planet surface.
So there would be at least three elements needing work: Vanilla game code, the OXP itself, and a functioning planet texture.
Having looked at a free clone of Starflight it might even be feasible to make the two projects work together. Oolite for interstellar travel while Starflight for planetary EVAs. In that case just interface code would have to be created and the projects could benefit from each other.Cholmondely wrote: ↑Fri Feb 24, 2023 6:47 amWhy not try it yourself? Install PlanetFall and experiment with each of the texture packs varieties and try landing/flying close up on a vanilla game planet, an "Additional planet", a "Povray Planet" and a "FPO Planet". (If you've not tried, you need a gentle angle and a speed of 100km or just under when you get close to the surface (5km?)). You can then see if anything of what we have might do the job!
I came across that page. Have a look at the video in the bottom - it gives you a glimpse of what conversations with aliens might be looking like.Cholmondely wrote: ↑Fri Feb 24, 2023 6:47 amThe second, aliens, sounds much easier to oxp, personally speaking (but I've not seen what happens in Starflight yet). But! Since neither of us are exactly Javascript experts, we would need to bamboozle somebody else into doing all the hard work. Unless you are desperate to start on a new career
By the way, Hiran, did you come across this: https://bravearmy.com/starflight/2019/0 ... ships-log/
I believe the library.oxp contains a demo in which planets/moon/ships can be manipulated to perform scripted movements...