Since all the new light and material changes were put into 1.90, rock hermits, asteroids, boulders and splinters seem a bit too "bright". This screenshot tells the story (top row is a rock hermit and asteroid, bottom row is boulder and splinter)
I think they should be closer to this:
What do others think? Are you seeing the same effect on your machines?
If you want to play around with the changes I'm suggesting, you can take this code and put it into a "shipdata-overrides.plist" file:
Code: Select all
{
"oolite_template_asteroid" = {
materials = {
"oolite_asteroid_diffuse.png" = {
gloss = 0.1;
diffuse_color = (0.2, 0.2, 0.2, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
};
};
};
"oolite_template_asteroid_alt" = {
materials = {
"oolite_alt_asteroid_diffuse.png" = {
gloss = 0.1;
diffuse_color = (0.2, 0.2, 0.2, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
};
};
};
"oolite_template_boulder" = {
materials = {
"oolite_boulder_diffuse.png" = {
gloss = 0.1;
diffuse_color = (0.2, 0.2, 0.2, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
};
};
};
"oolite_template_boulder_alt" = {
materials = {
"oolite_alt_boulder_diffuse.png" = {
gloss = 0.1;
diffuse_color = (0.2, 0.2, 0.2, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
};
};
};
"oolite_template_splinter" = {
materials = {
"oolite_splinter_diffuse.png" = {
gloss = 0.1;
diffuse_color = (0.2, 0.2, 0.2, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
};
};
};
"oolite_template_rock-hermit" = {
materials = {
"oolite_rock_hermit_diffuse.png" = {
gloss = 0.4;
diffuse_color = (0.4, 0.4, 0.4, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
emission_map =
{
name = "oolite_rock_hermit_diffuse.png";
extract_channel = "a";
};
emission_modulate_color = (0.9520, 0.9630, 0.8824);
};
};
};
"oolite_rock_hermit_rock" = {
materials = {
"oolite_rock_hermit_rock_diffuse.png" = {
gloss = 0.4;
diffuse_color = (0.4, 0.4, 0.4, 1.0);
specular_color = (0.0, 0.0, 0.0, 1.0);
};
};
};
}