Screenshots
Moderators: winston, another_commander
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Screenshots
That's a nice grungy texture you've made on that one cbr! whatever planet they landed on earlier, the weather really wore out the paint!
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
Re: Screenshots
^^^^^^^^^^
The owners of this dirt runner were the first to receive their new adder in this system,
fortunate we captured some station footage before the first couple of planetfalls...
The owners of this dirt runner were the first to receive their new adder in this system,
fortunate we captured some station footage before the first couple of planetfalls...
- Killer Wolf
- ---- E L I T E ----
- Posts: 2278
- Joined: Tue Jan 02, 2007 12:38 pm
Re: Screenshots
that looks fricking amazing.
Re: Screenshots
Is there a (shipdata) variable with which I can reduce the amount of influence an emission or illumination map has?
Other than editing the bitmap...
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Screenshots
you can reduce the brightness of the illumintaion/ emmsion? if use one of the modulelate_color "material specifier" settings with numbers lower that 1.0 to dim the final result, or push it towards another colour:
https://wiki.alioth.net/index.php/Mater ... specifiers
emission_modulate_color
illumination_modulate_color
here's an example from an oxp where i'm using emission_modulate_color to reduce the brightness of the emmission map by modulating it with 0.5 for all the RGB values, lower numbers would dim it further, anything higher that 1.0 seems to remove the effect completely as far as i can see rather than incresing it's brightness
https://wiki.alioth.net/index.php/Mater ... specifiers
emission_modulate_color
illumination_modulate_color
here's an example from an oxp where i'm using emission_modulate_color to reduce the brightness of the emmission map by modulating it with 0.5 for all the RGB values, lower numbers would dim it further, anything higher that 1.0 seems to remove the effect completely as far as i can see rather than incresing it's brightness
Code: Select all
materials =
{
"Hull" =
{
diffuse_map = "griff_HP_Cobramk1_alt2_diffuse.png";
gloss = 1.0;
specular_color = (0.2, 0.2, 0.2);
shininess = 42;
normal_map = "griff_HP_Cobramk1_alt2_normal.png";
specular_map = "griff_HP_Cobramk1_alt2_specgloss.png";
emission_map = "griff_HP_Cobramk1_glowmap.png";
emission_modulate_color = (0.5, 0.5, 0.5);
};
};
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Screenshots
You can actually use numbers higher than 1.0 for *_modulate_color, see how we are using it for the default Coriolis external lights effects in the current 1.91 shipdata.plist:Griff wrote: ↑Tue Dec 26, 2023 8:19 pmhere's an example from an oxp where i'm using emission_modulate_color to reduce the brightness of the emmission map by modulating it with 0.5 for all the RGB values, lower numbers would dim it further, anything higher that 1.0 seems to remove the effect completely as far as i can see rather than incresing it's brightness
Code: Select all
emission_modulate_color = {red=6750.9520; green=6780.9630; blue=3280.8824;};
One would easily proclaim here: WTF is this and who thought it would be a good idea to design it this way? Well, this goes back to the very old days of the game, when all colors were strictly defined within the 8-bit color space. At some point we set ourselves free from that restriction, but changing the way colors are read would break a bunch of existing OXPs, so we had to stick to what we already had and just use the method described above to make use of the extended color range available to us.
Re: Screenshots
Thanks!
modulate_color (0.95,0.95,0.95) vs modulate_color (0.25,0.25,0.25)
modulate_color (0.95,0.95,0.95) vs modulate_color (0.25,0.25,0.25)
Re: Screenshots
From the witchpoint
From the station
Giant amongst Giants, great theming!
Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544
From the station
Giant amongst Giants, great theming!
Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544
- Cholmondely
- Archivist
- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Screenshots
cbr: is there any chance you could post a screen shot of KW's docking bay? It is quite phenomenal - and your skills here far outweigh mine. Unless you think that it is better to let people experience it for themselves.cbr wrote: ↑Fri Dec 29, 2023 12:26 pmFrom the station
Giant amongst Giants, great theming!
Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Screenshots
I have a nice set of screenshots from a visit to the station, jaw dropping entrance for a station that size...Cholmondely wrote: ↑Sat Dec 30, 2023 5:16 pm
cbr: is there any chance you could post a screen shot of KW's docking bay? It is quite phenomenal
A great incentive for visiting Cebior!
Hmmm... let's see...Cholmondely wrote: ↑Sat Dec 30, 2023 5:16 pm
Unless you think that it is better to let people experience it for themselves.
- hiran
- Theorethicist
- Posts: 2403
- Joined: Fri Mar 26, 2021 1:39 pm
- Location: a parallel world I created for myself. Some call it a singularity...
Re: Screenshots
That last 'find it here: <url>' is giving me an idea...cbr wrote: ↑Fri Dec 29, 2023 12:26 pmFrom the witchpoint
From the station
Giant amongst Giants, great theming!
Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544
How about introducing a URL that can describe a location in Ooniverse? Something that is registered to be opened with Oolite, then gives galaxy number, star system and coordinates for intrastellar space (and something similar for interstellar space)?
We need two functions then: One to grab the current location and a command line parameter to pass it into Oolite to load that URL. Maybe in-game access to the clipboard to read the URL from there?
Sunshine - Moonlight - Good Times - Oolite
- Cholmondely
- Archivist
- Posts: 5364
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Screenshots
Have you been there yet? Have you docked? Do it!!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- hiran
- Theorethicist
- Posts: 2403
- Joined: Fri Mar 26, 2021 1:39 pm
- Location: a parallel world I created for myself. Some call it a singularity...
Re: Screenshots
This dumb pilot seems stuck in G1. I just complemented how to operate the Galactic Hyperdrive but despite the fact that I have the Galactic Hyperdrive in my ship it does not show up when priming equipment.
Thus I don't know how to go to G2 and finally end up in the star system of choice. What can be the cause for the equipment to not be primeable?
Sunshine - Moonlight - Good Times - Oolite