thanks Ahruman for fixing the bug in the shaders part of the .plist, that was me carelessly copying & pasting from another .oxp, i didn't even notice that uTimeOffset wasn't in any of the shaders.
hmm, about the docking bay shader - well i don't know what i'm doing there myself, i just started with one of your griff_krait shaders and began deleting stuff out of it until all the specularity effects and error messages stopped appearing! i didn't even realise it was inheriting colour from Light1 - i suppose this is going to be a problem with all the floodlights on the outside of the building too as they are using the same glow technique by adding the alpha channel texture to the diffuse.
anyway, i've changed the dockingbay shader to this now - something very similar to your animated neon shader but without the animated part!
Code: Select all
// Information from Oolite.
uniform sampler2D tex0; // Difuse map
void main(void)
{
// Load texture data
vec2 texCoord = gl_TexCoord[0].st;
vec4 colorMap = texture2D(tex0, texCoord);
vec4 color = colorMap;
gl_FragColor = vec4(color.rgb, 1.0);
}
Not sure what to do about the sloar panel, i mean because the station rotates at a terrifying speed the solar panel doesn't even point at the sun most of the time! how would it generate electricity? the lights on the station would be flickering on & off like the strobes at some illegal rave.
A_H
rendermonkey can be a massive pain to get working, i think it's fussy about you having the latest directX installed, which is maddening because we only want to use the OpenGl part! Nvidia have a shader development program too
http://developer.nvidia.com/object/fx_c ... _home.html i've not used it myself though.
I would be cool to have a sign spelling out the WORMHOLE BAR name, there's that big pole sticking out of the side of the hut that should probably have some sort of sign on it.
Looking forward to seeing more of your animations! I'll try and merge Ahrumans specularity shader code from some of his other shaders into the animated neon shader so we can have neon signs like you've suggested
Dr.Nil, Random adds would be great! i suppose you could put a load of adds into a texture file a bit like the one Ahruman posted above in the decal shader example and have a shader pick a frame from it based on some random value or the game clock or something.
I could have sworn there was a thread by Aegidian somewhere here in the past where he gave the example of random subentities? somebody was making a spacedock? (might have been the tionisla orbital graveyard) but i can't find it anywhere now - does anybody remember this? random subentities would be great - you could change the neon signs or put different spaceships/crates etc on the spacebar launching strip thing.