YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Moderators: winston, another_commander
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort
No way Disembodied, keep coming you are doing an excellent job.
@Dr Nil, just a thought for the future, don't know if it's feasible but would it be possible to add Griffs neon shader idea, to make the billboards look like neon signs?
@Dr Nil, just a thought for the future, don't know if it's feasible but would it be possible to add Griffs neon shader idea, to make the billboards look like neon signs?
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
- Contact:
It would be entirely possible.
Although I suggest leaving the neon signs for what they are and concentrate on the TV-projection aspect.
Use Griff's latest 'monster'shader.
pro:
-it has a bright background texture + animated textures projected on top.
con:
-It requires v1.69+ to work smoothly.
-animated billboards are more than double the work.
Did YAH already use a brightness shader to illuminate the signs?
I'll go check... no it doesn't.
This would be a great default shader for unanimated signs.
(Griff's monster is identical+animation shader merged)
I'll experiment on this a bit.
works. pretty bright though, like turning on a monitor in a darkened room. I advice against using too much white in adds when using lighting-shaders.
just add something like:
to the shipdata and copy/edit the following Shaders:
fragment:
vertex:
if animating, edit the 'add-texture' to have animationframes and place them into a single vertical row texture, save and insert this file into the shader-part of the shipdata (I used tha additive -a) edit the *.fragment to reflect the number of frames used. (make sure the shipdata is using this eited version)
Otherwise just set the frames to 1 and use the same texture twice.
(or use a simple lights shader, as used previously in several exampes)
voila.
Although I suggest leaving the neon signs for what they are and concentrate on the TV-projection aspect.
Use Griff's latest 'monster'shader.
pro:
-it has a bright background texture + animated textures projected on top.
con:
-It requires v1.69+ to work smoothly.
-animated billboards are more than double the work.
Did YAH already use a brightness shader to illuminate the signs?
I'll go check... no it doesn't.
This would be a great default shader for unanimated signs.
(Griff's monster is identical+animation shader merged)
I'll experiment on this a bit.
works. pretty bright though, like turning on a monitor in a darkened room. I advice against using too much white in adds when using lighting-shaders.
just add something like:
Code: Select all
shaders =
{
"yah03.png" =
{
vertex_shader = "animatedandnon-animatedwithspec.vertex";
fragment_shader = "animatedandnon-animatedwithspec.fragment";
textures = ("yah03a.png", "yah03.png");
uniforms =
{
uTime = "timeElapsedSinceSpawn";
};
};
};
fragment:
Code: Select all
// Information from Oolite.
uniform sampler2D tex0; // Animated Map
uniform sampler2D tex1; // Non-animated Map
uniform float uTime;
// Control factors.
const float kTimePerFrame = 0.8;
const float kFrameCount = 2.0;
const float specExponent = 5.0;
const float specIntensity = 0.5;
// Derived constants.
const float kAnimCycleTime = kTimePerFrame * kFrameCount;
// Information from vertex shader.
varying vec3 v_normal; // Surface normal
varying vec3 v_pos; // Vertex/fragment position in eye space
// Calculate the contribution of a single light. Ought to be a function, but OS X's GLSlang implementation isn't sufficiently clever.
#define LIGHT(idx) \
{ \
vec3 lightVector = normalize(gl_LightSource[idx].position.xyz); \
vec3 reflection = normalize(-reflect(lightVector, v_normal)); \
diffuse += gl_FrontMaterial.diffuse * gl_LightSource[idx].diffuse * max(dot(v_normal, lightVector), 0.0); \
specular += gl_LightSource[idx].diffuse * pow(max(dot(reflection, eyeVector), 0.0), specExponent); \
}
void main()
{
vec4 diffuse = vec4(0.0), specular = vec4(0.0);
vec3 eyeVector = normalize(-v_pos);
// Load texture data
vec2 fixedcoord = gl_TexCoord[0].st;
vec2 animatedcoord = fixedcoord;
// Do Maths stuff on animatedcoord to select an animation frame.
animatedcoord.t += floor(mod(uTime, kAnimCycleTime) / kTimePerFrame);
// Scale texture co-ordinates to 0..1
animatedcoord.t /= kFrameCount;
vec4 animatedMap = texture2D(tex0, animatedcoord);
vec4 nonanimatedMap = texture2D(tex1, fixedcoord);
/* Light 0 is the "showroom" light, used in the demo screen and shipyard.
Light 1 is the sun.
*/
#ifdef OO_LIGHT_0_FIX
LIGHT(0);
#endif
LIGHT(1);
diffuse += gl_FrontMaterial.ambient * gl_LightModel.ambient;
vec4 color = animatedMap;
color += nonanimatedMap;
gl_FragColor = color + specular * specIntensity;
}
Code: Select all
// Information from Oolite.
varying vec3 v_normal; // Surface normal
varying vec3 v_pos; // Vertex/fragment position in eye space
void main(void)
{
v_normal = normalize(gl_NormalMatrix * gl_Normal);
v_pos = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}
Otherwise just set the frames to 1 and use the same texture twice.
(or use a simple lights shader, as used previously in several exampes)
voila.
Riding the Rocket!
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
- Contact:
What are those?
the botanical equivalent of a bombletter?
she's screaming and turned all purple,
secondly the logo looks like a guy doing a sidekick.
So... instead of singing telegram this delivery guy kicks you in the reproductive organs, then shoves a bunch of poisonous photosynthetic-species' equivalents of said organs in your face?
That will teach her to think we are figments of her imagination!
darn solipsists.
the botanical equivalent of a bombletter?
she's screaming and turned all purple,
secondly the logo looks like a guy doing a sidekick.
So... instead of singing telegram this delivery guy kicks you in the reproductive organs, then shoves a bunch of poisonous photosynthetic-species' equivalents of said organs in your face?
That will teach her to think we are figments of her imagination!
darn solipsists.
Riding the Rocket!
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
You might recall that the animated shader is a spin-off of my Shady Billboards shader. Which has advanced significantly, and basically hasn’t been released for ages because I wanted to comment the shader code extensively, and also wanted to try some optimizations, but haven’t bothered to get around to finishing it. So here it is anyway:Arexack_Heretic wrote:It would be entirely possible.
Although I suggest leaving the neon signs for what they are and concentrate on the TV-projection aspect.
Use Griff's latest 'monster'shader.
pro:
-it has a bright background texture + animated textures projected on top.
con:
-It requires v1.69+ to work smoothly.
-animated billboards are more than double the work.
Shady Billboards 2.0, now with 20 adverts. I can’t be bothered to keep up with Dr Nil; if anyone wants to do the honours, they’re welcome.
Oh, and I don’t know offhand whether it will actually work with 1.69.x. Consider that question an extra element of excitement.
E-mail: [email protected]
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort
Well... I can't think of a backstory. It just seemed like a good idea at the time. I really wanted to find a picture of a woman looking horrified and -- most importantly -- up and back, as if she's being attacked by Godzilla (or a giant tulip), but the only one I could get was black and white and searching for pictures of women on the the internet gets pretty depressing, pretty fast... so I thought "she'll do", coloured her purple and stuck her on. It's called "the creative process".Arexack_Heretic wrote:What are those?
the botanical equivalent of a bombletter?
she's screaming and turned all purple,
secondly the logo looks like a guy doing a sidekick.
So... instead of singing telegram this delivery guy kicks you in the reproductive organs, then shoves a bunch of poisonous photosynthetic-species' equivalents of said organs in your face?
That will teach her to think we are figments of her imagination!
darn solipsists.
As for the logo, that's the Interflora logo with the obligatory extra "o" added in to the name. He's been
In retrospect, it's possible that she's a blue bony humanoid from Enrienge, and that's what they look like when aroused by the thoughtfulness and spending power of a prospective mate. It's a big galaxy, full of unusual traditions...
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Or, for that matter, he. This is indeed a disturbing universe.Disembodied wrote:In retrospect, it's possible that she's a blue bony humanoid from Enrienge, and that's what they look like when aroused by the thoughtfulness and spending power of a prospective mate.
E-mail: [email protected]
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
I just thought of another problem: ahruman-billboard-bsod.fragment hasn’t been updated to match ahruman-billboard.fragment. Oh, and the use of fwidth() to interpolate between the fancy screen effect and a scaled texture (to reduce aliasing effects) doesn’t work properly in the OS X software renderer, which suggests it may have problems with some hardware.Ahruman wrote:…Shady Billboards shader. Which has advanced significantly, and basically hasn’t been released for ages because I wanted to comment the shader code extensively, and also wanted to try some optimizations, but haven’t bothered to get around to finishing it.
E-mail: [email protected]
- Dr. Nil
- ---- E L I T E ----
- Posts: 983
- Joined: Thu Sep 28, 2006 5:11 pm
- Location: Nearest Hoopy Casino
- Contact:
@Disembodied: Looks great. I also like the Cremoola and Interfloora.
300 billboards in Your Ad Here!
Astromines and more in Commies.
AVAILABLE HERE along with other Oolite eXpansion Packs.
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
- Contact:
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort