Shaders’ Outpost
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
Right, that's enough of that wavy flag nonsense, time for some serious OXPing
The old Asteroid/Pumpkin switcheroo
http://www.box.net/shared/hnlrc1cj9o
Edit: Oo, i think there's a bug in the oxp. Scaling the pumpkins in the vertex shader is confusing oolites collision detection, it's not drawing a new collision box for the re-scaled model
The old Asteroid/Pumpkin switcheroo
http://www.box.net/shared/hnlrc1cj9o
Edit: Oo, i think there's a bug in the oxp. Scaling the pumpkins in the vertex shader is confusing oolites collision detection, it's not drawing a new collision box for the re-scaled model
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
Irrespective of the collision box issue - it looks fab!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
I don’t think it’s actually possible for Oolite to do that. If it is, it would be immensely slow.Griff wrote:Edit: Oo, i think there's a bug in the oxp. Scaling the pumpkins in the vertex shader is confusing oolites collision detection, it's not drawing a new collision box for the re-scaled model
E-mail: [email protected]
Griff (and others?) could make an EasterEgg OXP, that transforms certain feature of the OOniverse on certain days.DaddyHoggy wrote:Irrespective of the collision box issue - it looks fab!
* Pumpkins for asteroids on Halloween
* Decorated eggs for asteroids on Halloween
* An Xmas tree instead of a buoy on Xmas
* Stations and/or Vipers decorated with Xmas lighting
* On Newyear's Eve, all missiles explode into sparkles but do no damage
* sracbmle all msesgaes on Pentecost.
* ...
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
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- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Ha, love the ideas for the eastereggs oxp!
I posted a long rambling message in Simon B's "Development: Arachnid SB" thread https://bb.oolite.space/viewtopic.php?t=5179 about how i go about painting out effects maps without having to use the 'color channel' options in photoshop,
I'll repeat the post here and include the screenshot i mentioned that hopefully makes it clearer just what on earth i am on about
-------
Painting your own effects map can be a bit confusing especially if you try and split an image into seperate colour channels, you just end up with a series of greyscale images, it always gives me headaches, but there is a much simpler way of working, just create seperate layers for each colour 'channel' stack them above your usual texture map (diffuse map) and work by paining only red in teh red layer, blue in the blue layer and green in the green layer. When it comes time to save out your final effects map, just switch off the visibility of the diffuse map and a "save as.." so you can save out a copy of your effects map .png
I posted a long rambling message in Simon B's "Development: Arachnid SB" thread https://bb.oolite.space/viewtopic.php?t=5179 about how i go about painting out effects maps without having to use the 'color channel' options in photoshop,
I'll repeat the post here and include the screenshot i mentioned that hopefully makes it clearer just what on earth i am on about
-------
Painting your own effects map can be a bit confusing especially if you try and split an image into seperate colour channels, you just end up with a series of greyscale images, it always gives me headaches, but there is a much simpler way of working, just create seperate layers for each colour 'channel' stack them above your usual texture map (diffuse map) and work by paining only red in teh red layer, blue in the blue layer and green in the green layer. When it comes time to save out your final effects map, just switch off the visibility of the diffuse map and a "save as.." so you can save out a copy of your effects map .png
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Had another go at the wavy flag shader, attached it to a ship this time, couldn't get it to pose nicely in Oolite so i took a screengrab from rendermonkey
also used the 'environment map' shader from a few pages back to fake a reflective look on the more shiny metal surfaces, this might look good on an icy asteroid or something
download the bugbot test oxp here (works best with shaders)
http://www.box.net/shared/ospuz7du8x#griff_bugbot
also used the 'environment map' shader from a few pages back to fake a reflective look on the more shiny metal surfaces, this might look good on an icy asteroid or something
download the bugbot test oxp here (works best with shaders)
http://www.box.net/shared/ospuz7du8x#griff_bugbot
- LittleBear
- ---- E L I T E ----
- Posts: 2882
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: On a survey mission for GalCop. Ship: Cobra Corvette: Hidden Dragon Rated: Deadly.
Griff you really have to gather these together for an OXP on the Wikki page, there just too good not to! Now that turrets work for players on 1.72 I want a player version of the Griff Boa! Can't find the link for that one, must have dropped off the forum. If you could post one I'll hack a player version and add a Wikki page.
EDIT: found it here!
https://bb.oolite.space/viewtopic.php?t= ... &start=135
Is that the final version?
EDIT: found it here!
https://bb.oolite.space/viewtopic.php?t= ... &start=135
Is that the final version?
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
thanks guys!
very kind offer there LB, i've never made a player ship before, so it'd would be really cool to see how it's done!
i've had a quick look at the boa oxp and it looks a bit out of date now, the shaders are missing the uniform bindings possible in the new 1.7x versions of oolite and there are a whole load of texture maps being used that i could probably thin down a bit now, i'll have a go at it this weekend!
very kind offer there LB, i've never made a player ship before, so it'd would be really cool to see how it's done!
i've had a quick look at the boa oxp and it looks a bit out of date now, the shaders are missing the uniform bindings possible in the new 1.7x versions of oolite and there are a whole load of texture maps being used that i could probably thin down a bit now, i'll have a go at it this weekend!
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
In order to further motivate me to implement support for normal mapping, I’ve put together an OXP which… uses normal mapping. Here it is.
Obviously it can’t be that simple, and in fact it isn’t. The fatal flaw is that it hard-codes an assumption about the orientation of the surface, or more precisely its tangent, which would have to be provided by Oolite for this to be generally useful. (Not only that, but the assumption made appears to be wrong. I wasn’t paying much attention to that aspect.)
(Click for bigger picture)
The board on the left uses “basic” normal mapping. The one on the right also uses parallax mapping, which provides a sort of per-pixel perspective effect; the sides of the rocks facing the camera are stretched and the ones facing away are foreshortened. This effect is really too subtle to be of much use on spaceships – it’s mostly useful for floors and walls seen at shallow angles – but if you have a spare effect channel lying around it’s three extra lines of code.
Credit: the texture is an example from the OGRE 3D engine. I found the matching normal and parallax maps somewhere on the tubes.
Obviously it can’t be that simple, and in fact it isn’t. The fatal flaw is that it hard-codes an assumption about the orientation of the surface, or more precisely its tangent, which would have to be provided by Oolite for this to be generally useful. (Not only that, but the assumption made appears to be wrong. I wasn’t paying much attention to that aspect.)
(Click for bigger picture)
The board on the left uses “basic” normal mapping. The one on the right also uses parallax mapping, which provides a sort of per-pixel perspective effect; the sides of the rocks facing the camera are stretched and the ones facing away are foreshortened. This effect is really too subtle to be of much use on spaceships – it’s mostly useful for floors and walls seen at shallow angles – but if you have a spare effect channel lying around it’s three extra lines of code.
Credit: the texture is an example from the OGRE 3D engine. I found the matching normal and parallax maps somewhere on the tubes.
E-mail: [email protected]