Screenshots
Moderators: winston, another_commander
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
It's not depth of field as such I suspect, but simply, there are some points where the number of texels exactly match the number of available pixels on the screen to match 1:1 so you get a nice sharp image - before and after this point you'll have too many texture pixels (texels) for the number of pixels or too few, either way the gfx card will have to do some jiggery-pokery and you end up with a sort-of-blurry image.lfnfan wrote:is it just my eyes, or am I seeing some sort of cool depth of field effect with a_c's planet earth & cobra screenshot p0rn?
HTH
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
It also helps to configure the driver to use maximum rendering quality for Oolite to make ships look much better - and most cards still won't have a heavy loadDaddyHoggy wrote:It's not depth of field as such I suspect, but simply, there are some points where the number of texels exactly match the number of available pixels on the screen to match 1:1 so you get a nice sharp image - before and after this point you'll have too many texture pixels (texels) for the number of pixels or too few, either way the gfx card will have to do some jiggery-pokery and you end up with a sort-of-blurry image.
Screet
- pagroove
- ---- E L I T E ----
- Posts: 3035
- Joined: Wed Feb 21, 2007 11:52 pm
- Location: On a famous planet
@Cmd CheydCmd. Cheyd wrote:Hopefully I'm not completely put to shame by Griff... Here's one of the SR2 systems with shaders. Have a few more ideas for this one, and the normal and specular maps need more work... But hey, it's my first go at 'em...
Wow can I have that too in FP2 systems? I'm done with the first set of Galaxy2. But also Galaxy1 needs updating then. I can send you a beta OXP or something like that. Then we can streamline FP2 and SR2.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- pagroove
- ---- E L I T E ----
- Posts: 3035
- Joined: Wed Feb 21, 2007 11:52 pm
- Location: On a famous planet
@Goran. That's one fantastic probe.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
Nope, the pr0n has indeed depth! (not a phrase you hear too often)lfnfan wrote:is it just my eyes, or am I seeing some sort of cool depth of field effect with a_c's planet earth & cobra screenshot p0rn?
Cheyd, your planet looks fantastic with normal maps & shaders and everything! I think I'm going to print it as the cd cover for my copy of the MNSR!
Well, unless something even better comes along, of course!
And Griff, thanks a million, without your examples, I think all of us would still be scratching our collective heads on how to do this kind of cool stuff!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Cmd. Cheyd
- ---- E L I T E ----
- Posts: 934
- Joined: Tue Dec 16, 2008 2:52 pm
- Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
You can, but you may want to wait for Ahruman to finish the code in trunk. Right now, that planet is really just a big round ship. You can shoot it once with a mil-laser and it blows up. It has no aegis. Nothing else that really MAKES it a planet in the game-sense. These are just mock-ups to play with right now. If you notice, none have atmospheres yet. That part hasn't been decided on how it'll be done. Really, you can start playing with it, but I wouldn't sink a great deal of time into it unless you have it to kill, or are dealing with "artist block" like I am on making new textures.pagroove wrote:@Cmd Cheyd
Wow can I have that too in FP2 systems? I'm done with the first set of Galaxy2. But also Galaxy1 needs updating then. I can send you a beta OXP or something like that. Then we can streamline FP2 and SR2.
You'll need to make a diffuse map, a specular intensity map, a normal map, and lastly a "city lights" map for each planet. Use Griff's OXP up above (or a page back) and just replace the textures in it. The specular intensity goes in the alpha channel of the diffuse. City lights goes in the alpha of the normal map.
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design
Deep Horizon Industries - Your Planet Our Design
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
V. nice - did you sort your shader issues then?
I've spawned a couple of these (I changed the name of the role of the player variant and then used the spawning script from griff's thargoid oxp) and I don't seem to get the port-hole lights (I'll try and get a screenie - I was put off by the disappearing daddyhoggy last time) - although I get the camo/rolling sea effect (which is fab!)
But this hammers my frame-rate - considering this laptop is a Core 2 Duo T9500 (2.6GHz), with two 512MB SLI'd 9800GTs and 6GB RAM - I really didn't expect my fps to fall to < 30 fps (OK I'm running at 1920x1200) - wondering how this will perform on my lowly Athlon 2800+ with a 128MB 6600GT...
I've spawned a couple of these (I changed the name of the role of the player variant and then used the spawning script from griff's thargoid oxp) and I don't seem to get the port-hole lights (I'll try and get a screenie - I was put off by the disappearing daddyhoggy last time) - although I get the camo/rolling sea effect (which is fab!)
But this hammers my frame-rate - considering this laptop is a Core 2 Duo T9500 (2.6GHz), with two 512MB SLI'd 9800GTs and 6GB RAM - I really didn't expect my fps to fall to < 30 fps (OK I'm running at 1920x1200) - wondering how this will perform on my lowly Athlon 2800+ with a 128MB 6600GT...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
Isn't the problem with SLI that it's only being used under certain circumstances (game developed for it or the driver being provided with specific info for that game)? Thus I'd expect that a system with only one of those cards would reach exactly the same speed...DaddyHoggy wrote:But this hammers my frame-rate - considering this laptop is a Core 2 Duo T9500 (2.6GHz), with two 512MB SLI'd 9800GTs and 6GB RAM - I really didn't expect my fps to fall to < 30 fps (OK I'm running at 1920x1200) - wondering how this will perform on my lowly Athlon 2800+ with a 128MB 6600GT...
Screet
- pagroove
- ---- E L I T E ----
- Posts: 3035
- Joined: Wed Feb 21, 2007 11:52 pm
- Location: On a famous planet
Fantastic!!! I like the way the lights shine out of the window
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
@DH, the porthole lights change colour using an 'alertlevel' shader uniform, this is only available for the player, so i think the porthole lights aren't showing up because the ships are getting an altertlevel of 0 and the shader is set to switch the lights off when this happens - try spawning some of the NPC morays and hopefully you'll get the lights. I'm a bit worried that the frame rate is taking such a hit - the moray shader is really badly written by me, it's full of stuff like
i.e, lots of texture maps getting combined with each other and multipled and fed into other texture maps, maybe it's just too much? i can't even remember what that line above is trying to do, make the camo effect control the reflection map or something
Code: Select all
baseTex.a * 9.0 * reflectionMap * EnvironmentMapColor * vec4(camo, 1.0) + baseTex + vec4(camo * baseTex.a, 1.0);