plannets.oxp - is it still working?

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Post by Commander McLane »

I think the textures are getting better and better. :D Keep'em coming!

As far as considering the descriptions is concerned, I know it will be a titanic task to have them reflected in the planet's texture, but it would be wonderful if we could do it. And on the other hand, it simply doesn't make sense to have e.g. a description like this (for 0 56):
This planet is notable for its unusual oceans and the Geisgezaian mountain slug.
and neither oceans nor mountains on its surface.

I think we may not in all cases be able to reconcile economy and description, as the two are in no way related in the first place, but that shouldn't keep us from trying.

And there is another point, that may be helpful in this respect. I don't believe in planets totally covered with man- (lizard-, feline-, lobster-, insect-,...) made structures: Have a look at the population figures in Oolite. The numbers created by the engine are between a couple of hundred million and something like 6.4 billion. So at most roughly the same population as Earth currently has. But if you look at Earth from outer space you hardly see any signs of population. Most of its surface is just nature and looks completely untouched - at least at first glance. And "most" in this case means above 90 per cent. So I think it's not too likely that planets in Oolite with a similar - or even considerably smaller - population should be completely transformed and covered with artificial (industrial or whatever) structures.

This also means that even on a highly industrial planet there should be plenty of room for mountains, forests, plains, deserts, oceans, etc.

Take Germany as an example. One could say its a fairly industrial country. Nevertheless there isn't a single city(!) in the country, whose area within the total city boundaries isn't covered at least 50% with forest, grassland, and the like! Not to speak of the countryside.
User avatar
CaptKev
---- E L I T E ----
---- E L I T E ----
Posts: 519
Joined: Fri Jan 26, 2007 3:21 pm
Location: Shropshire, UK

Post by CaptKev »

Commander McLane wrote:
As far as considering the descriptions is concerned, I know it will be a titanic task to have them reflected in the planet's texture, but it would be wonderful if we could do it. And on the other hand, it simply doesn't make sense to have e.g. a description like this (for 0 56):
This planet is notable for its unusual oceans and the Geisgezaian mountain slug.
and neither oceans nor mountains on its surface.
I know there's going to be a lot of work involved but I have to agree it seems like the only way to go. :roll:
Download Fighter HUD, Stingray and System Redux from the EliteWiki
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

CaptKev,

The electrical stormplanet looks excellent!
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
Captain Hesperus
Grand High Clock-Tower Poobah
Grand High Clock-Tower Poobah
Posts: 2310
Joined: Tue Sep 19, 2006 1:10 pm
Location: Anywhere I can sell Trumbles.....

Post by Captain Hesperus »

CaptKev wrote:
A poor attempt at creating a planet with an electrical storm! :oops:

Image

@pagroove, yeah send them.
Why not just do a lightbulb? :D

Captain Hesperus
The truth, revealed!!
Image
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

Image


I hope this luxury high tech world is a better place to live for Commander McLane. Plenty of green, water, recreation. Good infrastructure. :mrgreen:
You can see the large spaceports from space. The third is under construction. Some impressive 1.6 mile high towers are built. Their impressive shadow can be seen by the naked eye.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

Maybe it is an idea to script certain 'famous'planets in. For example Lave. If you have some 10 unique planets per galaxy you can have nice places to explore. And then for the other planets your method???
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6885
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Post by Disembodied »

Nice one, Pagroove! I like it! Lots of sea views, good transport links off-planet...

I like the idea of "famous" planets, too. Might is be possible to produce a planets pack for each Galaxy, to avoid overloading the game with textures?
User avatar
CaptKev
---- E L I T E ----
---- E L I T E ----
Posts: 519
Joined: Fri Jan 26, 2007 3:21 pm
Location: Shropshire, UK

Post by CaptKev »

Captain Hesperus wrote:
Why not just do a lightbulb? :D

Captain Hesperus
Now that you mention it! :D

Image
Download Fighter HUD, Stingray and System Redux from the EliteWiki
User avatar
CaptKev
---- E L I T E ----
---- E L I T E ----
Posts: 519
Joined: Fri Jan 26, 2007 3:21 pm
Location: Shropshire, UK

Post by CaptKev »

pagroove wrote:
Maybe it is an idea to script certain 'famous'planets in. For example Lave. If you have some 10 unique planets per galaxy you can have nice places to explore. And then for the other planets your method???
Disembodied wrote:
I like the idea of "famous" planets, too. Might is be possible to produce a planets pack for each Galaxy, to avoid overloading the game with textures?
One step at a time guys :D
Download Fighter HUD, Stingray and System Redux from the EliteWiki
User avatar
CaptKev
---- E L I T E ----
---- E L I T E ----
Posts: 519
Joined: Fri Jan 26, 2007 3:21 pm
Location: Shropshire, UK

Post by CaptKev »

My version of an industrial planet using parts of pagrooves texture.

Image
Download Fighter HUD, Stingray and System Redux from the EliteWiki
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

Wow!,

Desert city. I was also thinking about a Dune-like world
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Post by TGHC »

Ice, sea, storms, green, blue, red, I don't care as long as they look good and there is variation, the real universe is so vast that there is probably every variation you could think of out there (except cuboids and the like!). Mind you some Saturn style rings would be occasionally nice (but then that's just being greedy!).

Great work guys this is stunning work, really looking forward to it. Original Elite as we all know is a fantastically playable game, but to me it's major downside was its visual appearance with wireframe graphics and the like, so whenever I see some of the ships like Griff's Krait, and Dr Nils Ads it warms my heart.
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"
User avatar
CaptKev
---- E L I T E ----
---- E L I T E ----
Posts: 519
Joined: Fri Jan 26, 2007 3:21 pm
Location: Shropshire, UK

Post by CaptKev »

TGHC wrote:
Mind you some Saturn style rings would be occasionally nice (but then that's just being greedy!).
If only there where an easy way to do this!

@pagroove, not too sure about these two;

Image
Download Fighter HUD, Stingray and System Redux from the EliteWiki
User avatar
Hoopy
---- E L I T E ----
---- E L I T E ----
Posts: 438
Joined: Wed Oct 03, 2007 8:54 pm
Location: Durham, England

Post by Hoopy »

I'll do some more work on the generated textures soon so I can have a play with having some parameters that can tie up with the description.

For example the sea level is just a number between 0 and 255. So we can make wet worlds have a higher value than dry ones.

While I'm here - is anyone any good with bicubic filtering? The bilinear stuff I have at present gives a few artefacts and most of the web pages i can find are either theoretical (which i understand) or very specific examples (which aren't any help and are too optimised to understand). I want a simple code recipe for the basics to get me started.
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

CaptKEv

Strange,

I thought I had the cloudy planet match on each side. Very stange. I did what griff posted earlier.

I will look into it later, or would you do it?
The left one looks good to me. Whats wrong with it?

Greetings,

P.A. Groove
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
Post Reply