Re: BGS - The BackgroundSet
Posted: Sun Sep 18, 2011 9:20 pm
Excellent work! This OXP is on top of my personal "must-have-list" of OXP´s!
For information and discussion about Oolite.
https://bb.oolite.space/
No need for that - I was just hoping it proved useful - and there were a lot of files to go through...Svengali wrote:Thanks folks .-)
*grins* yeah, the effect is not that bad - maybe Oolite itself could use something along this line after the feature freeze...?
@DaddyHoggy: Yep. We have used one file of it. It's the one with the high frequency noise in the background (we thought that not all ships would be in short range or some ships would come in in best condition after a 'meeting' with some Green Geckos). I've completely forgotten to mention it - darn - will upload a fixed version... dummdidumm...
And if I'm at it... then I can fix a bug .-) Seems I've - again - forgotten to check interstellar space more intensive. Argh!
A contribution is a contribution and needs to be mentioned - I only can say apogs for my fuzzy brain, DaddyHoggy. Additionally the bugfix for BGS-A and BGS-M was necessary to avoid errors.DaddyHoggy wrote:No need for that - I was just hoping it proved useful - and there were a lot of files to go through...
Yes there is a way to get rid of the vanilla hyperspace effect, I think BGS will adopt that approach later but a temporary solution is Here.Gimi wrote:I'm impressed, Very impressed in fact. The effects are brilliant.
Could someone post a recipe on how to make the old hyperspace effect go away, permanently please. AC posted that you could change the colours to black.
Is it possible to do this or something else to make the vanilla hyperspace disappear in an OXP, then the process would be cleaner. I like to keep my tweaks in OXP's if at all possible.
If not, what values do I need to change in planetinfo.plist to adjust the colours.
Well done on this one, and thank you very much.
Thank you Okti, that was fast indeed. (Or did you have it ready before I asked?)Okti wrote:Yes there is a way to get rid of the vanilla hyperspace effect, I think BGS will adopt that approach later but a temporary solution is Here.
The guild of test pilots already had that little tweak, yes... 'Skunkworks' works.Gimi wrote:Thank you Okti, that was fast indeed. (Or did you have it ready before I asked?)
I see, nice. Tested and it works (I expected no less).El Viejo wrote:The guild of test pilots already had that little tweak, yes... 'Skunkworks' works.Gimi wrote:Thank you Okti, that was fast indeed. (Or did you have it ready before I asked?)
In that case, since standard ship models can be replaced by OXP's, I assume this model can as well. Is there anything preventing someone from making a nice model of the inside of the docking port with, shaders and the lot, and using this to improve the effects of docking and launching from the station. Further, it should be possible to make custom docking sequences for other dockable objects, or am I wrong here. Just my imagination going for a quick run.Okti wrote:That is the case Gimi.
Up until 1.74 the rings were in fact a model in Oolite that could be replaced. Actually it was just one ring that the engine placed in different enlargements.Gimi wrote:In that case, since standard ship models can be replaced by OXP's, I assume this model can as well. Is there anything preventing someone from making a nice model of the inside of the docking port with, shaders and the lot, and using this to improve the effects of docking and launching from the station. Further, it should be possible to make custom docking sequences for other dockable objects, or am I wrong here. Just my imagination going for a quick run.Okti wrote:That is the case Gimi.