Re: Eye Candy OXP's
Posted: Thu Aug 22, 2013 11:34 pm
thanks for the link, Cody, it was not the one I found. Well... now everything looks cooler...
For information and discussion about Oolite.
https://bb.oolite.space/
No - just drop the eight Povray OXPs (with their sub-folders) into yourAgis Silverfish wrote:Do I have to put them inside the Povray_Planets_1.0.oxp folder?
AddOns
folder. You don't need the Povray_Planets_1.0.oxp
at allOdd - that's how I have it set-up. Perhaps submersible will have a clue when he cruises by.Agis Silverfish wrote:Thank you, but it doesn't work here.
It is intended the Galaxy packs just replace planet textures using planetinfo.plist . IF you have other eye-candy installed which manipulate system.mainPlanet.texture using javascript - then they would appear to be not working.Cody wrote:Odd - that's how I have it set-up. Perhaps submersible will have a clue when he cruises by.Agis Silverfish wrote:Thank you, but it doesn't work here.
I presume that this led to Z_U's explosions...cim wrote: ↑Thu Aug 22, 2013 8:19 amSo, firstly: there is no need to apologise for giving your honest opinion on the game. Oolite is not "finished" yet, and it's always useful to us to know where players think improvements should be made.
Some of the graphics in Oolite are OXPable, and others aren't, and some are more OXPable than others.
Ships: entirely OXPable, with shader support. (For these purposes, stations, nav buoys, missiles, etc. are also ships). There are several replacement ship OXPs for a range of hardware power.
Planets: texturable by OXPs. Shader support and other improvements are being worked on by submersible for future versions. There are several planet texture pack OXPs.
Stars/nebula backdrop: star and nebula textures can be changed by OXPs.
Suns: OXP control restricted to a few display parameters. Some improvements to the basic look will be in future versions. The sheer size of them makes conventional texturing impractical.
Explosions: OXP control is very limited. There are a few global texture files which could be replaced by an OXP, though I don't know if any OXPs do that.
Lasers: OXP control limited. OXPs can pick the colour, and could in theory replace the global laser texture.
HUDs: OXPs can redefine HUDs, though support is mostly limited to adding graphics and rearranging or duplicating existing elements. Lots of HUD OXPs are available.
Status screens: OXPs can define background and overlay images. Slightly more flexibility, including some animation, is possible on mission screens. A few OXPs are available for this.
The base game intentionally has very low system requirements. (I'm not sure how well it would actually run on that minimum system, though). I currently play Oolite on a 6-year old computer with on-motherboard graphics card: other members of the forum have even lower-spec systems. My aim when developing is a consistent 60 FPS on my system, which I hope ends up with acceptable performance on the older ones.
Obviously there's still room for graphical improvement even within those constraints, and explosions definitely could be better. Does anyone want to do some concept art for explosions?
Explosions are nowadays very much changeable. Color, style, time ... you name it.