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Posted: Sun May 09, 2010 9:49 am
by Cmdr James
DaddyHoggy wrote:
7,500 polys... hmmm....
And titled

Code: Select all

low poly model
!!!

What happened to vipers being two trianges and a bit of string?


Still its a lovely model.

Posted: Sun May 09, 2010 11:13 am
by JensAyton
That is a low poly model in the normal world. And Oolite really ought to be able to deal with it, but the loading time would be atrocious due to some nasty O(2^n) post-processing code.

Posted: Sun May 09, 2010 2:39 pm
by Steve
Griff wrote:
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums?
No, that's a different Steve who made the amazing Viper model 8)

Posted: Sun May 09, 2010 4:57 pm
by Killer Wolf
DaddyHoggy wrote:
Griff wrote:
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums? it is a really amazing bit of artwork, if anybody here hasn't seen it pop along to http://forums.frontier.co.uk/showthread.php?t=1399
Very sweet indeed - 7,500 polys... hmmm....
exactly my thoughts....and that's the LOW poly version?!

Posted: Sun May 09, 2010 7:32 pm
by JensAyton
As of r3313, the default dust shader does what I want, so customizing it is no longer a very bad idea. That said, I haven’t made any effort to make it usefully customizable; it’s there to offload work onto the GPU, not to create an arena for experimental Griff Dust.

Posted: Sun May 09, 2010 8:02 pm
by DaddyHoggy
Ahruman wrote:
experimental Griff Dust.
Yours for just 8Cr a gram.

:wink:

Posted: Sun May 09, 2010 8:09 pm
by JazHaz
DaddyHoggy wrote:
Ahruman wrote:
experimental Griff Dust.
Yours for just 8Cr a gram.
And quite addictive, so quite illegal! :lol:

Posted: Sun May 09, 2010 8:35 pm
by jonnycuba
It will dissolve in tea too :D

Posted: Mon May 10, 2010 12:58 am
by ADCK
Ahruman wrote:
experimental Griff Dust.
Hello my name is ADCK and I'm a space-dustaholic.

Hello ADCK

I've been hooked on the space-dust since the 80's.
:D

Posted: Mon May 10, 2010 6:32 am
by Killer Wolf
is that the stuff that pops in your mouth? :-9

Posted: Mon May 10, 2010 8:49 am
by ADCK
Killer Wolf wrote:
is that the stuff that pops in your mouth? :-9
For some reason that reminded me about when Austin Powers hypnotised a security guard into getting him some Orange Sherbet...

Image
See what space dust does to your brain?

Kids! Don't do space-dust.

Posted: Mon May 10, 2010 9:13 am
by Diziet Sma
Ahruman wrote:
As of r3313, the default dust shader does what I want, so customizing it is no longer a very bad idea. That said, I haven’t made any effort to make it usefully customizable; it’s there to offload work onto the GPU, not to create an arena for experimental Griff Dust.
Griff! Ahruman's made a new toy for you to mess with! :twisted: :mrgreen:

Re: Turning off space dust

Posted: Sun Jul 31, 2016 10:02 am
by Keeper
Pardon me for dredging up an old thread, but... Is there a way to reduce the size of the space dust? Ideally I'd rather the blocks be half the size they are now. They're rather enormous at the moment. I thought the little 16x16 oolite-particle-dust.png was what was being used, but adjusting the alpha of that texture has had no effect.

UPDATE: I have come up with a reasonable solution which I'm liking. I opened up the shader oolite-dust.vertex and changed the line
float alpha = clamp(OODUST_SCALE_MAX - distance * OODUST_SCALE_FACTOR, 0.0, 1.0);
to
float alpha = clamp(OODUST_SCALE_MAX - distance * OODUST_SCALE_FACTOR, 0.0, 0.2);

That second value appears to be the maximum opacity of the space dust. So now the space dust is mostly transparent and only barely noticeable. You get the sensation of speed that they're meant to provide without feeling like they're so large. The effect on Torus is nicely subtler too.

Re: Turning off space dust

Posted: Sun Jul 31, 2016 11:50 am
by Cody
Excellent! Tried a few, and settled on a value of 0.4, which suits me nicely.
The bug-induced rainbow dust would've looked good like this too, I reckon.

Re: Turning off space dust

Posted: Sun Jul 31, 2016 12:04 pm
by Keeper
And for what it's worth, I also reduced the size of all the stars in their textures (basically doubling the canvas size then halving the texture size) so the stars aren't so big anymore, either -- then added a star_count_multiplier value of 2 to compensate. Much nicer starfield.