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Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 3:52 pm
by Smivs
Ahruman wrote:
The next major release cycle will involve major changes to ship rendering.... This may or may not improve ship visibility.
Is this something us replacement texture OXP authors need to know about?

Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 4:24 pm
by TGHC
What about Clear skies OXP that might help, or do what I do at night, turn the room light off, then I have bendy LED light thingy plugged into my USB to light the keyboard Job's a good'un!

Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 4:29 pm
by OSH
TGHC wrote:
or do what I do at night, turn the room light off,
I have enough ill eyes and I wouldn't harm they more...

Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 4:31 pm
by JensAyton
Smivs wrote:
Is this something us replacement texture OXP authors need to know about?
You’ll be finding out about it at length when there is information to be had.

Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 4:32 pm
by Commander McLane
TGHC wrote:
... then I have bendy LED light thingy plugged into my USB to light the keyboard Job's a good'un!
Or get a computer with a back-lit keyboard... :wink:

Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 4:50 pm
by TGHC
Or get a computer with a back-lit keyboard... :wink:
Sheeeesh modern technology these days!

I definitely have to get one thanks for the info :)

Re: Oolite is too dark...

Posted: Tue Feb 08, 2011 5:32 pm
by Smivs
Ahruman wrote:
Smivs wrote:
Is this something us replacement texture OXP authors need to know about?
You’ll be finding out about it at length when there is information to be had.
Suitably cryptic :wink:

Re: Oolite is too dark...

Posted: Wed Feb 09, 2011 6:34 pm
by Zireael
If the slider thing is not possible, then maybe a setting like the language choice in the sound system: 0.5, 1.0, 1.5, 2.0 and so on for the ambient light Commander McLane wrote about...

Re: Oolite is too dark...

Posted: Wed Feb 09, 2011 10:12 pm
by ooh-ooh
Ooooo....Titican.

Titicans 1 to 5.

What's not to like?

Sensible follows.

Re: Oolite is too dark...

Posted: Wed Feb 09, 2011 10:27 pm
by Fatleaf
Or... You could just think that in space everything is meant to be dark :wink:

Re: Oolite is too dark...

Posted: Fri Feb 11, 2011 7:10 pm
by Zireael
EDIT: Used Commander McLane's advice, set ambient light to 3.00 - and there's a difference!

Re: Oolite is too dark...

Posted: Sat Feb 12, 2011 11:07 am
by Corny
I even use Lights Down to make space even darker.... you have to rely on your scanner more this way. For the marker - use the Scanner Targeting Enhancement, maybe even in conjunction with the Advanced Space Compass, and you have your markers - once you get these ships locked on :)

Re: Oolite is too dark...

Posted: Tue Feb 15, 2011 9:22 pm
by OSH
Well...

Code: Select all

{
	"interstellar space" =
	{
		sky_color_1 = (0, 1, 0.5);
		sky_color_2 = (0, 1, 0);
		sky_n_stars = 480;
		sky_n_blobs = 128;
	};
	
	universal =
	{
		// The two multiplier values below determine how many more stars will be used to populate space
		// with respect to the number normally used. Apply to all systems by being included in the 
		// "universal" section.
		star_count_multiplier = 2;
		nebula_count_multiplier = 1;
		
		corona_flare = 0.075;
		
		// Default docking clearance requirement for main stations.
		stations_require_docking_clearance = no;
		
		// Default break pattern model for use in both launch/dock and hyperspace sequences.
		default_breakpattern_model = "ring.dat";
		
		// Default break pattern model for use in launch/dock sequences. Overrides default_breakpattern_model.
		default_dockpattern_model = "oolite-tunnel.dat";
	};
	
	// Uncomment the desired behaviour for galactic hyperspace exit. Fixed coordinates will put the arrival
	// of an intergalactic jump on map coordinates specified by the key galactic_hyperspace_fixed_coords.
	"galactic_hyperspace_behaviour" = 	"BEHAVIOUR_STANDARD";
						//"BEHAVIOUR_ALL_SYSTEMS_REACHABLE";
						//"BEHAVIOUR_FIXED_COORDINATES";
						
	// When using BEHAVIOUR_FIXED_COORDINATES, the key below is used to specify the
	// actual fixed coordinates for the intergalactic jump.
	"galactic_hyperspace_fixed_coords" = 	"96 96";
	
	hyperspace_tunnel_color_1 = (1.0, 1.0, 1.0, 0.7);		// R, G, B, A values 0.0 to 1.0
	
	//hyperspace_tunnel_color_1 = (1.0, 0.0, 1.0, 0.5);		// default value, same as docking tunnel
	//hyperspace_tunnel_color_2 = (0.0, 0.0, 1.0, 0.25);	// default value, same as docking tunnel
	
	
	/*	Worlds with "pink oceans" or "vast oceans" according to system
		description. "Unusual oceans" are ignored.
		In theory, oceans could also be "ancient", "great", "funny", "weird",
		"strange", or "peculiar", but only "pink", "vast" and "unusual" ones
		seem to exist in the wild.
	*/
	"0 19" =
	{
		// Azaqu
		sea_hsb_color = "0.96 0.25 1";
	};
	// 0 148 Riraes: naturally pink
	"0 172" =
	{
		// Esveor
		sea_hsb_color = "0.88 0.2 0.95";
	};
	// 0 164 Ribilebi: naturally vast
	
	"1 25" =
	{
		// Berien
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"1 137" =
	{
		// Lainor
		sea_hsb_color = "0.0 0.25 1";
	};
	"1 160" =
	{
		// Geisan
		sea_hsb_color = "0.01 0.27 1";
	};
	// 1 195 Cebior: naturally vast
	// 1 200 Atgeaner: naturally vastish
	"1 203" =
	{
		// Cemabe - vast oceans, prowled by vicious vicous wolfs.
		percent_land = 25;	// Actually results in less than 5% land. Hmm.
	};
	
	"2 59" =
	{
		// Ceteri
		sea_hsb_color = "0.03 0.3 1";
	};
	"2 115" =
	{
		// Usraer
		sea_hsb_color = "0.97 0.45 0.9";
		land_hsb_color = "0.55 0.75 0.8";	// Blue continents - Usraer defaults to a clashing red.
	};
	"2 125" =
	{
		// Edcequor
		sea_hsb_color = "0.93 0.21 1";
	};
	"2 193" =
	{
		// Anondi
		sea_hsb_color = "0.02 0.31 0.85";
	};
	"2 206" =
	{
		// Atlaar
		sea_hsb_color = "0.89 0.32 1";
	};
	"2 215" =
	{
		// Bibira
		sea_hsb_color = "0 0.15 0.95";
	};
	
	"3 16" =
	{
		// Onzaenve
		percent_land = 15;
	};
	"3 130" =
	{
		// Cebitiza
		percent_land = 35;
	};
	"3 148" =
	{
		// Teisen
		percent_land = 30;
	};
	"3 192" =
	{
		// Laerzaes
		percent_land = 20;
	};
	"3 216" =
	{
		// Edrari
		sea_hsb_color = "0.88 0.2 0.95";
	};
	"3 224" =
	{
		// Orusdire
		percent_land = 20;
	};
	"3 247" =
	{
		// Leisera - muddy pink, for the mud tennis.
		sea_hsb_color = "0.02 0.31 0.85";
	};
	
	
	// TODO: double check, and - if needed - tweak pink & vastness factors for the following planets
	
	
	"4 62" =
	{
		// Arriti - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"4 65" =
	{
		// Xele - muddy pink
		sea_hsb_color = "0.02 0.31 0.85";
	};
	"4 71" =
	{
		// Usorbela - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"4 93" =
	{
		// Isvequre - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"4 211" =
	{
		// Maeser - vast
		percent_land = 20;
	};
	"4 255" =
	{
		// Cetiisqu - vast
		percent_land = 20;
	};
	"5 26" =
	{
		// Arvelele - vast
		percent_land = 20;
	};
	"5 34" =
	{
		// Maatis - vast
		percent_land = 20;
	};
	"5 72" =
	{
		// Ervedira - vast
		percent_land = 20;
	};
	"5 90" =
	{
		// Lainisri - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"5 153" =
	{
		// Reriarti - vast
		percent_land = 20;
	};
	"5 168" =
	{
		// Ceoreded - vast
		percent_land = 20;
	};
	"5 182" =
	{
		// Gearge - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"5 212" =
	{
		// Reinbixe - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"5 243" =
	{
		// Leera - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"5 247" =
	{
		// Soinisat - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"6 61" =
	{
		// Isanesle - vast
		percent_land = 20;
	};
	"6 139" =
	{
		// Tizaon - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"6 165" =
	{
		// Qureaed - vast
		percent_land = 20;
	};
	"6 195" =
	{
		// Teabi - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"6 213" =
	{
		// Enatzaus - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"7 60" =
	{
		// Onisain - pink
		sea_hsb_color = "0.9 0.2 0.9";
	};
	"7 87" =
	{
		// Teteus - vast
		percent_land = 20;
	};
	"7 94" =
	{
		// Edtetiin - pink
		sea_hsb_color = "0.9 0.2 0.9";
	}; 
	"7 139" =
	{
		// Rete - vast
		percent_land = 20;
	};
	"7 149" =
	{
		// Arenxeon - vast
		percent_land = 20;
	};
	"7 199" =
	{
		// Mageesti - vast
		percent_land = 20;
	};
	"7 221" =
	{
		// Dienve - vast
		percent_land = 20;
	};
}
This is content of my planetinfo.plist.

Where is here ambient_light variable?

Re: Oolite is too dark...

Posted: Tue Feb 15, 2011 9:32 pm
by Commander McLane
OSH wrote:
Where is here ambient_light variable?
There is none.

You should create it as per the instructions in my first reply.

Please don't touch the planetinfo.plist inside Oolite.app, but create another one in AddOns/Config, in which you only put the code snippet I gave you in my first reply.

Re: Oolite is too dark...

Posted: Wed Feb 16, 2011 10:51 am
by OSH
Neither increasing ambient_light, nor Clear Skies didn't help. Well, I have to increase my money and buy enhanced scanner...