
Good work on the texture generator!
Moderators: winston, another_commander
That will be difficult to answer until we get a chance to look at the actual Hoopy's code. It could be very simple, or excessively complicated. Generally, things that appear really simple are the ones that have the biggest difficulty implementing at the end.Commander McLane wrote:Being no coder myself, the following might either be blatantly obvious or stupidly wrong: Shouldn't it be fairly easy to implement Hoopy's procedural textures in the code, by just taking the (currently disabled) existing procedural texture code out and replacing it with the new one?
Following the Greek tradition of philosophy I see!another_commander wrote:It could be very simple, or excessively complicated. Generally, things that appear really simple are the ones that have the biggest difficulty implementing at the end.
As I wrote above, it does not apparently choose a pair of numbers, but six numbers, like for instance 74, 90, 72, 2, 83, 183 for Galaxy 1 (just look into any save-file from Galaxy 1, and you'll find it in the entry galaxy_seed). That's what my question was about. Perhaps I should post it again in a seperate thread, in order to catch everybody's attention.Hoopy wrote:I think the oolite it chooses a pair of numbers ot start from then uses the sequence to generate some more. So it doesn't always go 1,1,2,3,5,8 etc.
Code: Select all
"ghosts_Bixein_planet_A" = {
"atmosphere_rotational_velocity" = "0.04";
orientation = "0.9659 0.2588 0 0";
"percent_cloud" = 30;
"polar_color_factor" = "2.5";
position = "3800000 0 -500000";
radius = 5000;
"rotational_velocity" = "0.03";
seed = "135 24 167 107 179 232";
texture = "ghosts_planet_A.png";
};