yeah i know but im in the proccess of getting first all the ships correctly hardpointed im showing them because... i don't know why XDDShipbuilder wrote:commanderxairon - Are you aware that you can alter the eternal views in the shipdata.plist so that you can view larger ships from further away so that can see all of your ship ?Anaconda rear view
New ships under development
Moderators: winston, another_commander
-
- Deadly
- Posts: 163
- Joined: Mon Aug 22, 2011 3:16 am
Re: New ships under development
-
- Deadly
- Posts: 163
- Joined: Mon Aug 22, 2011 3:16 am
Re: New ships under development
http://fc00.deviantart.net/fs71/f/2012/ ... 5ddth4.png
this is a concept test of both of the boas and a anaconda it looks really neat and they mix together
and also i wish we could have this kind of grephics on oolite XDD
this is a concept test of both of the boas and a anaconda it looks really neat and they mix together
and also i wish we could have this kind of grephics on oolite XDD
- Rese249er
- ---- E L I T E ----
- Posts: 647
- Joined: Thu Jun 07, 2012 2:19 pm
- Location: Well, I WAS in G3...
Re: New ships under development
If you spent the time and have the knowledge, you could do that. OXPs are awesome like that.
Got all turned around, lost my nav connection... Where am I now?
- Tricky
- ---- E L I T E ----
- Posts: 821
- Joined: Sun May 13, 2012 11:12 pm
- Location: Bradford, UK. (Anarchic)
Re: New ships under development
GLSL could do that.commanderxairon wrote:http://fc00.deviantart.net/fs71/f/2012/ ... 5ddth4.png
this is a concept test of both of the boas and a anaconda it looks really neat and they mix together
and also i wish we could have this kind of grephics on oolite XDD
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: New ships under development
Trivially, but not in Oolite because of blending restrictions. Neener-neener.Tricky wrote:GLSL could do that.
E-mail: [email protected]
- Tricky
- ---- E L I T E ----
- Posts: 821
- Joined: Sun May 13, 2012 11:12 pm
- Location: Bradford, UK. (Anarchic)
Re: New ships under development
Oh? What exactly are the restrictions? Blending restrictions??? I'd rather know my limitations before beating my head against a wall trying to get something to work.Ahruman wrote:Trivially, but not in Oolite because of blending restrictions. Neener-neener.Tricky wrote:GLSL could do that.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: New ships under development
Simple enough: the blending mode Oolite uses for ships (and planets) doesn’t allow partial transparency. You can’t get around this from within a shader without the host application’s cooperation. (Oolite doesn’t cooperate because it doesn’t do the geometry sorting necessary for blending to work usefully.) I suppose you could achieve something reminiscent of the picture by retexturing (all) flashers.
E-mail: [email protected]
- Tricky
- ---- E L I T E ----
- Posts: 821
- Joined: Sun May 13, 2012 11:12 pm
- Location: Bradford, UK. (Anarchic)
Re: New ships under development
Kinda fake that with the alpha channel, ie...Ahruman wrote:Simple enough: the blending mode Oolite uses for ships (and planets) doesn’t allow partial transparency. You can’t get around this from within a shader without the host application’s cooperation. (Oolite doesn’t cooperate because it doesn’t do the geometry sorting necessary for blending to work usefully.) I suppose you could achieve something reminiscent of the picture by retexturing (all) flashers.
Code: Select all
gl_FragColor = vec4(color, 0.3); /* Return the colour with 30% alpha. */
-
- Deadly
- Posts: 163
- Joined: Mon Aug 22, 2011 3:16 am
Re: New ships under development
do you guys know what ENB is?
- Rese249er
- ---- E L I T E ----
- Posts: 647
- Joined: Thu Jun 07, 2012 2:19 pm
- Location: Well, I WAS in G3...
Re: New ships under development
I'm sure you'll tell us.
EDIT: You can delete that yourself, you know. X next to the exclamation point.
EDIT: You can delete that yourself, you know. X next to the exclamation point.
Got all turned around, lost my nav connection... Where am I now?
-
- Deadly
- Posts: 163
- Joined: Mon Aug 22, 2011 3:16 am
Re: New ships under development
posted on Oolite PC (about ENB) what it could do is basically add those flashy screen effects even add some features that wheren't there, like, for example, a particle system, motion blur, FOV, Specular, Antialias, and ALL the advanced features that modern day engines has
- Rese249er
- ---- E L I T E ----
- Posts: 647
- Joined: Thu Jun 07, 2012 2:19 pm
- Location: Well, I WAS in G3...
Re: New ships under development
Great. What's that got to do with designing ships again?
Got all turned around, lost my nav connection... Where am I now?
-
- Deadly
- Posts: 163
- Joined: Mon Aug 22, 2011 3:16 am
Re: New ships under development
lot's because you have to design the ships using the resources available
- Rese249er
- ---- E L I T E ----
- Posts: 647
- Joined: Thu Jun 07, 2012 2:19 pm
- Location: Well, I WAS in G3...
Re: New ships under development
Sounds like a subject that should stay in the Windows board.
Got all turned around, lost my nav connection... Where am I now?
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: New ships under development
No, that’s exactly what you can’t do. The game decides what the alpha channel means, and in Oolite’s case it’s blended with solid black, not the background. And again, if you could work around this, it would not produce useful results because useful results require a specific drawing order.Tricky wrote:Kinda fake that with the alpha channel, ie...Ahruman wrote:Simple enough: the blending mode Oolite uses for ships (and planets) doesn’t allow partial transparency. You can’t get around this from within a shader without the host application’s cooperation. (Oolite doesn’t cooperate because it doesn’t do the geometry sorting necessary for blending to work usefully.) I suppose you could achieve something reminiscent of the picture by retexturing (all) flashers.Code: Select all
gl_FragColor = vec4(color, 0.3); /* Return the colour with 30% alpha. */
E-mail: [email protected]