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Re: New ships under development
Posted: Sat Sep 01, 2012 11:45 pm
by commanderxairon
Shipbuilder 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 ?
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 XDD
Re: New ships under development
Posted: Sun Sep 02, 2012 6:59 am
by commanderxairon
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
Re: New ships under development
Posted: Sun Sep 02, 2012 8:32 am
by Rese249er
If you spent the time and have the knowledge, you could do that. OXPs are awesome like that.
Re: New ships under development
Posted: Sun Sep 02, 2012 1:30 pm
by Tricky
Re: New ships under development
Posted: Sun Sep 02, 2012 2:23 pm
by JensAyton
Trivially, but not in Oolite because of blending restrictions. Neener-neener.
Re: New ships under development
Posted: Sun Sep 02, 2012 10:37 pm
by Tricky
Ahruman wrote:
Trivially, but not in Oolite because of blending restrictions. Neener-neener.
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.
Re: New ships under development
Posted: Sun Sep 02, 2012 10:48 pm
by JensAyton
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.
Re: New ships under development
Posted: Mon Sep 03, 2012 12:57 am
by Tricky
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.
Kinda fake that with the alpha channel, ie...
Code: Select all
gl_FragColor = vec4(color, 0.3); /* Return the colour with 30% alpha. */
Re: New ships under development
Posted: Mon Sep 03, 2012 1:31 am
by commanderxairon
do you guys know what ENB is?
Re: New ships under development
Posted: Mon Sep 03, 2012 1:41 am
by Rese249er
I'm sure you'll tell us.
EDIT: You can delete that yourself, you know. X next to the exclamation point.
Re: New ships under development
Posted: Mon Sep 03, 2012 1:50 am
by commanderxairon
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
Re: New ships under development
Posted: Mon Sep 03, 2012 1:54 am
by Rese249er
Great. What's that got to do with designing ships again?
Re: New ships under development
Posted: Mon Sep 03, 2012 2:36 am
by commanderxairon
lot's because you have to design the ships using the resources available
Re: New ships under development
Posted: Mon Sep 03, 2012 2:43 am
by Rese249er
Sounds like a subject that should stay in the Windows board.
Re: New ships under development
Posted: Mon Sep 03, 2012 6:44 am
by JensAyton
Tricky wrote: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.
Kinda fake that with the alpha channel, ie...
Code: Select all
gl_FragColor = vec4(color, 0.3); /* Return the colour with 30% alpha. */
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.