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plannets.oxp - is it still working?

Discussion and information relevant to creating special missions, new ships, skins etc.

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pagroove
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Post by pagroove »

I hope the texturing was not all for nothing. So I hope this OXP could become the best of both worlds namely: procedural textures, some randomized with the current set and finally to top it off some hard coded systems that are famous like Lave, Vetice (Corolius factory). And of course the OXP-coded plantets that are already part of a OXP should not be touched. Or am I asking to much? 8) :D :shock: :roll:
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Hoopy
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Post by Hoopy »

i agree with you pagroove :)
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CaptKev
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Post by CaptKev »

I think I've fixed all the glitches with the planets but I still haven't found a way of making the default planet black.

Code: Select all

"universal" = {
   "percent_land" = "100";
   "land_hsb_color" = "0 0 0 1.0";
};
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Kaks
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Post by Kaks »

Probably wrong idea, but have you tried:

Code: Select all

"universal" = {
   "percent_land" = "100";
   "land_hsb_color" = "0.01 0.01 0.01 1.0";
};
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CaptKev
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Post by CaptKev »

Hi Kaks, yes I've tried all combinations imaginable, but to no avail.

Only "0.??? 1.0 1.0 1.0" appears to work (where ??? is a value from 111 to 999)

I might have to just move the planet a great distance away then back again, but it would be much easier to just black-it out.
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ovvldc
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Post by ovvldc »

CaptKev wrote:
I might have to just move the planet a great distance away then back again, but it would be much easier to just black-it out.
Why are you blacking out a planet?

I suspect you are trying to hide the main planet and replace with one of your own textured ones. Isn't there a way to texture the main planet directly, or perhaps it would be wise to wait until OOlite allows you to do this..

Best wishes,
Oscar
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CaptKev
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Post by CaptKev »

I have to use the functions shipLaunchedFromStation and didExitWitchSpace to avoid the translucent planet bug, unfortunately you see the original planet for a few seconds which I would like to hide.
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Post by Commander McLane »

Could the inability to make the planet black have something to do with Ahruman disabling the use of dark colors for lasers? I don't find the thread right now, but you may remember this. He did something so that alpha(?)-values below 0.5(?) are ignored.

I think this is supposed to affect only laser colors, but perhaps it had some other, unplanned consequences as well?
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CaptKev
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Post by CaptKev »

Commander McLane, this sounds like it could be related to the problem, I'll have a dig around the forums to see if I can locate some more info.

Cheers Kev
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Post by Kaks »

CaptKev, I've added a planet.setTexture('something.png') in trunk and it seems to do the job, without any major side effects. If you can compile from source, it would be great if you can have a look at it. It's only intended for use while the player is launching from stations and/or emerging from witchspace, and it will only work if it's called - directly or indirectly - from either this.shipWillExitWitchspace or this.shipWillLaunchFromStation.

My own modified system_redux seems to work well with the new function and - so far - it's looking good! Of course, more testing is needed.
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Post by CaptKev »

That's fantastic news, brilliant work Kaks. :D I'll download the source and do a bit of testing.
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Post by CaptKev »

I've been play testing System Redux for a couple of hours without a single glitch, this modification makes re-texturing a planet so much faster and easier.

Great job Kaks!
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Post by Kaks »

Good to know it's working as planned! :)

Oops, time to get back to the day job...
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Post by pagroove »

YESSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!! 8) 8) 8) :D :D
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pagroove
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Post by pagroove »

How is this project going? It's a bit quiet here 8)
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