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Posted: Wed Apr 02, 2008 9:25 pm
by pagroove
Posted: Thu Apr 03, 2008 6:17 am
by Hoopy
i agree with you pagroove
Posted: Thu Apr 03, 2008 8:25 am
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";
};
Posted: Thu Apr 03, 2008 10:33 am
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";
};
Posted: Thu Apr 03, 2008 11:09 am
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.
Posted: Thu Apr 03, 2008 12:00 pm
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
Posted: Thu Apr 03, 2008 12:15 pm
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.
Posted: Fri Apr 04, 2008 6:59 am
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?
Posted: Fri Apr 04, 2008 7:39 am
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
Posted: Fri Apr 04, 2008 10:25 am
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.
Posted: Fri Apr 04, 2008 10:44 am
by CaptKev
That's fantastic news, brilliant work Kaks.
I'll download the source and do a bit of testing.
Posted: Fri Apr 04, 2008 1:53 pm
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!
Posted: Fri Apr 04, 2008 2:17 pm
by Kaks
Good to know it's working as planned!
Oops, time to get back to the day job...
Posted: Fri Apr 04, 2008 6:21 pm
by pagroove
Posted: Thu Apr 10, 2008 10:35 pm
by pagroove
How is this project going? It's a bit quiet here