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Posted: Mon Apr 28, 2008 12:14 pm
by Lestradae
2) is not a good solution, because it's a nice OXP (I'm getting used to it ),
3) would be: Install System Redux, and do the fiddling yourself. Obviously not a good solution for the general public...
CapnKev, what if you do two versions: Your own preferred one and a strict one :) , which only textures the main planet and does nothing else?
And I think the OXP-page has already the list you are looking for. Look at the list named Other System Objects.
This doesn`t, for example, list Assassins, and who knows what else not.

Posted: Mon Apr 28, 2008 12:16 pm
by CaptKev
Commander McLane wrote:
And I think the OXP-page has already the list you are looking for. Look at the list named Other System Objects.
I was hoping for something like;

mission_assassins - 13, 18, 53, 81, 82, 107, 194 and 203 in galaxy 7
another_commander wrote:
Just to give credit where credit is due: The procedural textures code is not written by me. It is either by Ahruman or Aegidian and can't be really sure about this because I entered the community after or about at the time this feature was programmed in.
I think it was Dajt.

Re: .

Posted: Mon Apr 28, 2008 12:19 pm
by CaptKev
Lestradae wrote:
what if you do two versions: Your own preferred one and a strict one :) , which only textures the main planet and does nothing else?
I have, sort of, just set this.max_planets and this.max_moons to 0

Posted: Mon Apr 28, 2008 12:28 pm
by Disembodied
Commander McLane wrote:
Oops, you're right. I can't find one as well in my copy (or to be precise: my Mac's search tool can't find one). Hmmm. But then, where does "Lave Purple Moon" come from? I mean, I even know it with that name. Is it from Status Quo? Unfortunately my pdf-version refuses to be scrutinized by my Mac's search tool. :?
Status Quo does give Lave a moon... can't find any reference to a purple one, though!

Posted: Mon Apr 28, 2008 12:30 pm
by another_commander
CaptKev wrote:
I think it was Dajt.
No. Sorry for sliding off-topic again. dajt did create a version featuring textured planets, but there were only two texture types available: Earth-like and Mars-like. This version was branched off the main code tree. At the same time more or less, Giles or Ahruman had developed their own version of textured planets in the engine, which is what we have at the moment, although in a dormant state. In this implementation, each planet has its own texture, created by the engine during system generation using a certain algorithm (hence the term procedural). The same planet has always the same texture.

Hope this clears matters a bit.

Posted: Mon Apr 28, 2008 12:43 pm
by CaptKev
Sorry another_commander, I just assumed that Dajt's textured planets branch had been incorporated in to the main code.

Posted: Mon Apr 28, 2008 12:58 pm
by another_commander
Hey, nothing to be sorry about ;-) It's just that there seems to be a general misunderstanding regarding the textured planets thing and I just wanted to clear it up as much as possible for all.

Posted: Mon Apr 28, 2008 5:03 pm
by pagroove
I was giving Lave only as an Example. And only to give it a unique texture.
That won't intefere with the Lave OXP. Or am I wrong?

@ CaptKev: BTW I find the lastest version a whole lot better so keep up the good work !

About the procedural textures. Wasn't Hoopy working on that? and I said the OXP could be a combination of ranomized planets and planets with the current texture set and randomize that too! 8)

Posted: Tue Apr 29, 2008 7:13 am
by Commander McLane
another_commander wrote:
Commander McLane wrote:
I'm still waiting for a_c's procedural approach
Just to give credit where credit is due: The procedural textures code is not written by me. It is either by Ahruman or Aegidian and can't be really sure about this because I entered the community after or about at the time this feature was programmed in.
:oops: :oops: :oops:

The risks of not reading back-thread. Actually I meant Hoopy's procedural approach, not a_c's. (Mixed you two up; won't happen again. :oops: )

Anyway, having said that, I also wasn't precise, as you, a_c, kindly remind me.

So what I really wanted to say is:

I'm still waiting for Hoopy's (which probably involves other people as well) overhauling of the procedural textures.

Apologies for any misunderstandings.

Posted: Tue Apr 29, 2008 9:17 am
by Hoopy
hello. I'm aiming to get the procedural generator released as an application (with source code) where you set a few parameters, press a button and it saves out the texture.

Then we can all play with it to find some good sets of parameters and some of the objective C people can look at how it could be ported to fit into Oolite.

Real life is busy at the moment (have you notice how quiet I've been?) but I may get an evening or two at it in a couple of weeks.

Posted: Wed Apr 30, 2008 7:20 am
by goran
Last night, for the first time, I noticed a problem with a plannets.oxp.

Screenshots:
Image
Image

Very nice interference or newtonian rings on that moon. :)

Everything was OK until I entered the station. After launch...

Posted: Wed Apr 30, 2008 7:59 am
by ovvldc
Albert Hofmann died yesterday, but his legacy lives on..

Posted: Wed Apr 30, 2008 8:54 am
by Rxke
:lol: :lol: :lol:

Posted: Wed Apr 30, 2008 9:29 pm
by goran
ovvldc wrote:
Albert Hofmann died yesterday, but his legacy lives on..
hmmmph... i wasn't carrying any narcotics on my tiger. :shock: 8)

Posted: Wed Apr 30, 2008 10:21 pm
by JensAyton
What you’re seeing is ”z-fighting”. Two concentric planets (or a planet and a cloud layer) are too close together, causing their polygons to overlap imperfectly.