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Re: Screenshots

Posted: Fri Jul 19, 2013 8:03 pm
by xfury
Oh wait... you were spot on I found PA groove do dat inside Target reticule thingymibob he he!

Re: Screenshots

Posted: Fri Jul 19, 2013 8:03 pm
by Cody

Re: Screenshots

Posted: Fri Jul 19, 2013 8:08 pm
by Tricky
xfury wrote:
Gimi wrote:
Please post your latest log. I suspect that you may have a hidden oxp somewhere (OXP inside another OXP folder).
erm.... how do I do that? :oops:
Oolite FAQ - Diagnosing Problems

Locate your log file using the above FAQ and copy and paste between [ code ] tags. Click "Code" above the message body and paste the log in between [ code ] [ /code ].

Edit: Ninja'd by Cody.
2nd Edit: Ninja'd by you. :D

Re: Screenshots

Posted: Fri Jul 19, 2013 8:58 pm
by Gimi
xfury wrote:
Oh wait... you were spot on I found PA groove do dat inside Target reticule thingymibob he he!
All sorted then, or?

Good idea to read through the diagnosing problems FAQ anyway. It's also not a bad idea to have a look at the logs. They are quite useful sometimes, and will quickly give some understanding of how to do a little bit of trouble shooting yourself.

Re: Screenshots

Posted: Fri Jul 19, 2013 10:05 pm
by xfury
Yes, I am sure its all sorted now guys so thanks for your help. I also learned how to find the latest log entry and how to deal with it. Excellent! :)

Re: Screenshots

Posted: Wed Aug 07, 2013 10:50 pm
by Zieman
Testing normalmaps & emissionmaps on [wiki]Deepspace_Ships[/wiki] (click on the piccie to see it bigger, then on the bigger pic to see it full size):
Image
Working pretty well, methinks. :wink:

Re: Screenshots

Posted: Thu Aug 08, 2013 6:59 am
by Tichy
Zieman wrote:
Testing normalmaps & emissionmaps on [wiki]Deepspace_Ships[/wiki] (click on the piccie to see it bigger, then on the bigger pic to see it full size):

Working pretty well, methinks. :wink:
Very nice!! :)

Re: Screenshots

Posted: Thu Aug 08, 2013 8:15 am
by Svengali
Nice work, Zieman .-)

Re: Screenshots

Posted: Sun Aug 11, 2013 10:19 am
by Cody
A pic of the new [EliteWiki] BGS launch/docking effect - those doors at the end of the slot open sweetly:

Image

Re: Screenshots

Posted: Sun Aug 11, 2013 11:30 am
by JD
That looks absolutely fantastic. Although, aren't the two docking bay numbers that face outwards the wrong way round? They appear to be a mirror image of 01.

Re: Screenshots

Posted: Sun Aug 11, 2013 3:32 pm
by Svengali
JD wrote:
That looks absolutely fantastic. Although, aren't the two docking bay numbers that face outwards the wrong way round? They appear to be a mirror image of 01.
Yes, it's mirrored - the shader uses abs(atan(y,x)). This way artists don't have to care that much for seamless textures.

The texture in BGS uses a baked in bumpmap and lighting to get a little bit depth, but the effect itself is just a plain projection onto a square stretched to fullscreen. It is based on Adrian Boeings explanation Tunnel effect explained in WebGL with some small modifications.

Re: Screenshots

Posted: Sun Aug 11, 2013 4:31 pm
by Griff
:shock: woah that docking tunnel effect is stunning! fantastic work! The hyperspace effect blows my mind too, I love how you can see your destination system at the end of the tunnel, looks especially awesome when you can see the planet there too!

Re: Screenshots

Posted: Thu Aug 15, 2013 6:14 pm
by spara
Here is a shot of a space bar with a higher resolution rock texture, normal map & custom shader taken from Griff's all-in-1 pack. Featured in the upcoming RandomHits update. :mrgreen:
Image

Re: Screenshots

Posted: Thu Aug 15, 2013 6:16 pm
by Diziet Sma
Nice! 8)

Re: Screenshots

Posted: Thu Aug 15, 2013 6:49 pm
by pagroove
Very good! Looks fab :D