Posted: Sun Dec 07, 2008 5:43 pm
This looks like something from the Shadow Wars in B5! Cool!Frame wrote:
Captain Hesperus
This looks like something from the Shadow Wars in B5! Cool!Frame wrote:
Second that. Nice one :-)Captain Hesperus wrote:This looks like something from the Shadow Wars in B5! Cool!
’s not true. The first normal map test OXP was a little pyramid holding two billboards. :-)another_commander wrote:For those who may have not noticed, I happen to like the Griff Boa a lot. Especially with normal maps. Here is, the first ever non-cube normal mapped ship of Oolite, coming soon to a computer near you:
Would this be even possible to add-in such maps to already existing ships?pagroove wrote:Now ALL ships should have normal maps.
Ships are one thing. Planets would look very much better with normal maps.pagroove wrote:Now ALL ships should have normal maps.
Actually, the effect of a correct normal map on a planet is pretty subtle; mountains just aren’t very big. Correct lighting taking atmospheric scattering into account, specular mapping and night lights are far more noticeable. Not that it matters; you can’t have any of the above, so *thrppt*. :-povvldc wrote:Ships are one thing. Planets would look very much better with normal maps.
yeah you can...Lestradae wrote:Would this be even possible to add-in such maps to already existing ships?pagroove wrote:Now ALL ships should have normal maps.
I`m asking for a reason, you know
since if you can change the plist entry, you can add normal mapsAhruman wrote:New plists shipdata-overrides.plist and shipyard-overrides.plist can be used to replace individual properties in shipdata and shipyard, respectively. shipdata-overrides.plist should be useful for localization OXPs to set ship names without overriding other attributes. The most obvious use for shipyard-overrides.plist is a leaner implementation of Realistic Shipyards. Override entries for ships that are not in shipdata/shipyard will be ignored.