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Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 8:49 am
by Griff
wow, i think i'll just add another shocked face to the queue :shock: That looks really great, they even have a semi transparent glowy edge on them too!

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 8:51 am
by cim
Thargoid wrote:
as they look like light-sabres.
They do. I'm working on adding a bit more 'turbulence' to the beam to break up that effect.

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 2:23 pm
by drew
Dribbly dribble!

Cheers,

Drew.

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 5:19 pm
by Gimi
Commander McLane wrote:
Sorry to be a PITA in two threads at the same time. :oops:
I really don't mind. Just that my yarning for those nice lasers were getting the better of me. Keep it coming....

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 6:31 pm
by Diziet Sma
9 more hours until the next nightly is built.. <sigh>

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 6:35 pm
by Thargoid
Wanders off to svn up :twisted:

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 7:17 pm
by Wildeblood
cim wrote:
Thargoid wrote:
as they look like light-sabres.
They do. I'm working on adding a bit more 'turbulence' to the beam to break up that effect.
I think you went overboard with the turbulence. They look like a special effect from Ghostbusters.

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 7:25 pm
by Jake
drew wrote:
Image
Hey... isn't that from someone's Homeworld 2 mod?

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 8:32 pm
by Eric Walch
Thargoid wrote:
Actually if it's a laser beam then you wouldn't see anything at all (except when it hits something).
Correct, so trunk is fixed at last to how it should work. The beams are indeed invisible now. :P Or would it be because of:

Code: Select all

21:26:39.835 [files.notFound]: ----- WARNING: Could not find texture file "oolite-laser-blur.png".
21:26:39.838 [files.notFound]: ----- WARNING: Could not find texture file "oolite-laser-blur2.png".
:lol:

PS. I will try to fix this later on for the mac compiler. (Midsummer Murder at the TV has priority at the moment)

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 8:37 pm
by Thargoid
Hmm, works fine for me under Windows (just built it). Looks nice.

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 9:10 pm
by Commander McLane
I'm smelling case sensitivity.

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 9:11 pm
by another_commander
Somebody just needs to insert the two new laser blur textures in the Xcode project.

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 9:38 pm
by Eric Walch
Just added it to the XCode project and I see them on the mac also. So it should be in the next mac nighties also.

Took me some time as XCode 4.x works quite different than 3.x I was used to. (and it is not something that can be added from a window computer)
I'm smelling case sensitivity.
No, but the windows compiler just copies everything from the texture forder into Oolite, while the mac compiler wants ever file that has to be copied into Oolite explicitly defined. (But is something that has to be done from within Xcode and can't be done by Cim)

EDIT: On adding the two files, I noticed the files galaxy256.png and stars64.png are in the Texture folder on Berlios but are not added to Oolite on the mac version. Are those two used at all?

Re: Laser beam(s) - not like in the classical Elite

Posted: Wed Nov 21, 2012 10:24 pm
by cim
El Viejo wrote:
Yep... and improved drive-plumes would also get my vote!
They turn out to be surprisingly tricky to get looking good. This is the best I've got so far:
Image

The really big problem is getting them to look good on aft view (they look a little better in-motion, but not much)
Image
The opacity on the external shots is turned down probably too far (they're much fainter than the old ones) - but still looks far too bright on the internal shot.

I'm tempted to cheat and just not show the player's own drive plumes on the internal view, or at least seriously reduce their opacity when viewed from that angle.

Re: Laser beam(s) - not like in the classical Elite

Posted: Thu Nov 22, 2012 6:47 am
by Diziet Sma
Wildeblood wrote:
I think you went overboard with the turbulence. They look like a special effect from Ghostbusters.
Agreed.. the effect could use toning down a little.. very nice, all the same! :D
Jake wrote:
drew wrote:
Image
Hey... isn't that from someone's Homeworld 2 mod?
Hey yeah! So that's why my memory was bugging me! I knew they looked familiar.. just couldn't place them.