Posted: Mon Nov 23, 2009 2:26 pm
I hope not, since I just blew away an entire planet with a single strike from a Mil Laser...Commander McLane wrote:I guess in the final stage they won't be treated as ships, though?
I hope not, since I just blew away an entire planet with a single strike from a Mil Laser...Commander McLane wrote:I guess in the final stage they won't be treated as ships, though?
I'll settle for the Griff WTF icon doing a back-flip.Griff wrote:i promised everyone i'd do a backflip if shaderified planets became a reality and i'm starting to worry for my spine and vertebrae!
No - surely : <Yoda_voice>Afraid be yes? HmHmm, Griff, afraid yes, be</Yoda_Voice>Cmd. Cheyd wrote:I've already specifically asked this, so I'll answer if you don't mind...
(Yoda Voice) Be afraid, Griff... Be very afraid...(/Yoda Voice)
By the way:Ahruman wrote:I’m working on a complete rewrite of planets. There’s lots of boring drudgery to go, but here’s a preview of sorts: a collection of planet meshes with correct texture coordinates.
planet-tester.oxp.zip (750 KiB)
Usage:The L3 is a medium-detail planet with 1280 polygons. There are six levels, from L0 (20 faces – an icosahedron) to L5 (20480 faces, can take half a minute or more to load). The planets have a 500 m radius, about the size of a Coriolis station.
- Install OXP
- Name your planet texture of choice “world.png” and stick it in your AddOns folder
- Summon a “planet-tester-l3”.
There are some problems. Each model has a few invisible triangles. I believe this is a problem in Oolite’s data loading rather than the planet generator itself. (In wireframe mode, it can be seen that these triangles are actually inside out, but a winding error in the generator would appear as a repeated pattern). There’s a visible edge running up the “back” of the planets due to a limitation in Oolite’s smoothing. Neither of these problems will affect the final version.
There’s no trivial way to smoothly spin a ship around its Y axis, but Commander McLane will be glad to hear that the poles do in fact line up with the Y axis.
Textures are still pinched at the poles. This problem is fundamentally unavoidable with latitude/longitude texture maps, although it could be made arbitrarily small by throwing twenty more triangles at it. I intend to support cube map textures for planets in future, which will make this problem disappear entirely.
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[shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: planet-tester-l2
Ah! That explains everything, of course.Ahruman wrote:Thanks. I’d fixed that locally, but decided to leave it as an exercise to the reader.
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this.evaluate = function (command, type, PARAM)
{
let result = eval(command);
if (result !== undefined)
{
if (result === null) result = "null";
else this.$ = result;
consoleMessage("command-result", result.toString());
}
}
this.$ = null; // initial value
<evil laugh>Now witness the firepower of this fully armed and operational battle-station!</evil laugh>Cmd. Cheyd wrote:I hope not, since I just blew away an entire planet with a single strike from a Mil Laser...Commander McLane wrote:I guess in the final stage they won't be treated as ships, though?
Shouldn't that be:I've already specifically asked this, so I'll answer if you don't mind...
(Yoda Voice) Be afraid, Griff... Be very afraid...(/Yoda Voice)
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'COMPASS_MODE_BASIC'
'COMPASS_MODE_PLANET'
'COMPASS_MODE_STATION'
'COMPASS_MODE_SUN'
'COMPASS_MODE_TARGET'
'COMPASS_MODE_BEACONS'
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player.ship.target.awardEquipment(player.ship.target.selectNewMissile());
...which reminds me to ask whether there is something like the C++ type map in Objective C. It could enhance the access speed for equipment very well.Kaks wrote:hasEquipment()