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Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 8:18 am
by Gimi
cim wrote:They turn out to be surprisingly tricky to get looking good.
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.
Much better then what we have now cim. Being able to change the colour on the plumes is another feature that has been requested from time to time. Is that a possibility without too much effort.
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 9:05 am
by cim
Gimi wrote:Being able to change the colour on the plumes is another feature that has been requested from time to time. Is that a possibility without too much effort.
Changing the base colour would be straightforward enough to add. However, the colour changes - bluer as they go further from the source, redder and more transparent under injectors, etc. - would be much harder to add OXP control for, and that probably limits the usable base colours somewhat.
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 9:20 am
by Gimi
cim wrote:Gimi wrote:Being able to change the colour on the plumes is another feature that has been requested from time to time. Is that a possibility without too much effort.
Changing the base colour would be straightforward enough to add. However, the colour changes - bluer as they go further from the source, redder and more transparent under injectors, etc. - would be much harder to add OXP control for, and that probably limits the usable base colours somewhat.
Thanks for the information. In that case I would rather have the developers working on more "important" stuff.
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 9:48 am
by Diziet Sma
Agreed.. but a big YAY! to reducing opacity in the aft view.
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 12:40 pm
by Cody
Mmm... very nice new lasers!
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 9:13 pm
by JensAyton
Eric Walch wrote: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?
I think they’re just there because of my paranoia about removing assets that OXPs could be relying on.
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 9:15 pm
by Shipbuilder
Diziet Sma wrote:Agreed.. but a big YAY! to reducing opacity in the aft view.
I second that.
Re: Laser beam(s) - not like in the classical Elite
Posted: Thu Nov 22, 2012 11:11 pm
by Eric Walch
JensAyton wrote:Eric Walch wrote: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?
I think they’re just there because of my paranoia about removing assets that OXPs could be relying on.
That was not my problem. As it is now, the file is in the Texture folder of the project, also on the mac, but on the mac there is no instruction to copy it to the build. So I think it has always been in the windows build and never in the mac builds.
So, either they should also be added tho the mac version, or deleted all together to keep both versions the same. I never heard about mac bugs here, so I don't think any oxp is using them and can be removed safely.