Posted: Fri Apr 17, 2009 9:19 am
Looks like we found where all that ghastly 70's textured wallpaper ended up
Wood-chip & pebble-dashed Coriolis anyone?
Wood-chip & pebble-dashed Coriolis anyone?
For information and discussion about Oolite.
https://bb.oolite.space/
The stations need a minimal workover, just to give them some texture to go with the ships.ovvldc wrote:I am not that fond of the new coriolis. I think these are best left to other OXPs for now - we have plenty of pretty station replacements. Some (as you said) with asteroids.
It's simple ain't it?I like the thargon.
That's the idea.As for the other options, I suggest doing a neolite OXP with all of the classic ships, and then making separate OXPs with gunslingers, galcops, frontiersmen, etc. I'd say put them on the wiki ASAP and give the OXPs separate pages.
Coo - I was going to do the rest og aegideans ships next, then new-ships. Glad to see we're on the same wavelength.As for requests, I'd like to see the NewShips, Aegidian's specials, and the Murgh and Aegidian's X-ships converted and sexed up. That way all of the really early OXPs (and most of the ships with snake names) are covered.
not "need" ... "want". Fighters currently do not have an escape pod ... it adds to the "gunslinger" feel to have a pilot with a backpack eject. Have you seen the EVA pics?I wonder why you need pilot models. I thought ejecting people were in an escape pod. You'd have to get really close to see then peer out of the window.
A standard neolite cargopod has been requested. Though, Aegidean has a barrel - I wanted something to do justice to the pentagonal prism.There is already a cargo pods OXP out there, and it is being actively developed, so no need to work on that.
Cool - where?I have also seen twisted and hot metal fragments on the board, and someone seems to be working on that too.
This is correct - it would mostly be for the preview ;)I suggest not doing the missiles if you need the time. There are missile OXPs out there, and they add variety. Bottom line is that you do not see much of a missile anyway.
Griff's been toying with burning wreckage (he'll have his eye out if he's not careful). The thread's here.Simon B wrote:A standard neolite cargopod has been requested. Though, Aegidean has a barrel - I wanted something to do justice to the pentagonal prism.There is already a cargo pods OXP out there, and it is being actively developed, so no need to work on that.Cool - where?I have also seen twisted and hot metal fragments on the board, and someone seems to be working on that too.
The one I have is intended to replace the rectangle we have right now for the default. The other oxps will add in fine. That said - if any of the other designs fits in, I can just add it (license notwithstanding).
I'd say just incorporate some station from one of the existing OXPs, such as the Gritty Coriolis, or the original for the Griff's Burning Coriolis. Otherwise I feel it is best to go for a flat metal (specular?) effect. Putting normal maps and such on the larger surfaces of these stations quickly makes them look crumpled or pockmarked.Simon B wrote:The stations need a minimal workover, just to give them some texture to go with the ships.
Sounds good. Seems like the LittleBear is on board with this, so nothing should go wrong if you two keep in touch...Simon B wrote:I also figured the ships which appear in Random Hits as a guide. I've got most of them ... there's cobra varients and so on.
Yes. Least appealing part of space travel.Simon B wrote:not "need" ... "want". Fighters currently do not have an escape pod ... it adds to the "gunslinger" feel to have a pilot with a backpack eject. Have you seen the EVA pics?I wonder why you need pilot models.
There's discussion in the Shader's Outpost thread on heat effects. Then Griff (our shader pioneer) made some junk pieces for a flaming wreckage threadSimon B wrote:Cool - where?I have also seen twisted and hot metal fragments on the board, and someone seems to be working on that too.
Didn't think about them. I suggest coordinating with the authors of the Buoy repair OXP on that one. Would not want breakage..Simon B wrote:Hmmm... you didn't mention bouys...
This is more of a question for the coders here...Simon B wrote:Still ... major priority is to get the companion oxp switched to openstep.
I could translate the shader sections to xml I suppose - but isn't that supposed to be getting depreciated sometime?
Maybe some pilots with no escape pod would punch out wearing just a RemLok survival mask, like the one Alex Ryder uses in 'The Dark Wheel.'Simon B wrote:not "need" ... "want". Fighters currently do not have an escape pod ... it adds to the "gunslinger" feel to have a pilot with a backpack eject. Have you seen the EVA pics?ovvldc wrote:I wonder why you need pilot models. I thought ejecting people were in an escape pod. You'd have to get really close to see then peer out of the window.
I missed that earlier. I don't think that the XML plist format will get deprecated. This would mean that we give up on compatibility with older OXPs and besides, XML plist parsing is an integral part of NeXTStep/GNUstep. It's just that the openstep format is more readable for our intents and purposes. Note that this is different to the homebrew plist parser, which is scheduled for deprecation sometime in the future (no idea when, though).ovvldc wrote:This is more of a question for the coders here...Simon B wrote:Still ... major priority is to get the companion oxp switched to openstep.
I could translate the shader sections to xml I suppose - but isn't that supposed to be getting depreciated sometime?
Seems to be an artifact of the shaders - the lighting treats each triangle to be on a slightly different angle.DaddyHoggy wrote:Is it me or do the faces now look concave? (as well as ridged)
I'm having a play with how the current models are textured - I may be able to do something like that without actually changing the model or the mapping.another_commander wrote:If done properly, greebling can work on stations too:
https://developer.berlios.de/dbimage.php?id=4351
I think the trick here is to not make it look too much like random greebling.
Still an issue, afaik!Micha wrote:1. When jumping into a system or the system populator needs to be modified to ensure incoming ships are far-enough away from the W-buoy to prevent collision (some YAH-pilots have complained of this in the past, unsure if it's still an issue)
Confirmed. I had many crashes since I installed YAH...and once a very strange thing, similar but obviously not from the AD: something hit my ship during witchspace, shields and almost all energy gone. Didn't have damage logging on at that time, wish I know what it was...Kaks wrote:Still an issue, afaik!Micha wrote:1. When jumping into a system or the system populator needs to be modified to ensure incoming ships are far-enough away from the W-buoy to prevent collision (some YAH-pilots have complained of this in the past, unsure if it's still an issue)