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Re: Screenshots

Posted: Mon Nov 27, 2023 10:06 am
by Griff
:D That's a nice grungy texture you've made on that one cbr! whatever planet they landed on earlier, the weather really wore out the paint!

Re: Screenshots

Posted: Fri Dec 01, 2023 12:19 am
by cbr
^^^^^^^^^^
The owners of this dirt runner were the first to receive their new adder in this system,

fortunate we captured some station footage before the first couple of planetfalls...

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Re: Screenshots

Posted: Fri Dec 01, 2023 4:44 pm
by Killer Wolf
that looks fricking amazing.

Re: Screenshots

Posted: Fri Dec 08, 2023 11:17 pm
by cbr
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Re: Screenshots

Posted: Sat Dec 23, 2023 2:37 pm
by cbr
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Re: Screenshots

Posted: Tue Dec 26, 2023 7:24 pm
by cbr
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Is there a (shipdata) variable with which I can reduce the amount of influence an emission or illumination map has?
Other than editing the bitmap... :cry:

Re: Screenshots

Posted: Tue Dec 26, 2023 8:19 pm
by Griff
you can reduce the brightness of the illumintaion/ emmsion? if use one of the modulelate_color "material specifier" settings with numbers lower that 1.0 to dim the final result, or push it towards another colour:
https://wiki.alioth.net/index.php/Mater ... specifiers
emission_modulate_color
illumination_modulate_color

here's an example from an oxp where i'm using emission_modulate_color to reduce the brightness of the emmission map by modulating it with 0.5 for all the RGB values, lower numbers would dim it further, anything higher that 1.0 seems to remove the effect completely as far as i can see rather than incresing it's brightness

Code: Select all

		materials =
		{
		"Hull" =
			{
				diffuse_map = "griff_HP_Cobramk1_alt2_diffuse.png"; 
				gloss = 1.0;
				specular_color = (0.2, 0.2, 0.2);
				shininess = 42;
				normal_map = "griff_HP_Cobramk1_alt2_normal.png";
				specular_map = "griff_HP_Cobramk1_alt2_specgloss.png";
				emission_map = "griff_HP_Cobramk1_glowmap.png";
				emission_modulate_color = (0.5, 0.5, 0.5);
			};
		};

Re: Screenshots

Posted: Tue Dec 26, 2023 8:41 pm
by another_commander
Griff wrote: Tue Dec 26, 2023 8:19 pm
here's an example from an oxp where i'm using emission_modulate_color to reduce the brightness of the emmission map by modulating it with 0.5 for all the RGB values, lower numbers would dim it further, anything higher that 1.0 seems to remove the effect completely as far as i can see rather than incresing it's brightness
You can actually use numbers higher than 1.0 for *_modulate_color, see how we are using it for the default Coriolis external lights effects in the current 1.91 shipdata.plist:

Code: Select all

emission_modulate_color = {red=6750.9520; green=6780.9630; blue=3280.8824;};
Due to the way Oolite interprets color definitions, anything higher than 1.0 is automatically transposed to the RGB 0-255 scale. This way we can read colors as both float arrays in the 0.0-1.0 range and RGB integer triplets in the 0-255 range. So, if you use e.g. a value of 1.5, then this is automatically translated to 1.5/255 = 0.00588, which is like almost perfect black. That's why it seems that the effect is removed. To actually use that 1.5 value, just multiply it by 255 (i.e. set it to 382.5) and then it will be used as intended by Oolite. In the above Coriolis example the RGB triplet we are actually referring to corresponds to the float array [26.474, 10.906, 12.866].

One would easily proclaim here: WTF is this and who thought it would be a good idea to design it this way? Well, this goes back to the very old days of the game, when all colors were strictly defined within the 8-bit color space. At some point we set ourselves free from that restriction, but changing the way colors are read would break a bunch of existing OXPs, so we had to stick to what we already had and just use the method described above to make use of the extended color range available to us.

Re: Screenshots

Posted: Thu Dec 28, 2023 4:50 pm
by cbr
Thanks!

Image

modulate_color (0.95,0.95,0.95) vs modulate_color (0.25,0.25,0.25)

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Re: Screenshots

Posted: Fri Dec 29, 2023 12:26 pm
by cbr
From the witchpoint ;)

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From the station

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Giant amongst Giants, great theming!

Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544

Re: Screenshots

Posted: Sat Dec 30, 2023 5:16 pm
by Cholmondely
cbr wrote: Fri Dec 29, 2023 12:26 pm
From the station

Image

Giant amongst Giants, great theming!

Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544
cbr: is there any chance you could post a screen shot of KW's docking bay? It is quite phenomenal - and your skills here far outweigh mine. Unless you think that it is better to let people experience it for themselves.

Re: Screenshots

Posted: Sat Dec 30, 2023 10:34 pm
by cbr
Cholmondely wrote: Sat Dec 30, 2023 5:16 pm

cbr: is there any chance you could post a screen shot of KW's docking bay? It is quite phenomenal
I have a nice set of screenshots from a visit to the station, jaw dropping entrance for a station that size...
A great incentive for visiting Cebior!

Cholmondely wrote: Sat Dec 30, 2023 5:16 pm

Unless you think that it is better to let people experience it for themselves.
Hmmm... :?: let's see...

Re: Screenshots

Posted: Sat Dec 30, 2023 10:46 pm
by hiran
cbr wrote: Fri Dec 29, 2023 12:26 pm
From the witchpoint ;)

Image

From the station

Image

Giant amongst Giants, great theming!

Find it here : https://bb.oolite.space/viewtopic.php?f=4&t=21544
That last 'find it here: <url>' is giving me an idea...
How about introducing a URL that can describe a location in Ooniverse? Something that is registered to be opened with Oolite, then gives galaxy number, star system and coordinates for intrastellar space (and something similar for interstellar space)?

We need two functions then: One to grab the current location and a command line parameter to pass it into Oolite to load that URL. Maybe in-game access to the clipboard to read the URL from there?

Re: Screenshots

Posted: Sat Dec 30, 2023 10:57 pm
by Cholmondely
hiran wrote: Sat Dec 30, 2023 10:46 pm
grab the current location
Have you been there yet? Have you docked? Do it!!

Re: Screenshots

Posted: Sun Dec 31, 2023 10:30 pm
by hiran
Cholmondely wrote: Sat Dec 30, 2023 10:57 pm
hiran wrote: Sat Dec 30, 2023 10:46 pm
grab the current location
Have you been there yet? Have you docked? Do it!!
This dumb pilot seems stuck in G1. I just complemented how to operate the Galactic Hyperdrive but despite the fact that I have the Galactic Hyperdrive in my ship it does not show up when priming equipment.

Thus I don't know how to go to G2 and finally end up in the star system of choice. What can be the cause for the equipment to not be primeable?