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Re: Screenshots

Posted: Sun Jan 25, 2026 10:19 am
by cbr
first pic meh, second pfew!

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Say one would like to see more versions combined in a separate oxp what would be required?

Re: Screenshots

Posted: Sun Jan 25, 2026 1:59 pm
by Wildeblood
cbr wrote: Sun Jan 25, 2026 10:19 am
Say one would like to see more versions combined in a separate oxp what would be required?
The PNG assets and a short JS.

A trumble-box model and ship-data for a tumbling 3D box?

Re: Screenshots

Posted: Sun Jan 25, 2026 3:26 pm
by Old Murgh
cbr wrote: Sun Jan 25, 2026 10:19 am
first pic meh, second pfew!
Hey, nice catch on a little dyslexia there. It's not too ovbious is it?

Re: Screenshots

Posted: Sun Jan 25, 2026 7:54 pm
by cbr
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The legacy one was unreadable, so I read the HR one :)

Re: Screenshots

Posted: Sun Jan 25, 2026 9:04 pm
by Old Murgh
cbr wrote: Sun Jan 25, 2026 7:54 pm
The legacy one was unreadable, so I read the HR one :)
They're pretty adorable in all colours.

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This is what happens when you slip in the new 2048px image yourself at home and hope for the best.

Re: Screenshots

Posted: Mon Jan 26, 2026 6:42 am
by another_commander
Old Murgh wrote: Sun Jan 25, 2026 9:04 pm
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This is what happens when you slip in the new 2048px image yourself at home and hope for the best.
You must declare the desired width or height when you request it, something like this:

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setScreenBackground ({name:"trumblebox.png", height:512})
This is similar to what the oolite-trumbles-mission.js script does in the latest published pre-release. It sizes the image correctly and keeps it nice and crisp at the same time.

Re: Screenshots

Posted: Tue Jan 27, 2026 7:41 pm
by cbr
188 NSG play...

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Dark Diffuse Map

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Moderate Dark Diffuse Map with moderate Dark Specular

:)

Re: Screenshots

Posted: Wed Jan 28, 2026 2:25 pm
by cbr
Some more https://wiki.alioth.net/index.php/Norma ... e_v1.88%2B play...

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isolating/removing diffusemap metals, retaining in this case 'rust' area

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removing 'rust' area values in the specular part of the gloss map

Re: Screenshots

Posted: Thu Jan 29, 2026 9:09 pm
by cbr
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Darkened the diffusemap anaconda + klonk on the surface?

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Darkening the rust areas diffusemap anaconda + original ico

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Darkened diffusemap ico

:)

Re: Screenshots

Posted: Fri Jan 30, 2026 11:33 am
by cbr
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Adding a bit of ambient light in the emission map ( in alpha here ) helps reduce the high contrast of the current light system

Re: Screenshots

Posted: Fri Jan 30, 2026 12:29 pm
by another_commander
cbr wrote: Fri Jan 30, 2026 11:33 am
Adding a bit of ambient light in the emission map ( in alpha here ) helps reduce the high contrast of the current light system
Have you considered selecting a different tone mapper from the available ones?
In the console you can type oolite.sdrToneMapper= and then one of the following (with the quotation marks):

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"OOSDR_TONEMAPPER_NONE"
"OOSDR_TONEMAPPER_ACES"
"OOSDR_TONEMAPPER_AgX"
"OOSDR_TONEMAPPER_HEJLDAWSON"
"OOSDR_TONEMAPPER_UC2"
"OOSDR_TONEMAPPER_UCHIMURA"
"OOSDR_TONEMAPPER_REINHARD"
The default is OOSDR_TONEMAPPER_ACES, which is reasonably high-contrast.

Re: Screenshots

Posted: Fri Jan 30, 2026 3:33 pm
by cbr
Excellent and i seem to be able to use the console once again...

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"OOSDR_TONEMAPPER_UCHIMURA"

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"OOSDR_TONEMAPPER_UC2"

No visual differences noticed between ACES and Agx

(Graphical workflow, what i usually do for high contrast images is duplicate the original high contrast image use a Reinhard tonemapping style filter and overlay this with a less than 40% opacity)

Re: Screenshots

Posted: Fri Jan 30, 2026 3:42 pm
by another_commander
cbr wrote: Fri Jan 30, 2026 3:33 pm

No visual differences noticed between ACES and Agx
Actually there is very noticeable difference between the two. I think what happened is that you probably misspelled AgX (note first and last letters are capitals), which resulted in an unrecognizable tone mapper string and a fallback to ACES.

Re: Screenshots

Posted: Fri Jan 30, 2026 4:46 pm
by cbr
Ah missed the X...

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:)

Re: Screenshots

Posted: Sat Jan 31, 2026 12:04 pm
by cbr
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Mostly diffusemap darkening, mk1 added noise in the normalmap...

:)