Tianve 2.0

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: another_commander, winston

User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Tianve 2.0

Post by phkb »

Continuing with the "2.0" theme, and again starting a new thread for it, I've updated the Tianve OXP, originally by Drew, to give it a bit of a freshen-up.

Image

In this version:
  • New design for pulsar that looks more like a pulsar.
  • Update Rebecca's ship model to KillerWolf's Vampire Mk1.
  • Update station model to Octahedron Station from Z-GrOovY.
  • Updated equipment logic to no longer need TL99.
  • Added a unique planet texture, which will be used if Famous Planets Overhaul isn't installed.
  • Changed readme to plain text file.
I've also added in a NewCargoes 2.0 link, so the could be some unique things for sale.

Available via the Expansions Manager. Wiki page is here: [EliteWiki] Tianve OXP

Let me know what you think, particularly of the new pulsar design.
Last edited by phkb on Sun Nov 05, 2023 7:13 am, edited 1 time in total.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Tianve 2.0

Post by phkb »

I’d also be interested in hearing what the performance of the game is like when you’re in Tianve. I was dropping about 5-6 fps on my machine, but that only took me to around 55fps, so I thought it was ok. Obviously YMMV, so definitely want to hear what it’s like for others.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1374
Joined: Thu Aug 27, 2015 4:24 pm

Re: Tianve 2.0

Post by cbr »

Image

No performance hit.

During flight gone to menu, came back to flight view pulsar was slowed down and so were my controls ( cobra -> anaconda ),
go to menu, go back, pulsar faster, controls back to normal.


The system station was replaced with something else, probably another oxp took precedence over tianve 2.0...
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Tianve 2.0

Post by phkb »

Small update to this one, taking it to v2.1.

In this version:
  • Added normal and specular map to planet texture, and added city lights to the diffuse map.
  • Fixed liner AI so it circles the pulsar at a safe distance.
  • Message when first arriving in system will now come from the witchpoint beacon, rather than being a console message.
  • Updated sample savegame to 1.90 format.
Here's what the new planet looks like:
Image

I've also set it so that Famous Planets Overhaul will not update the planet textures, but will continue to use the ones from this OXP.
User avatar
Cholmondely
Archivist
Archivist
Posts: 4933
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Tianve 2.0

Post by Cholmondely »

phkb wrote: Thu Nov 09, 2023 1:08 am
Small update to this one, taking it to v2.1.

In this version:
  • Added normal and specular map to planet texture, and added city lights to the diffuse map.
  • ...
Here's what the new planet looks like:
Image
Celebrations have just broken out in the UK!

The first real Oolite planet to have city lights!




Reference:
a_c's Announcement (April 29th 2020)
[Split] Planet City Lights (April-May 2020)
City lights on the dark side of planets (2016-17)
Griff's original oxp with planet lights (2009)
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6545
Joined: Wed Feb 28, 2007 7:54 am

Re: Tianve 2.0

Post by another_commander »

phkb wrote: Sun Nov 05, 2023 6:38 am
I’d also be interested in hearing what the performance of the game is like when you’re in Tianve. I was dropping about 5-6 fps on my machine, but that only took me to around 55fps, so I thought it was ok. Obviously YMMV, so definitely want to hear what it’s like for others.
Tested Tianve on an i7-6700 CPU @ 3.40GHz with 32GB RAM and an old NVidia Quadro P2000 and I am not too happy with the performance. The fps fluctuates between 55 and 60, but because of this fluctuation there is constant stutter, which is not a pleasant gaming experience. Looking at the effectdata I can see a bazillion flashers being defined, which is most likely why this happens. I'll give it one more test on a more recent spec to see if it plays better and report back.

The planet looks gorgeous though, well done.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Tianve 2.0

Post by phkb »

another_commander wrote: Thu Nov 09, 2023 9:50 am
Looking at the effectdata I can see a bazillion flashers being defined
Yep, around 800+! I'll see if I can pare it down without losing the shape.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Tianve 2.0

Post by phkb »

another_commander wrote: Thu Nov 09, 2023 9:50 am
The fps fluctuates between 55 and 60, but because of this fluctuation there is constant stutter, which is not a pleasant gaming experience.
OK, I can halve the number of flashers in use and still keep the form pretty solid. On my rig with this version I can barely see the drop in FPS, maybe one or two only.

Can I get you to try this version, Tianve_2.2.oxz, and let me know how the performance is? If it's significantly better I'll push this version out as the new release. If not, I'll see if I can trim it some more!
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6545
Joined: Wed Feb 28, 2007 7:54 am

Re: Tianve 2.0

Post by another_commander »

phkb wrote: Thu Nov 09, 2023 10:16 am
Can I get you to try this version, Tianve_2.2.oxz, and let me know how the performance is? If it's significantly better I'll push this version out as the new release. If not, I'll see if I can trim it some more!
Huge improvement with v2.2. Performance is smooth now and some stutter starts occurring only when the distance to the pulsar is such that it begins to exceed the screen boundaries. That is with the previously mentioned system. Will also check with a higher spec one later at some point.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Tianve 2.0

Post by phkb »

OK, version 2.2 should be appear in the manager shortly. Thanks for testing it, a_c!
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6545
Joined: Wed Feb 28, 2007 7:54 am

Re: Tianve 2.0

Post by another_commander »

phkb, check your normal map. I get incorrect lighting on the planet occasionally and I believe the normal map channels might not be right.

Looking at it, I think in order to fix it you will need to:
1. Invert the green channel and then
2. Swap the green and red channels.

The trick is that when you look at the planet normal map's channels individually, in order for the normal map to be Oolite compatible you need to ensure that:
1. The green channel on its own appears as if lit from the left side of the image.
2. The red channel on its own appears as if lit from the bottom side of the image.

You should be then getting correct lighting on the normal map at all times.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6545
Joined: Wed Feb 28, 2007 7:54 am

Re: Tianve 2.0

Post by another_commander »

Yup, confirmed. Comparison shots below.

Original normal map: note that light on the planet surface features appears to be coming from the right, but the sun is above the planet in the shot.
Image

Corrected normal map as per previous post instructions: note how the surface details appear to be lit from the expected sun position.
Image

Corrected normal map available from https://drive.google.com/file/d/1YioloR ... sp=sharing
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6545
Joined: Wed Feb 28, 2007 7:54 am

Re: Tianve 2.0

Post by another_commander »

Update: Tested v2.2 on an i7-12700H @ 2.30 GHz, 16GB RAM, GeForce RTX 3050 GPU. Performance is perfect. Stable 120 fps (vsync) and good frametimes regardless of where I am relative to the pulsar.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4573
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Tianve 2.0

Post by phkb »

Version 2.3 now in the manager (or shortly will be).

With big thanks to another_commander for (a) testing the original and providing feedback, (b) identifying the incorrect normal map and supplying a replacement, and (c) tweaking the pulsar visual effect so amazingly.

Also in this release is an added specular map for Rebecca's Vampire Mk1.5. I think it looks all right:
Image
User avatar
Cholmondely
Archivist
Archivist
Posts: 4933
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Tianve 2.0

Post by Cholmondely »

phkb wrote: Sat Nov 11, 2023 7:02 am
Version 2.3 now in the manager (or shortly will be).
Looking better and better...

Does the pulsar in 2.3 rotate?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Post Reply