Update to Planet Texturing Technique?
Moderators: winston, another_commander
- Cmd. Cheyd
- ---- E L I T E ----
- Posts: 934
- Joined: Tue Dec 16, 2008 2:52 pm
- Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
Update to Planet Texturing Technique?
With a lot of the recent focus on the OXP's and even a fair bit of the core development going into improving the appearance of the overall game (new models/textures ala Simon & Griff, upping the Poly count limit and soon-to-be-removing-it, etc), would it be possible to also upgrade the mechanism for texturing planets?
I'm helping another OXP'er with a rather "Famous" project, and am continually disappointed after spending time developing my texture, that when it's applied in-game, it always has such obvious polar distortion. It always looks like the planet has a butt-pucker. Also, would it be possible to make the planets actually rotate on ONE axis like normal?
Lastly, I've not tried yet, but will planets / moons accept bump maps and the more advance image stuff beyond basic singular textures?
I'm helping another OXP'er with a rather "Famous" project, and am continually disappointed after spending time developing my texture, that when it's applied in-game, it always has such obvious polar distortion. It always looks like the planet has a butt-pucker. Also, would it be possible to make the planets actually rotate on ONE axis like normal?
Lastly, I've not tried yet, but will planets / moons accept bump maps and the more advance image stuff beyond basic singular textures?
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Re: Update to Planet Texturing Technique?
Oh, they do rotate around any axis you tell them. That's what the orientation-key in planetinfo is good for.Cmd. Cheyd Vlos'Olplyn wrote:Also, would it be possible to make the planets actually rotate on ONE axis like normal?
The real problem is that the texture is not applied along the rotational axis. There is only ONE very specific value for orientation which leads to the north pole of your texture actually being placed over the non-rotating spot of the planet, and the equator of your texture being parallel to the equator of the rotation.
The closest I ever got to it (by trial and error) was with
Code: Select all
orientation = "0.9659 0.2588 0 0"
Something is clearly broken with the orientation of the planets. But it seems to be complicated, and is of minor interest for the coders at this point.
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
I know this is not exactly what is being requested here, but as of version 1.73 onwards, the procedurally textured planets are coming back as a game option menu item. For those who don't know what this is, basically planet textures will be generated realtime on universe creation or F7 screen access, using a specific procedural algorithm. It is all done in such a way that each of the 2048 planets in the game has its own unique texture. This code has been long dormant since 1.69, but we think that it is possible to bring it back to life now and a couple of small optimizations have been already done on it.
Just to have an idea of what we are talking about:
Just to have an idea of what we are talking about:
And for even more clarifying some benefits of the in game texture planets via the oxp texture techniques (that until now was the only alternative) we have:
1.No distortion in the poles
2.Every planet is unique
3.No texture wrap problems
4.Independent movement of the clouds (for the simple reason that the clouds are not a part of the texture anymore)
5.You can see the same planet in the F7 screen and in space (bare in mind that the F7 screen uses always white light for the illumination before stat complaining that the miniature planets have a little bit different colors)
On the other hand there is a small delay when you press the F7 screen
A big thanks to Aegidian for creating this feature (yes as you can see is a rather old inactive feature) and especially to Ahruman, A_C and the rest of the dev team for optimazing it and make this feature active again.
1.No distortion in the poles
2.Every planet is unique
3.No texture wrap problems
4.Independent movement of the clouds (for the simple reason that the clouds are not a part of the texture anymore)
5.You can see the same planet in the F7 screen and in space (bare in mind that the F7 screen uses always white light for the illumination before stat complaining that the miniature planets have a little bit different colors)
On the other hand there is a small delay when you press the F7 screen
A big thanks to Aegidian for creating this feature (yes as you can see is a rather old inactive feature) and especially to Ahruman, A_C and the rest of the dev team for optimazing it and make this feature active again.
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
Yes, it would be possible, but obviously the texture appearing in flight will be completely different to the one you will see on F7.
Note that this will still remain by default off. You will have to activate it through the game options screen if you want it
Note that this will still remain by default off. You will have to activate it through the game options screen if you want it
Last edited by another_commander on Thu Jan 22, 2009 10:42 am, edited 1 time in total.
Comment out the line calling the homePlanet function.Ark wrote:IMHO What we are going to need is a light version of system redux that will only add the additional planets, moons, nebulas ect without changing the texture of the main planet
Can't wait until the procedurally textured planets are back in-game again.
Download Fighter HUD, Stingray and System Redux from the EliteWiki
Hi Ark, I've been experiencing Oolite withdrawal symptoms so I thought I'd better get a quick fix.
Oolite has moved forward in leaps and bounds since I was last here, I suppose I shouldn't be surprised considering the talent (old and new) frequenting these boards.
You probably don't need an old bogger like me around anymore?
Oolite has moved forward in leaps and bounds since I was last here, I suppose I shouldn't be surprised considering the talent (old and new) frequenting these boards.
You probably don't need an old bogger like me around anymore?
Download Fighter HUD, Stingray and System Redux from the EliteWiki
- pagroove
- ---- E L I T E ----
- Posts: 3035
- Joined: Wed Feb 21, 2007 11:52 pm
- Location: On a famous planet
Hi Capt Kev! Welcome back man! Of course we need you on the board Still using your System Redux because it has excellent textures.
A question to the procedural devs. Is the Famous Planets OXP still usable?
because otherwise I made all the textures for nothing. The looks of the new planets are very good (out of the box) but I wish for better cloud generation
EDIT
I mean a stronger visible cloud layer. But I looked better at the pictures now and it looks real good for generated planets
A question to the procedural devs. Is the Famous Planets OXP still usable?
because otherwise I made all the textures for nothing. The looks of the new planets are very good (out of the box) but I wish for better cloud generation
EDIT
I mean a stronger visible cloud layer. But I looked better at the pictures now and it looks real good for generated planets
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- wackyman465
- ---- E L I T E ----
- Posts: 831
- Joined: Thu Nov 06, 2008 10:15 pm
- Location: Currently hunting you down in an Imperial Courier
New textures for planets would be great. With Simon B and Griff, everything looks great, but the planets just look out of place.
I want something like this:
http://www.desktopextreme.com/photos/Ea ... 0PM202.jpg
Moderator: link to giant picture instead of breaking forum
I want something like this:
http://www.desktopextreme.com/photos/Ea ... 0PM202.jpg
Moderator: link to giant picture instead of breaking forum
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Frankly, that looks awful. We can do far better.wackyman465 wrote:New textures for planets would be great. With Simon B and Griff, everything looks great, but the planets just look out of place.
I want something like this:
http://www.desktopextreme.com/photos/Ea ... 0PM202.jpg
However, the amount of time and energy I can muster to work on Oolite is frustratingly limited, and I need to prioritize. The priorities at the moment are the modelling and material system for ship entities (most importantly, getting lighting fully working), the JS scripting system (pretty much done) and bug fixing (lots). After that we’ll see.
E-mail: [email protected]
Theoretically it will not have any problem at all. Whoever wants to install them in 1.73 would not have any problem.pagroove wrote:A question to the procedural devs. Is the Famous Planets OXP still usable?
because otherwise I made all the textures for nothing.
From my point of view oxps like system redux and famous planets are not dead due to the new oolite feature. They just have to adapt to the new reality. That means that maybe the replacement of the texture on the main planet would not be their main feature anymore.
Just see the recommendation I made about the system redux.
In the case of famous planets oxp if you have a closer look at lave oxp you will see an alternative approach of how you can customize a specific system (it even changes the color of the planet without wrap to it a new texture)
I repeat that as far as I can see there will be no compatibility problems if you want to change the texture of the main planet. It is not a matter of compatibility it is a matter of choice. It would work in the same way as now but also with the same drawbacks that we have today (distortion in the poles ech) and moreover I can not see any possible solution to those drawbacks via a deferent oxp technique.