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Turning off space dust

General discussion for players of Oolite.

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Cmdr James
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Post by Cmdr James »

DaddyHoggy wrote:
7,500 polys... hmmm....
And titled

Code: Select all

low poly model
!!!

What happened to vipers being two trianges and a bit of string?


Still its a lovely model.
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JensAyton
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Post by JensAyton »

That is a low poly model in the normal world. And Oolite really ought to be able to deal with it, but the loading time would be atrocious due to some nasty O(2^n) post-processing code.
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Steve
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Post by Steve »

Griff wrote:
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums?
No, that's a different Steve who made the amazing Viper model 8)
FrontierAstro - dedicated to Elite, Frontier and Astronomy
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Killer Wolf
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Post by Killer Wolf »

DaddyHoggy wrote:
Griff wrote:
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums? it is a really amazing bit of artwork, if anybody here hasn't seen it pop along to http://forums.frontier.co.uk/showthread.php?t=1399
Very sweet indeed - 7,500 polys... hmmm....
exactly my thoughts....and that's the LOW poly version?!
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JensAyton
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Post by JensAyton »

As of r3313, the default dust shader does what I want, so customizing it is no longer a very bad idea. That said, I haven’t made any effort to make it usefully customizable; it’s there to offload work onto the GPU, not to create an arena for experimental Griff Dust.
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DaddyHoggy
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Post by DaddyHoggy »

Ahruman wrote:
experimental Griff Dust.
Yours for just 8Cr a gram.

:wink:
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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JazHaz
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Post by JazHaz »

DaddyHoggy wrote:
Ahruman wrote:
experimental Griff Dust.
Yours for just 8Cr a gram.
And quite addictive, so quite illegal! :lol:
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by jonnycuba »

It will dissolve in tea too :D
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ADCK
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Post by ADCK »

Ahruman wrote:
experimental Griff Dust.
Hello my name is ADCK and I'm a space-dustaholic.

Hello ADCK

I've been hooked on the space-dust since the 80's.
:D
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Killer Wolf
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Post by Killer Wolf »

is that the stuff that pops in your mouth? :-9
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Post by ADCK »

Killer Wolf wrote:
is that the stuff that pops in your mouth? :-9
For some reason that reminded me about when Austin Powers hypnotised a security guard into getting him some Orange Sherbet...

Image
See what space dust does to your brain?

Kids! Don't do space-dust.
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Post by Diziet Sma »

Ahruman wrote:
As of r3313, the default dust shader does what I want, so customizing it is no longer a very bad idea. That said, I haven’t made any effort to make it usefully customizable; it’s there to offload work onto the GPU, not to create an arena for experimental Griff Dust.
Griff! Ahruman's made a new toy for you to mess with! :twisted: :mrgreen:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Keeper
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Re: Turning off space dust

Post by Keeper »

Pardon me for dredging up an old thread, but... Is there a way to reduce the size of the space dust? Ideally I'd rather the blocks be half the size they are now. They're rather enormous at the moment. I thought the little 16x16 oolite-particle-dust.png was what was being used, but adjusting the alpha of that texture has had no effect.

UPDATE: I have come up with a reasonable solution which I'm liking. I opened up the shader oolite-dust.vertex and changed the line
float alpha = clamp(OODUST_SCALE_MAX - distance * OODUST_SCALE_FACTOR, 0.0, 1.0);
to
float alpha = clamp(OODUST_SCALE_MAX - distance * OODUST_SCALE_FACTOR, 0.0, 0.2);

That second value appears to be the maximum opacity of the space dust. So now the space dust is mostly transparent and only barely noticeable. You get the sensation of speed that they're meant to provide without feeling like they're so large. The effect on Torus is nicely subtler too.
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Re: Turning off space dust

Post by Cody »

Excellent! Tried a few, and settled on a value of 0.4, which suits me nicely.
The bug-induced rainbow dust would've looked good like this too, I reckon.
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: Turning off space dust

Post by Keeper »

And for what it's worth, I also reduced the size of all the stars in their textures (basically doubling the canvas size then halving the texture size) so the stars aren't so big anymore, either -- then added a star_count_multiplier value of 2 to compensate. Much nicer starfield.
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