Screenshots

General discussion for players of Oolite.

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ADCK
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Post by ADCK » Tue Jan 19, 2010 11:44 am

Click it to see full screen version:
Image
So not only did I retexture the ship, but made a whole new model for it using the exact same dimensions as the older version, painstakingly by hand. But it fixed the texture problems and lowered the poly count significantly. But looks exactly the same externally.

(Theres a weird light glitch in the right pics upper hull)

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Post by DaddyHoggy » Tue Jan 19, 2010 11:57 am

I like but could I suggest one thing? Have a variation of intensity (subtle) and hue across the porthole lights - indicating that each room behind it is creating slight variations in the light which is escaping into space?

Well done on reducing poly count - by hand you say! staggering!
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Post by ADCK » Tue Jan 19, 2010 12:42 pm

With over 100 lights, it would be an annoying task to complete to make each one different. Too time consuming. Maybe one day as an alternate texture, but it's not on the top of my priorities list. :P

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Post by pagroove » Tue Jan 19, 2010 5:40 pm

Really impressed that you did a complete rebuild of the ship. I also like the variants. release on the end of this week
For P.A. Groove's music check
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Famous Planets v 2.7. (for Povray)
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http://aegidian.org/bb/viewtopic.php?f=4&t=13709

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Post by DaddyHoggy » Wed Jan 20, 2010 10:18 am

pagroove wrote:Really impressed that you did a complete rebuild of the ship. I also like the variants. release on the end of this week
And I was just about to ask where I could get hold of the new version! Glad I read to the end of the thread! :oops:
Selezen wrote:Apparently I was having a DaddyHoggy moment.
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Post by DaddyHoggy » Thu Jan 21, 2010 10:35 am

pagroove wrote:Well not a screenshot but a video:

View the Famous Planets Promo Video on Youtube

I made a promo video of the WIP Famous Planets 2.0. Worlds of Galaxy 2.0.OXP with custom music!

Enjoy. Also a great showcase of some Griff Objects. Make sure you view it in HQ.

http://www.youtube.com/watch?v=13bq-R0jWnA
Blogged! http://www.jonnierocket.com/blog/to-exp ... new-worlds

I'll also put it in my RL(tm) blog too when I next do one (soon - I'm supposed to do one a week and haven't done for nearly 3!! Oops!)
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Post by Griff » Thu Jan 21, 2010 10:50 am

That is a cool video, i like the edit when the mamba explodes and the whole screen seems to break into little shards of video goodness, is the music one of yours PAG? It sounds great!

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Post by ADCK » Thu Jan 21, 2010 11:11 am

So I was working on my Bulk Hauler... and I was stareing at the back of it... then I noticed something... It was looking back at me!

My hauler has a face!

Image

Bet one of the next posts is something suggestive about a Python "docking" into its mouth.

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Post by Griff » Thu Jan 21, 2010 11:29 am

:lol: Looks like it's just had a really big phone bill or something

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Post by ADCK » Thu Jan 21, 2010 2:37 pm

Image
Will release this in about 30 mins or so, just got to write up the readme :P

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Post by Tivva » Fri Jan 22, 2010 4:36 pm

my first spot of the Aurora class liner- WOW is it BIG...
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& a close up of the 'Galaxy Queen'
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nice 8)

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Post by DaddyHoggy » Fri Jan 22, 2010 10:40 pm

Is each ship named uniquely (using decals as per Griff/Ahruman technique) or are their multiple like_ship variants with just this naming different?

And I concur - big is beautiful!
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Post by another_commander » Sat Jan 23, 2010 12:57 am

Mining business
Image Image Image Image

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Post by Griff » Sat Jan 23, 2010 10:39 am

wow A_C, you really do know how to frame a cool screenshot!
To whoever made them those asteroids look great! The normal mapping is brilliant, look at the lovely light falloff between the lit and shadowed side, there's no hint of the underlying polygon mesh getting in the way at all - fantastic stuff!

edit: actually, thinking about it what have i got wrong in my ship shaders, why are they lit a lot more harshly that the asteroids - something to do with the ambient light, have i forgotten to include it in the shader?
edit: ah yes, line 169 in the fragment shaders

Code: Select all

  diffuse += gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
that's not right for a start, shouldn't be using light 0's ambinet

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Post by another_commander » Sat Jan 23, 2010 11:03 am

Credits due for asteroids shown above:
Initial design: Charlie
Retouch and improvements to initial models: Eric Walch / Griff (you did not remember that, Griff? ;-) )
Normal mapping: Eric Walch
All these and many more are contained in the new trunk-only Asteroid Storm mission pack, made available by Eric in this post.

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