Docking/UnDocking Effect Alteration?

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

Moderators: another_commander, winston

User avatar
PillowTalk
Average
Average
Posts: 15
Joined: Fri May 24, 2013 8:40 pm

Docking/UnDocking Effect Alteration?

Post by PillowTalk »

I have only recently gotten this game and I've only been using visual mods so far. I have BGS, which changes the witchspace effect to something that, in my opinion, is the best looking "warp" effect I've ever seen in a game; which is surprising for how simple this one looks.

However, the docking and undocking effect remain normal and it feels weird seeing that simple red rectangle pattern one moment, then seeing the most mind-blowing witchspace effect. :lol:

I was wondering if there was any OXP that alters the red rectangle effect when docking and undocking to something more trippy.
Star trading, across the Ooliverse. Always going forward, because there's no reverse!

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13805
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: Docking/UnDocking Effect Alteration?

Post by Cody »

PillowTalk wrote:I have BGS, which changes the witchspace effect to something that, in my opinion, is the best looking "warp" effect I've ever seen in a game...
It is rather splendid, ain't it... and it's subtly different with a mis-jump into interstellar space (here be dragons).

User avatar
Thargoid
Thargoid
Thargoid
Posts: 5510
Joined: Thu Jun 12, 2008 6:55 pm

Re: Docking/UnDocking Effect Alteration?

Post by Thargoid »

It is possible to do (grab my Planetfall OXP and see the landing/launch effects for example, or Aquatics OXP and go visit the company HQ in G3 and dock there).

Currently there isn't an OXP which generically replaces the standard docking and launching rings, but it is possible to do.

User avatar
Svengali
---- E L I T E ----
---- E L I T E ----
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: Docking/UnDocking Effect Alteration?

Post by Svengali »

Heh - yes. A nice animation, Thargoid.

I guess it's time to stick my nose into a sequence for main stations.

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13805
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: Docking/UnDocking Effect Alteration?

Post by Cody »

Svengali wrote:I guess it's time to stick my nose into a sequence for main stations.
<looks up - grins>

User avatar
maik
Wiki Wizard
Wiki Wizard
Posts: 1879
Joined: Wed Mar 10, 2010 12:30 pm
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)

Re: Docking/UnDocking Effect Alteration?

Post by maik »

Svengali wrote:Heh - yes. A nice animation, Thargoid.

I guess it's time to stick my nose into a sequence for main stations.
This would be great, Svengali. The docking/undocking sequence is the single most "basic" looking part of the whole ooniverse.

User avatar
Fatleaf
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 1988
Joined: Tue Jun 08, 2010 5:11 am
Location: In analysis mode on Phaelon
Contact:

Re: Docking/UnDocking Effect Alteration?

Post by Fatleaf »

Cody wrote:
Svengali wrote:I guess it's time to stick my nose into a sequence for main stations.
<looks up - grins>
<Looks across the bar and notices Cody grinning at something ...... also grins>
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"

User avatar
Thargoid
Thargoid
Thargoid
Posts: 5510
Joined: Thu Jun 12, 2008 6:55 pm

Re: Docking/UnDocking Effect Alteration?

Post by Thargoid »

Svengali wrote:Heh - yes. A nice animation, Thargoid.

I guess it's time to stick my nose into a sequence for main stations.
It should be, you were rather instrumental in it ;)

User avatar
Svengali
---- E L I T E ----
---- E L I T E ----
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: Docking/UnDocking Effect Alteration?

Post by Svengali »

A generic sequence is not so easy though. We have ~2.5 seconds for this thing and we can't use the player ship. It should be relative simple to keep setup costs/time low and the displayed stuff must work for different types of stations and playerships.

A interesting (and challenging) approach could be to use a plain quad and do all shiny things via textures + shader. This would also allow more advanced techniques and keeps the implementation simple - although the different view_positions can't be handled yet - hmm.

User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6402
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Re: Docking/UnDocking Effect Alteration?

Post by Disembodied »

Even a basic animation showing metal walls and intermittent strip-lighting going by would be a huge improvement - maybe (if there's time) with a big set of interlocking doors opening ... I'd prefer if it didn't show the player ship from the outside, though: I think whatever is shown should be from the cockpit point of view.

User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6310
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: Docking/UnDocking Effect Alteration?

Post by Diziet Sma »

I second Disembodied's thoughts.. 8)
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

User avatar
Thargoid
Thargoid
Thargoid
Posts: 5510
Joined: Thu Jun 12, 2008 6:55 pm

Re: Docking/UnDocking Effect Alteration?

Post by Thargoid »

That's exactly what the docking effect for the Aquarian HQ is. But something like that used more generally risks a mismatch between what you see during docking and launch with what is actually visible on the station model itself when you approach.

User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6402
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Re: Docking/UnDocking Effect Alteration?

Post by Disembodied »

Thargoid wrote: That's exactly what the docking effect for the Aquarian HQ is. But something like that used more generally risks a mismatch between what you see during docking and launch with what is actually visible on the station model itself when you approach.
True ... is there a possibility to allow stations to define custom docking sequence animations? So - to pick an entirely random example - some evil piece of Bug technology into which one might have to effect an uninvited ingress, say, could show the player, on docking, a set of lurid green ribbed walls and sinister shadowy shapes, or somesuch ...

User avatar
Svengali
---- E L I T E ----
---- E L I T E ----
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: Docking/UnDocking Effect Alteration?

Post by Svengali »

Difficult, isn't it?
Disembodied wrote:
Thargoid wrote: That's exactly what the docking effect for the Aquarian HQ is. But something like that used more generally risks a mismatch between what you see during docking and launch with what is actually visible on the station model itself when you approach.
True ... is there a possibility to allow stations to define custom docking sequence animations? So - to pick an entirely random example - some evil piece of Bug technology into which one might have to effect an uninvited egress, say, could show the player, on docking, a set of lurid green ribbed walls and sinister shadowy shapes, or somesuch ...
Custom sequences should be possible, showing the playership is not possible.

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13805
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: Docking/UnDocking Effect Alteration?

Post by Cody »

Svengali wrote:... showing the playership is not possible.
That's fine by me...
Disembodied wrote:I think whatever is shown should be from the cockpit point of view.
... agreed!

Post Reply