White flashers

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

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DaddyHoggy
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Post by DaddyHoggy » Fri Sep 11, 2009 1:02 pm

ovvldc wrote:Now, don't be coy, DaddyHoggy.
No, no, seriously - happy to have contributed but I didn't come up with YAH - at best 15% of the ads are mine (inc. new stuff for Trade-station constores), it's Doc and Ark that deserve the praise for that - I'm very pleased with my contributions to the forthcoming LH2 - but still - a tiny fraction of Svengali's stupendous amount of work.

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Post by Chaky » Fri Sep 11, 2009 1:06 pm

TOPIC, PEOPLE! :evil:

I'll copy-paste my unanswered Q, since it got burried under chitchat.
I tried to make them glow (not flash) at their peak, but I'm confused here. If I set offset to 0.5 (which is supposed to be peak of sine), I get half-a-glow. Same for practically any value, while a flashing flashers are clearly brighter than non-flashing ones. (Offset is supposed to be brightness control for always-on-flashers, right?)

I'm talking about regular flashers. I still haven't tested this new flasher technique.

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Post by Commander McLane » Fri Sep 11, 2009 7:23 pm

Chaky wrote:TOPIC, PEOPLE! :evil:
Hey, relax, after all this is the world-renowned friendliest we-derail-every-topic-you-serve-us™ board this side of Riedquat—nah, what do I say—of Oresrati! :wink:
... (Offset is supposed to be brightness control for always-on-flashers, right?)
I don't follow you here. Where do you have this particular bit of information from? Never heard about it (at least not that I remember).

All I can say is that the offset for blinking flashers works differently from what everybody with a common sense in mathematics would expect. I explained that lengthily somewhere a while back, and Ahruman's answer was basically that he won't change in order to not break backwards compatibility. That's all I know about the beasts.

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Post by Chaky » Sat Sep 12, 2009 2:15 am

Commander McLane wrote:Hey, relax, after all this is the world-renowned friendliest we-derail-every-topic-you-serve-us™ board this side of Riedquat—nah, what do I say—of Oresrati! :wink:
I noticed. :lol:
Commander McLane wrote:
Chaky wrote:... (Offset is supposed to be brightness control for always-on-flashers, right?)
I don't follow you here. Where do you have this particular bit of information from?
That's not an information, but an assumption... and a question.

I assumed that, if offset is 0, flashers will not be lit (actually, I had to set the offset to other than 0 to get lit flashers for some reason.. probably forgot to convert commas into dots with copy-pasted floating point position coordinates), and the intensity of the light would follow the sine offset. Clearly, that is not a case. Any offset gives the same half-dimmed flasher.

Edit: .. and I got white flashers!

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Kaks
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Post by Kaks » Sat Sep 12, 2009 9:39 am

One thing you could do is to set the flasher's speed pretty high, so you might only notice an occasional flicker!

You should now be able to see flashers to 2 different brightness. To add variety I would also change the size of various flasher's coronas!

But extending flashers the way you describe is quite an interesting idea, with the added bonus that it might not be too difficult to do!
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Post by JensAyton » Sat Sep 12, 2009 12:35 pm

As a special case, from 1.74, if frequency is 0 phase will be ignored and flashers will always be at full intensity. (Reduced intensity is possible by setting a less bright colour, down to 50% in the HSV model.)

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