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 Post subject: Re: Screenshots
PostPosted: Thu Nov 29, 2018 8:04 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5307
@Cody: Yes, you are absolutely right. Here is a summary of what is going on in this shot.

Running 1.89 (latest dev version) which features filmic tonemapping.

OXPs:
AddOns/gsagostinho.TexturePack.AspMkII.oxp
AddOns/oolite.oxp.ZygoUgo.Asteroids_resources-v1.2.8.oxp
AddOns/oolite.oxp.ZygoUgo.shadyAsteroids-v1.2.7.oxp
AddOns/ZygoCinematicSky&Nebulas1.1.6.oxp

The Asp and Zygoroid OXPs are locally modified to make use of the v1.88 new lighting system and showcase its capabilities, so they may not look like this out of the box. I can provide further details on the changes made to those OXPs if the guys over at SSC are interested.


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 Post subject: Re: Screenshots
PostPosted: Thu Nov 29, 2018 8:12 pm 
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Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13404
Location: Corke's Drift
Thanks - linked.

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 Post subject: Re: Screenshots
PostPosted: Sun Dec 02, 2018 8:53 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Thu Aug 27, 2015 4:24 pm
Posts: 318
Not working for me in 1.88 but working in 1.89.
A tanker from Griff's industries.

Image

a non standard (modded) superhub showing unexpected (red) color in 1.89
Image


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 Post subject: Re: Screenshots
PostPosted: Sun Dec 02, 2018 11:23 pm 
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Joined: Mon May 31, 2010 11:11 pm
Posts: 1991
I had to revert to an earlier version of Superhub because it kept killing me when I got near it due to invisible parts of its model.


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 Post subject: Re: Screenshots
PostPosted: Mon Dec 03, 2018 10:15 pm 
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Joined: Sat Oct 20, 2007 2:52 pm
Posts: 2361
Quote:
a non standard (modded) superhub showing unexpected (red) color in 1.89
I guess tex0 = {type = texture; value = 0;}; would solve it.


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 Post subject: Re: Screenshots
PostPosted: Mon Dec 03, 2018 10:55 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Thu Aug 27, 2015 4:24 pm
Posts: 318
Quote:
I guess tex0 = {type = texture; value = 0;}; would solve it.
I replaced this in the superhub.fragment

and got this beautifull screenshot in the proces :)

Image

Still, where the red comes from i do not know but
i am using here a separate grayscale specular texture and a separate color emission texture.

Side effects of messing in other peoples oxps :wink: :lol: without shadery knowledge


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 Post subject: Re: Screenshots
PostPosted: Tue Dec 04, 2018 10:16 am 
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Joined: Sat Oct 20, 2007 2:52 pm
Posts: 2361
Quote:
I replaced this in the superhub.fragment
It goes into the shipdata.plist not in the fragment shader.
Code:
shaders = {
	"pagroove_superhub_diffuse.png" = {
		vertex_shader = "superhub_ahruman-generic.vertex";
		fragment_shader = "pagroove_superhub.fragment";
		textures = ("pagroove_superhub_diffuse.png");
		uniforms = {
			tex0 = {type = texture; value = 0;};
			uTime = "universalTime";
			hull_heat_level = "hullHeatLevel";
		};
	};
};
Quote:
I had to revert to an earlier version of Superhub because it kept killing me when I got near it due to invisible parts of its model.
It's a job for the maintainer of this AddOn. New style subentity declarations for docks do work different.


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 Post subject: Re: Screenshots
PostPosted: Wed Dec 05, 2018 4:19 am 
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---- E L I T E ----
---- E L I T E ----

Joined: Mon May 31, 2010 11:11 pm
Posts: 1991
Quote:
Quote:
I had to revert to an earlier version of Superhub because it kept killing me when I got near it due to invisible parts of its model.
It's a job for the maintainer of this AddOn. New style subentity declarations for docks do work different.
I reported it on the Superhub Expansion thread a few months ago:
http://aegidian.org/bb/viewtopic.php?f= ... 65#p263169


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 Post subject: Re: Screenshots
PostPosted: Fri Dec 07, 2018 7:19 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5307
Image
Image
Image
Image
Image
Image


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