I'll get right on that... in two years.FluffyFreak wrote:I think we're gonna need to rewrite Tradeships.lua then ;)
Multiple UV maps for objects / AO texture channel
Re: Multiple UV maps for objects / AO texture channel
Re: Multiple UV maps for objects / AO texture channel
I was thinking about those waypoints too. (let's do some derailing? ;D)
One idea was that use armatures for them, separate for each pad, and the bones are what the empties are now. The advantage is that each bone is attached to it's armature, so you can easily move the whole thing around. Also, the name of the armature could be indicating the pad, and the bones would only indicate the stage and /landing/takeoff of the given point. I think it would make it easier to manage them or to get an overview. Also you can define custom shapes for bones, so with a good set of shapes (arrows), it would be easier to visualize the direction and task of the given bone. And if the game would use the numbering format of blender (name.###), then it would be a question of extruding the bones, so you only need to name the first one in the chain, and the incremental naming would handle it from there.
Also if that high amount of bays is a concern right now, I can do a much smaller station first, with like 2 (or 1) large, 4(or 8) medium and and 9 small bays. I intended to do this version too anyway.
One idea was that use armatures for them, separate for each pad, and the bones are what the empties are now. The advantage is that each bone is attached to it's armature, so you can easily move the whole thing around. Also, the name of the armature could be indicating the pad, and the bones would only indicate the stage and /landing/takeoff of the given point. I think it would make it easier to manage them or to get an overview. Also you can define custom shapes for bones, so with a good set of shapes (arrows), it would be easier to visualize the direction and task of the given bone. And if the game would use the numbering format of blender (name.###), then it would be a question of extruding the bones, so you only need to name the first one in the chain, and the incremental naming would handle it from there.
Also if that high amount of bays is a concern right now, I can do a much smaller station first, with like 2 (or 1) large, 4(or 8) medium and and 9 small bays. I intended to do this version too anyway.
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Re: Multiple UV maps for objects / AO texture channel
robn wrote:I'll get right on that... in two years.FluffyFreak wrote:I think we're gonna need to rewrite Tradeships.lua then ;)

I've just taken a look at it (I was compiling ok!!!), I think that a lot of the "Game.system:GetNearbySystems" can be replaced quite easily and thus we won't have such massive impact on the frame times etc. I don't know why the hell it's written that way actually.
My "favourite" (to abuse the word disgracfeully) is around line 383. That can die in a fire!
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Re: Multiple UV maps for objects / AO texture channel
Actually I'm still hoping someone tries to use the full 240 bay support :Dnozmajner wrote:Also if that high amount of bays is a concern right now, I can do a much smaller station first, with like 2 (or 1) large, 4(or 8) medium and and 9 small bays. I intended to do this version too anyway.
Re: Multiple UV maps for objects / AO texture channel
There's an O'neill's cylinder lingering in my head. ;)
Re: Multiple UV maps for objects / AO texture channel
Nobody does. It's like this huge chunk of code your intern wrote. You can probably fix it with ductape when something breaks (well, you *think* you've fixed it anyway) but the hell to tell how it actually works.FluffyFreak wrote: I've just taken a look at it (I was compiling ok!!!), I think that a lot of the "Game.system:GetNearbySystems" can be replaced quite easily and thus we won't have such massive impact on the frame times etc. I don't know why the hell it's written that way actually.
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Re: Multiple UV maps for objects / AO texture channel
Back on topic... the changes I made will need testing and review. I'm certain that there's better ways of doing some parts of it but having to use the "glTexCoordPointer" and associated calls rather than just generic vertex attributes makes it harder to keep the code clean and tidy.
I'm sure someone will have a suggestion of how to clean it up a bit.
Right now my brain is totally dead so I'm calling it a night.
I'm sure someone will have a suggestion of how to clean it up a bit.
Right now my brain is totally dead so I'm calling it a night.
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Re: Multiple UV maps for objects / AO texture channel
I could also just add the ability to set an AO texture, separate from the 2nd set of UVs stuff.
I.e: it would still use the single set of textures but you could make it lower resolution and start using it.
I.e: it would still use the single set of textures but you could make it lower resolution and start using it.
Re: Multiple UV maps for objects / AO texture channel
No rush on my side, there's much to model on that station before I start working on the textures. :)
I think I'll update the buildings with AO maps to test out, when you finish it.
I think I'll update the buildings with AO maps to test out, when you finish it.
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Re: Multiple UV maps for objects / AO texture channel
I've closed this for now, for my own personal future reference it was my : "fluffyfreak:two-uvs" branch.