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Quote:I made the question because nor spaceway nor Orbiter Ogla have shadows over the mesh but vanilla Orbiter has shadows over the naked planet sphere.
Spaceway doesn’t have shadows yet, and Orbiter terrain is lacking core support. There is nothing intrinsically more difficult in casting shadows on a flat sphere and casting them on a more complex geometry, it’s all a question of how the engine handles it.Quote:Here’s a rule of thumb I use; If it’s bigger than 50% of your target resolution, you’ll never see it.
That is a good rule for an object that is usually only visible as a whole on the screen. The rule breaks down if you only have a part of the object on screen. Still, yes, 2046^2 is about the upper limit to spend on something like this. It would serve to make a realy nice, detailed surface of the pad, that will look good even very close up. Which is what I would aim for doing a landing pad.
Also, I was talking about total surface area in pixels. I don’t know what surface area the pad has in meters, which would be necessary to estimate the needed pixel area a bit more accurately. And of course, I wasn’t talking about making such a huge texture. There’s still tiling, but you have to know what surface area a pixel will cover to know how small your surface details can be.
Well, the toughest call will be how many pixels the total texture area should get. Depending on that, you can either go for an asphalt texture if you have enough pixels available to actually make it look good close up, or you’ll have to take something more generic with almost no identifiable small details and do the rest with some paint and lighting.
Since landing pads are the buildings we’ll see close-up on a regular basis, I’d say a total texture area for the surface of at least 1024*1024 is minimum. I don’t know exactly how the mip-mapping works, but if possible they should have a texture area of 2048*2048 that gets loaded when the ship touches down (so it’ll only be processed for that one pad the player actually lands on). That doesn’t mean that you need to make such a big texture, you can still tile it.
This would allow you to get some amount of detail into the texture without those details getting ridiculously blown out of scale close-up…Quote:As Rob says, there’s a chance that some claim could be made, but that chance is very slim indeed, and would be on shaky ground.
The only thing they could possibly do is that all models based on their originals and any names associated with Frontier be removed, at least from the distribution package (in case someone mods them in, that’s no concern of the developers…). So the worst thing that could happen would be that Pioneer has to get itself its own background story and own models. But Braben has been more than forgiving with what happened to his masterpiece, really. People reverse-engineered the thing, which is about the most criminal activity you can engage in when it comes to code (legally speaking. Not saying Jordan is a criminal mind), and he let it pass, so it would be rather astonishing if he’d try to take down a clone written from scratch.Quote:The rectangles are supposed to be the closed roll top doors of freight elevators.
Ah… I thought they were some kind of vents. If they are supposed to be roll-up doors, the contrast between the elements is probably too high, provoking more the asociation with grills. But making them Identifiable as roll-up doors might be really tough. Maybe a warning in the style of “elevator – do not walk” or somesuch…Quote:Press F10 or click the middle of the three buttons at the top right of the control panel, the one that looks like a missile. Then, on the equipment display, click the missile you want to fire.
Ah yes, this is another thing I wanted to mention several times, but didn’t , because I assume everyone’s aware of the situation anyways, but since it’s already been brought up, I’ll just mention it for protocoll:
Missiles totally need to be keyboard controlable!
Ireally like these pads. Especially the fence around them, it’s finally something to give a sense of scale when your ship is parked. A loading truck parked at the side of the pad could enhance that impression, but then we might get into Poly-crisis on lower end machines… Maybe an option that gets triggered by the graphic detail setting?
The only criticism I have is that the surface texture looks too rough. I don’t know if you tiled it or if it’s just one texture, , but a bit of a smoother surface and some paint could increase the look quite a bit, something like this here:Quote:I know that is a weird question but why there is a monetary system in a futuristic space society?
Literary speaking, because Pioneer is space opera, not futurism.
economically speaking, because any economy is resource based. Money is simply a convenient way to distribute resources.
Sounds like it’s really the smartest thing to put them together again. I’m not comfortable enough yet with LUA for messing around with core functionality. Thanks for the help.
So there is no way for a LUA module to interact with missions created by another? Well, I guess I have to merge my InfoBrokers back into the same LUA file again, then… 🙁
I’m taking my code appart, putting the Infobrokers into their seperate LUA file, because otherwise things get a bit crowded. It’ll also be easier to use InfoBrokers with other mission types should it become necessary in the future.
Anyways, that leaves me with the problem that I can’t get direct access to the players mission list. There’s Player:GetMission(), but how do I iterate through them without knowing how many there are? Does the function return nil when it’s out of bound?Quote:NO_CENTRAL_GOVERNANCE has a base value of 1
hmmm… 12 Ophuchi has NO_CENTRAL_GOVERNANCE, but still gets a lawlessness of 0.04… Even with a few modifiers, that seems to be weird if it has a base value of 1.
Ah, so the parameter naming makes sense after all. Thanks for clearing that up!
I am a bit surprised to see a lower lawlessness in scarcely populated adjacent systems, in this case. Oh well, I guess smaller communities with tight seuritie would have less crime…Quote:hidden pirate bases AI or player owned in lawful systems ? major hubs in the middle of nowhere
I can’t quite catch your meaning. My only concern currently is to make information sellers more prone to selling ilegal information in lawless systems, as well as making hunted fugitives flee to more lawless systems. And later on probably give a better chance of getting an illegal bounty contract in a lawless system, but I have to get the basics first before extending too much…
Anyways, I played around a bit, and noticed that Sol has a lawlessness value of 0.13. Which is a lot lower than I expected, is it really still that bad on and around earth in the 33rd century?Quote:Holding all of that in memory is a pain
Getting it out of memory again is always the bigger pain for me… 😛