Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,955
Reply with quote  #1 
Do anyone else's fighters not get the same skybox as the carrier they're launching from?  I specified a skybox in a script and the fighters launch into some totally different one.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #2 
That is a rather strange anomaly. Does the skybox change every time the fighters launch/relaunch? Do all the fighters see the same skybox, or does each see its own? Are you sure it is a different skyboxes? Some of the skyboxes look very different from different angles, and since the fighters have the full range of roll, pitch and yaw it could be that it is due to the angle that is being viewed. I imagine, if you have noticed it though, the skyboxes are distinctly different from the one the carrier sees. 

I'm sure I recall something once pointed out about different player ships seeing different skyboxes to one-another, but I cannot remember the conditions under which this would occur.

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,955
Reply with quote  #3 
I've got a very distinct skybox I made for debugging (I found a neat skybox program) so I'm sure it's different [tongue]

I haven't done multiple tests with the fighters yet, although I think I recall the observer mode had the wrong skybox as well. I'll test more tomorrow and report.

I can say that the client skybox changed to the correct one after starting the mission on the server but before clicking Ready To Play.

__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,955
Reply with quote  #4 
Ok, so my latest tests are pretty conclusive - 

Before hitting Ready to Play, the client skybox changed to the new skybox.

Fighters have the wrong skybox when launched.  The skybox is consistent between repeated launches in the same game, but changes between games.

Both the Observer screen and the Vis tab have the same wrong skybox as the fighters.

I also fixed it - since the clients don't hit ready to play until after the server starts, they don't get the "set skybox index" command when they launch the client.  I sent a second "set skybox index" command 10 seconds in and the client updated.  

skybox.png 


__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ryleyra

Registered:
Posts: 3,009
Reply with quote  #5 
Good job. I noticed your post in the other thread, but you seem to have definitely tracked down the issue here. I'll need to look into ArtClientLib and see if the client connect packet includes skybox. If it does, Thom isn't setting it for some reason.

The fighter skybox issue is a bit more complicated. As I've noted, the way the fighter launch code seems to work is that a new ship is spawned, for the fighter, and then the client is connected to it. In some way, the spawning of the fighter must be setting its own skybox. Thom apparently needs to send another connect packet from the server to let it know what its current state is. (Assuming the skybox is supposed to be in the packet, if not, maybe he can send another skybox packet)
William

Registered:
Posts: 115
Reply with quote  #6 
OK Mark I'm replying to this as an off subject (kinda sorta related), but due to your examples I am bringing up a pet peeve of mine. Please note your last picture. the overhead view absolutely beautiful. I like the way the ship has detail. Now the first image in the bunch too much shadow at the bottom of the ship we lose detail. To me this is where the game loses a virtual feel. Adding a bottom light could add that wonderful detail to the bottom of the ship with out having to adjust  _illum.png files. This  would add much benefit to the observer mode.  I believe this would also help the advanced skyboxes the folks here are creating. Space has many points of light.  I would like to ask for some of that to hit the bottom of the ships.

Sorry I had to add the pun:  Of course this is thinking outside the box.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,955
Reply with quote  #7 
@ryleyra - I'm curious about it too, since the client and the fighters have the same skyboxes until it's reset - does Artemis set a particular random skybox for the game, then it can be overwritten by a set client index?

@William - it is off topic, but the look can be easily fixed by modifying the glow file.  Most of the stock glow files have no detail besides the glow-y parts, and in most games it would be transparent so the base texture would show through, if dimly.  Artemis treats glow files as fully opaque, so what I do is take the diffuse file, throw a 85% opaque black filter on it and layer it under the glow file.  That gives you simulated textures in shadow (a la star trek) instead of the pitch black (a la real life).

__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.