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DoctorOfSpace's Mod Emporium v2
quarior14Date: Saturday, 16.01.2016, 18:18 | Message # 76
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Quote DoctorOfSpace ()
Attachments: Whitehole_warp.glsl(1Kb) · tg_common.glsl(74Kb) · tg_terra_glow.glsl(5Kb) · tg_selena_glow.glsl(2Kb) · tg_asteroid_glo.glsl(1Kb) · SolarSys.sc(48Kb) · ship_warpSMALL.glsl(1Kb) · ship_warpDarkSm.glsl(1Kb) · DocRodV2.glsl(3Kb) · ship_warpRedBlu.glsl(2Kb)

Here, you have to name attachments, me, even if I have a file name, it replaces the still by default by a number.format .





Quarior
 
DoctorOfSpaceDate: Saturday, 16.01.2016, 18:46 | Message # 77
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Might be due to files with the same name in the thread, but I don't know.




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JackDoleDate: Saturday, 16.01.2016, 18:52 | Message # 78
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Quote DoctorOfSpace ()
The black hole shader is not the same as it was so it might not be possible to do what JackDole did before.

In any case, the shaders has become more complicated, and since I do not really have much idea of shaders, I still have to do with it to understand what is happening where. wacko





Don't forget to look here.

 
DoctorOfSpaceDate: Saturday, 16.01.2016, 19:04 | Message # 79
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Quote JackDole ()
the shaders has become more complicated


Quite a bit more complex but it doesn't make modding impossible. I have found ways to adjust the accretion disks and of course inverting the gravity settings


I haven't figured out a way to do what you did before however.





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ProteusDate: Tuesday, 02.02.2016, 12:55 | Message # 80
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Eventually, It may just have to happen...





smile





 
GameDate: Friday, 05.02.2016, 18:12 | Message # 81
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Remember the Cant!

Ceres, Tycho and Eros station would also be really cool to see in SE.
 
raptor_x_xDate: Wednesday, 10.02.2016, 02:04 | Message # 82
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I enjoyed the Halo Ships, you're awesome thanks
 
DoctorOfSpaceDate: Tuesday, 16.02.2016, 10:00 | Message # 83
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I just want to let everyone know that for the time being I will not be updating my mods. I plan to update them once the full version of 0.9.7.4 comes out but it will take some time. I have a lot of other things going on currently so please be patient.

When the new version is released I will be closing and archiving this thread and all of my other system addon threads. They will be replaced with a single thread with easy to navigate sections and easier to install packages similar to HarbingerDawn's thread.





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Destructor1701Date: Wednesday, 17.02.2016, 01:27 | Message # 84
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Cool to see everyone looking for Expanse ships! I'm crazy about that show.

There might be some hope here, but I have to investigate further.





 
dalekkhan00Date: Friday, 19.02.2016, 16:13 | Message # 85
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can you plz do step by step instructions on how to add your mods, i could not get them to load
 
DoctorOfSpaceDate: Friday, 19.02.2016, 16:50 | Message # 86
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dalekkhan00, it is literally just drag and drop.




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carl_carlDate: Wednesday, 24.02.2016, 22:36 | Message # 87
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Thanks for the amazing work. But I couldn't download the mod for TARDIS. Is the link still working? Thank you!
 
quarior14Date: Monday, 28.03.2016, 15:41 | Message # 88
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DoctorOfSpace,
What is you be developing the white hole for the latest version ? In fact, what the shaders for wormholes? I have not found it.
I tried to look at the files (both on making a copy) and I'm not a programmer but I found where changed but I do not know what to do : (on shaders/blackhole.glsl, I added comment)
Code
...
// Fake gravitational blueshift //redshift
void    SkyBlueShift(inout vec3 color) //SkyRedShift
{
    float onePlusZ = inversesqrt(1.0 - gravRadius / EyeDist);
    float onePlusZ2 = onePlusZ * onePlusZ;
    float flux = onePlusZ2 * onePlusZ2;
    float shift = (onePlusZ - 1.0) * 2.0;

    const float r2g = 0.299 / 0.587;
    const float g2b = 0.587 / 0.114;
    color = mix(color, vec3(0.3*color.r, color.r*r2g, color.g*g2b), clamp(shift,     0.0, 1.0));
    color = mix(color, vec3(0.7*color.r, color.r*r2g, color.g*g2b), clamp(shift-1.0, 0.0, 1.0));

    color *= flux;
}
...
#ifdef ENV_MAP
        // obtain color from the skybox and the frame texture
        vec4 colorSkyE = texture(EnvMap, SkyRot * rayDir);
        vec4 colorSkyF = texture(Frame, rayDirF);

        // if pixel is outside the frame edges, or camera is close to the event horizon, use the skybox
        float blendZone = 0.05 * clamp((0.2 - EyeDist) * 10.0, 0.0001, 1.0);
        vec2  d = (rayDirF - clamp(rayDirF, blendZone, 1.0 - blendZone)) / blendZone;
        float blend = clamp(1.0 - dot(d, d), 0.0, 1.0) * blendFactor;

        // mix skybox and frame color based on distance to make smooth transition
        vec4 colorSky = mix(colorSkyE, colorSkyF, blend);
#else
        // obtain color from the frame texture only, mirror-repeated to fill gaps
        vec4 colorSky = texture(Frame, rayDirF);
#endif

        // fake blueshift the sky image based on proximity to the event horizon //redshift
        SkyBlueShift(colorSky.rgb); //SkyRedShift

        // take into account absorption of the accretion disk
        color += transm * colorSky;
    }

    OutColor = color;
}

#endif
.
I wish you a good end of the day and a good continuation.

Edit
I started to edit but by changing in ENV_MAP, I no longer see the black hole and the accretion disks, can you watch what's wrong ? I attached my file.

Attachments: blackhole.glsl (11.2 Kb)





Quarior

Edited by quarior14 - Monday, 28.03.2016, 16:32
 
DoctorOfSpaceDate: Friday, 01.04.2016, 09:24 | Message # 89
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I forgot I had these obj files laying around from 2013 when I started working on them. The textures are fairly low res but the models are nice, if someone dedicated time to redrawing the textures the ships would look superb.

Who likes Stargate?








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Destructor1701Date: Friday, 01.04.2016, 14:38 | Message # 90
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Haha, cool. Old Bridge Commander mods deliver again, eh?




 
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