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Author Topic: Latest version: 0.8.4.6017  (Read 247372 times)

josem75

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Re: Latest version: 0.8.4.5197
« Reply #75 on: February 03, 2015, 05:41:31 pm »

Awesome work Cameni, Angry, and Co.  thank you!

The clouds looks incredible for being the first alfa version!! I cant think how they will be in the future, with more resolution and more than 100 Km. They will blow minds..

The lights are great too.

By the way about lights. Would be posible to make long shots lights? 
The cars actually have like a short light real cars have. Would be posible Increase the power and distance to cover, like the long lights car? So we can drive fast at nights :)  and also make those lights more visible since long distances.
« Last Edit: February 03, 2015, 06:46:55 pm by josem75 »
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bomber

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Re: Latest version: 0.8.4.5197
« Reply #76 on: February 03, 2015, 06:07:00 pm »

I need search beams.... You know the sort.
« Last Edit: February 03, 2015, 06:12:50 pm by bomber »
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cameni

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Re: Latest version: 0.8.4.5197
« Reply #77 on: February 04, 2015, 03:22:22 am »

By the way about lights. Would be posible to make long shots lights? 
The cars actually have like a short light real cars have. Would be posible Increase the power and distance to cover, like the long lights car? So we can drive fast at nights :)  and also make those lights more visible since long distances.

You'd just simply make ones with narrower angle and higher intensity; the range is computed automatically from that.
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2eyed

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Re: Latest version: 0.8.4.5197
« Reply #78 on: February 04, 2015, 04:45:13 am »

I found, trees don't get lighted up by headlights. Stereoscopic issues however are solved with the last update. Thanks.
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HiFlyer

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Re: Latest version: 0.8.4.5197
« Reply #79 on: February 04, 2015, 07:34:07 am »

I found, trees don't get lighted up by headlights.

Nope. The lights also cast no shadows. I still like them!  ;)
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2eyed

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Re: Latest version: 0.8.4.5197
« Reply #80 on: February 04, 2015, 11:06:32 am »

I found, trees don't get lighted up by headlights.

Nope. The lights also cast no shadows. I still like them!  ;)

Shadow casting would probably be quite expensive (performance wise).
Lit trees should not.
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2eyed

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Re: Latest version: 0.8.4.5197
« Reply #81 on: February 04, 2015, 01:11:52 pm »

"Set Location" button does nothing at all with latest version 5197.
Same for "save Location": only a .jpg file is saved.
« Last Edit: February 04, 2015, 03:15:46 pm by 2eyed »
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cameni

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Re: Latest version: 0.8.4.5197
« Reply #82 on: February 04, 2015, 03:40:20 pm »

Something broke there.
But locations are always saved as jpg files, the GPS info is stored in Exif tags.
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2eyed

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Re: Latest version: 0.8.4.5197
« Reply #83 on: February 04, 2015, 04:08:35 pm »

Something broke there.
But locations are always saved as jpg files, the GPS info is stored in Exif tags.

I thought these location saves are .cam files in \outerra\campos\earth, which btw are openable with double click in current Version.
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josem75

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Re: Latest version: 0.8.4.5175
« Reply #84 on: February 04, 2015, 05:43:38 pm »

By the way about lights. Would be posible to make long shots lights? 
The cars actually have like a short light real cars have. Would be posible Increase the power and distance to cover, like the long lights car? So we can drive fast at nights :)  and also make those lights more visible since long distances.

You'd just simply make ones with narrower angle and higher intensity; the range is computed automatically from that.

Nice to hear! Thanks.
Now my problem is that i dont know what to change exactly xD. I was seeing your first post talking about parameters, and i saw the parameters on sm11.js .  I was touching all the numbers, i got bigger lights and some more but not more powered or wide angle, etc.

Anybody knows which numbers are for what exactly? If can put in black or so, which is the angle for make more wide, the power, etc.
thank you very much


Code: [Select]
  //head lights
  this.add_spotlight_source({x:-1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
  this.add_spotlight_source({x:1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
  this.add_spotlight_source({x:-0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
  this.add_spotlight_source({x:0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);

  //tail lights
  this.add_pointlight_source({x:1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
  this.add_pointlight_source({x:-1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);

  //brake lights
  this.add_pointlight_source({x:-0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
  this.add_pointlight_source({x:0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
 
  //cabin lights
  this.add_pointlight_source({x:0,y:5.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:3.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:1.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:-0.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:-2.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
 

    case ALight: {
      if(1==1){
       this.light_toggle(0);
        this.light_toggle(1);
       this.light_toggle(2);
       this.light_toggle(3);

       this.light_toggle(4);
       this.light_toggle(5);
       this.light_toggle(6);
       this.light_toggle(7);
       this.light_toggle(8);
       this.light_toggle(9);
       this.light_toggle(10);
       this.light_toggle(11);
      }


[/quote]
« Last Edit: February 05, 2015, 09:27:15 am by josem75 »
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DenisJ

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Re: Latest version: 0.8.4.5197
« Reply #85 on: February 04, 2015, 08:49:54 pm »

Probably you are already aware of it, but here are some glitches when going underwater. I wasn't quite sure if I should report it here or create a new thread in terrain issues board.



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HiFlyer

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Re: Latest version: 0.8.4.5197
« Reply #86 on: February 04, 2015, 09:14:01 pm »

Probably you are already aware of it, but here are some glitches when going underwater. I wasn't quite sure if I should report it here or create a new thread in terrain issues board.

Speaking of Underwater, I've recently visited the Marianas trench, and as soon as there is something submersible with some mega-bright lights, I'm going down there to take a look.......

Seaquest Dsv!  :) :facepalm:
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cameni

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Re: Latest version: 0.8.4.5175
« Reply #87 on: February 05, 2015, 01:34:08 am »

Now my problem is that i dont know what to change exactly xD. I was seeing your first post talking about parameters, and i saw the parameters on sm11.js .  I was touching all the numbers, i got bigger lights and some more but not more powered or wide angle, etc.
The parameters are documented in the wiki. Intensity is part of the color.
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bomber

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Re: Latest version: 0.8.4.5197
« Reply #88 on: February 05, 2015, 06:04:04 am »

Probably you are already aware of it, but here are some glitches when going underwater. I wasn't quite sure if I should report it here or create a new thread in terrain issues board.

Speaking of Underwater, I've recently visited the Marianas trench, and as soon as there is something submersible with some mega-bright lights, I'm going down there to take a look.......

Seaquest Dsv!  :) :facepalm:

Put some brights lights on the space ship I did for zzz, it'll take you to the bottom of the trench.... I've been.
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josem75

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Re: Latest version: 0.8.4.5175
« Reply #89 on: February 05, 2015, 07:37:31 am »

Now my problem is that i dont know what to change exactly xD. I was seeing your first post talking about parameters, and i saw the parameters on sm11.js .  I was touching all the numbers, i got bigger lights and some more but not more powered or wide angle, etc.
The parameters are documented in the wiki. Intensity is part of the color.

Great, thanks. i saw wiki last days and the info was not there, but now i can see it.

Now those are long shots lights!! Yeah

Ops.. Dont put attention in my snow trees xD. I am making a colection turning some trees covered in diferent levels of snow. Those are the most covered as u can see ))
     

« Last Edit: February 05, 2015, 08:17:04 am by josem75 »
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