Orulex 1.0 Alpha testing

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Oh my GOD!! The news level 16 terrain textures are simply SUPERB!!



Good work Artlav!!

(Some day, we could fly over a whole level 16 earth...)
That actually looks real.
 
One thing i want some opinions about -
Implementing the reflections, i ran into a problem which triangulation of the sea edges to use, the 3 cases presented below.
Opinions i seek is which of them do you think to be better?
B seems out at once being both the closest and ugliest, so A with non-reflective parts of water, or C with reflective parts of land?

With high probability, nothing better will be possible, unless GPU code (shader out of Orbiter) is used.

A:
oru-ref-080327-a.jpg


B:
oru-ref-080327-b.jpg


C:
oru-ref-080327-c.jpg
 
either B or C, probably B is the most natural looking though C looks a bit neater (and perhaps less natural because of it) the triangles in B are more fractally and seem to blend it a bit better imho. but both look easily much better than A... I guess the best way would be with a map to mask the specular? thats how i'd do it in my 3d application but i guess that would be difficult from within orbiter.
 
I'd go for C, the reflective parts of land kind of look like beaches.
 
I vote for C.

B looks unnaturally jagged, and A looks like C with the wrong threshold.
To really decide between B and C, I'd probably have to see it live.
 
Update - Alpha version from 080328:
http://orbides.1gb.ru/orbf/orulex-0.9.996-080328.zip (677 Kb)

Changes:
*Fix to heightmap operators
*Reflections implemented fully
*Fixed terrain tile zero download hang (Cycle Cancel-Start if hung)
*Apply heightmap modes in Download tool - add, replace, multiply operators and flatten oceans flag, all fully working
*Locked selectors when downloading fix
*Initial Planet cfg tool

Focus of today's update is the new reflection code.
You can change the reflection edge model from Planeted tool of World Studio, or in orulex.cfg.
Opinions on which model is better are welcome.
Keeping all of them as configurable value is also an option.

Bug reports related to reflections in O-joint version, or heightmaps modes are welcome too.

To really decide between B and C, I'd probably have to see it live.
Well, that's the point of today's update. They do look different in motion.

I guess the best way would be with a map to mask the specular? thats how i'd do it in my 3d application but i guess that would be difficult from within orbiter.
Specular map is once again a feature beyond the possibilities of Orulex-Orbiter link...
 
Focus of today's update is the new reflection code.
You can change the reflection edge model from Planeted tool of World Studio, or in orulex.cfg.
Opinions on which model is better are welcome.
Keeping all of them as configurable value is also an option.

I still like model C best. Model A, however, has replaced B as my second choice. In motion, I don't like B at all.

If performance and code maintainability don't suffer from keeping the model configurable, then, by all means, do. Opinions on what looks best will always vary. And who knows, maybe you'll think of yet another method in the future. There are still a few letters left in the alphabet. ;)
 
Reply this topic, please...
What is the condition about Orulex 1.0?
 
three things: 1 I get a CTD when i try to open world studio. 2 where is meshland2 dident you say it was inclued. 3 i can only run orulex in 16 bit coulor. other then that orulex is great i love it :)
 
three things: 1 I get a CTD when i try to open world studio. 2 where is meshland2 dident you say it was inclued. 3 i can only run orulex in 16 bit coulor. other then that orulex is great i love it :)
This thread is closed and out-of-dating fast, please read thru the 1.0 release thread ( http://orbiter-forum.com/showthread.php?t=999 ), and post your question there, as it seems from it that you have just missed a few things that is listed there.
 
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