Astro SG Wise
Future Orion MPCV Pilot
---------- Post added at 09:50 PM ---------- Previous post was at 09:50 PM ----------
Orion MPCV with Earth in background.
Are the telescopes in NASSP fully functional for navigation?
And yes, there are now interior design options for panel colours and mood lighting.
Impressive!Looks nice!
I'm working on cockpit lights for the D3D9 client, and I'm wondering what kind of special textures you are using, and how you are rendering things.
Some screenshots of the in-progress Atlantis flight deck at night:
Looks nice!
I'm working on cockpit lights for the D3D9 client, and I'm wondering what kind of special textures you are using, and how you are rendering things.
Some screenshots of the in-progress Atlantis flight deck at night:
I actually introduced a new user flag bit for mesh groups to "bypass texture RGB values during render", in other words, only use the alpha channel from the texture, and for RGB colour use the material values only. This allows me to add shadows to the labels for daylight rendering, but ignoring those for the illuminated mode. Hopefully this will be easy to propagate to the D3D9 client.
The Matlab script generating this cockpit has now grown to a cool 6000 lines and it's getting messy ...
Talk about a code first approach :blink:
A habitat for long duration, deep space missions
From right to left, this stack consists of an SLS upper stage as the kick stage, the Orion spacecraft, an ISS-derived hab, two Multi-Mission Space Exploration Vehicles to explore an asteroid (one would be sufficient, the other is needed for counter-balance) and a solar-electric propulsion module.
Based on a 2012 NASA paper.
A habitat for long duration, deep space missions
From right to left, this stack consists of an SLS upper stage as the kick stage, the Orion spacecraft, an ISS-derived hab, two Multi-Mission Space Exploration Vehicles to explore an asteroid (one would be sufficient, the other is needed for counter-balance) and a solar-electric propulsion module.
Based on a 2012 NASA paper.
My panel textures consist of just a generic noise texture for the surface structure, so they can be swapped out (or set up with different material properties) without effort. The labels and shadows are separate alpha-blended textures rendered on top of the panel background. The labels are rendered with standard diffuse material during daytime, and with emissive material and additive flag set when instrument illumination is switched on.
How would you do transition from night to day, other textures ?
So, if I understand correctly, there are three textures:
the diffuse base texture,
a texture that applies shade, multiply blended, and
a texture that contains the labels and floodlights, which in daytime is multiply blended, and in nighttime is additive blended
Am I close?
This is actually one module of the stock 'ProjectAlpha ISS'. I imported the ISS into my modelling program (Gmax) and deleted the unused modules. The ISS model has an amazing level of detail!Where did you get that "ISS Derived Hab module"?