| Pages: [1] 2 :: one page |
| Author |
Thread Statistics | Show CCP posts - 2 post(s) |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.07 22:18:00 -
[1] - Quote
Is there any way to remove the nebulae and background from the ship viewer so that you have the ship flying over a transparency? Anyone know?
Trying to get it done in here: http://web.ccpgamescdn.com/shipviewer/ccp.shipviewer-0.989.min.js
|

NickyYo
StarHug
272
|
Posted - 2013.01.07 22:29:00 -
[2] - Quote
The javascript isn't even formatted! It will take years to figure that out!
Quit NOW! unless CCP will sahre the uncompressed version. .. |
|

ISD Suvetar
ISD Community Communications Liaisons
1769

|
Posted - 2013.01.07 22:36:00 -
[3] - Quote
Having had a quick look, I've got a feeling that setting settings.showCubeMap to 0 or false might achieve this, partially at least. ISD Suvetar Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.07 22:36:00 -
[4] - Quote
NickyYo wrote:The javascript isn't even formatted! It will take years to figure that out! Quit NOW! unless CCP will sahre the uncompressed version. No trolling, you. I've made pretty good progress reading it line by line. The problem is here (minmatar ex.):
"res:/texture/cubemap/minmatar/m01_cube.cube","res:/texture/cubemap/minmatar/m01_cube_blur.cube"
So if I could get the .cube files to load transparent I would think it would work. The problem seems to be that the m01_cube.cube file is the canvas that everything is painted on...
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.07 22:44:00 -
[5] - Quote
ISD Suvetar wrote:Having had a quick look, I've got a feeling that setting settings.showCubeMap to 0 or false might achieve this, partially at least. Ah... I see. Yup that removed the CubeMap and the ship still rendered. Just need to figure out the background now. Thanks!
|

NickyYo
StarHug
272
|
Posted - 2013.01.07 22:47:00 -
[6] - Quote
Gogela wrote:NickyYo wrote:The javascript isn't even formatted! It will take years to figure that out! Quit NOW! unless CCP will sahre the uncompressed version. No trolling, you. I've made pretty good progress reading it line by line. The problem is here (minmatar ex.): "res:/texture/cubemap/minmatar/m01_cube.cube","res:/texture/cubemap/minmatar/m01_cube_blur.cube" So if I could get the .cube files to load transparent I would think it would work. The problem seems to be that the m01_cube.cube file is the canvas that everything is painted on... ok fair enough, try this http://jsbeautifier.org/ it will make it easier to read. .. |
|

ISD Suvetar
ISD Community Communications Liaisons
1769

|
Posted - 2013.01.07 22:49:00 -
[7] - Quote
If you load the code into Google Chrome, go to Sources then open the file and choose the pretty print button at the bottom. ISD Suvetar Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

NickyYo
StarHug
272
|
Posted - 2013.01.07 22:51:00 -
[8] - Quote
Gogela wrote:ISD Suvetar wrote:Having had a quick look, I've got a feeling that setting settings.showCubeMap to 0 or false might achieve this, partially at least. Ah... I see. Yup that removed the CubeMap and the ship still rendered. Just need to figure out the background now. Thanks!
Also to add to that, if you want your own custom background, edit the files between line 126 and 136 once the file is decompressed.
EDIT: i think this will work :S .. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.07 23:03:00 -
[9] - Quote
NickyYo wrote:Gogela wrote:ISD Suvetar wrote:Having had a quick look, I've got a feeling that setting settings.showCubeMap to 0 or false might achieve this, partially at least. Ah... I see. Yup that removed the CubeMap and the ship still rendered. Just need to figure out the background now. Thanks! Also to add to that, if you want your own custom background, edit the files between line 126 and 136 once the file is decompressed. EDIT: i think this will work :S No...sadly it will not. Omiting those files altogether through the settings (ex: showCubemap: 0, ) in your HTML doc still leaves you with a black background... looking into it now...
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.08 01:03:00 -
[10] - Quote
Well... I figured out some other very cool stuff... just have to figure out how to keep it from spinning onload and remove the black background. I'm calling it a night for now.
|

Karbowiak
4M-CORP Raiden.
79
|
Posted - 2013.01.08 06:35:00 -
[11] - Quote
If you're interested in sharing your work, i will give you a sum of isk for your troubles  |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.08 07:13:00 -
[12] - Quote
Karbowiak wrote:If you're interested in sharing your work, i will give you a sum of isk for your troubles  Hay, WHEN I figure this all out I'll let you have it for free... how about that. If I can remove the background and replace it with a transparency, and stop the ship from auto-rotating on load, I'll write you the frickin' manual that will make every killboard and forum an HTML5 masterpiece. I already wrote a bitchin' backdrop for my own corp... it just needs this as flair. I just don't know JAVA very well... never needed it... but I'm learning. Will be working with the .cube files tomorrow, as that may be where the background problem lies...
Edit: Some of the stuff you can do with the model, positioning, and behavior is pretty sweet. You can control EVERYTHING, going well above and beyond the eve ship viewer as it is on CCPs site...
|

Liu Ellens
Blame The Bunny The Dark Nation
80
|
Posted - 2013.01.08 07:35:00 -
[13] - Quote
It'll be a combination of the alpha settings and the clear color. Per default, WebGL has no opaque background and would actually do what you want; A list of settings allows the developer to achieve an opaque (black) background during the render process.
Have a look here: http://games.greggman.com/game/webgl-and-alpha/ and do the inverse (i.e., try NOT to get a solid background). Because of the defaults, I believe the magic will happen around the lines of gl.clearColor() and clear().
edit: Some further StackOverflow info: http://stackoverflow.com/questions/12273858/how-to-make-webgl-canvas-transparent upro - an online browser application to support navigation in New Eden and beyond. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.08 07:44:00 -
[14] - Quote
Man.... you just took a big crap on my parade. Will look into it. Sounds like I need to do some writing.
Thanks for the info though. Will see if I can write my way out of this.
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.08 18:27:00 -
[15] - Quote
I figured out all the behavior stuff, and thanks to the ISD found the "on/off" switch for the nebulae. The only thing I can't do right now is remove the black background once the ship renders. I think that WebGL stuff may be on the right track.
p.s. here's how a Cynabal is called: http://web.ccpgamescdn.com/shipviewer/assets/dx9/model/ship/angel/battlecruiser/angbc1/angbc1_t1.red
|

Calico-Jack Daniels
Tear Harvesting Incorporated
215
|
Posted - 2013.01.08 18:49:00 -
[16] - Quote
Edit: b.style.background = "#000"
This is setting the background style of the element. Have you tried making a transparent png file with height 22px and putting it in there?
so it should read b.style.background = "url('../images/transparentimagename.png') this might work, haven't tested it yet. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.08 18:56:00 -
[17] - Quote
Calico-Jack Daniels wrote:Without having jumped into this myself, have you tried linking to a transparent png image by replacing the BG reference or better yet, CSS? Yes. There's no background image reference in the ship model call that I can see (or maybe I missed something?), and I've disabled the nebulae from loading at all. All the "canvas" elements have been set to transparent, and for the loading screen that works. It's when the ship is rendered that the black background is added. I'm loading the style sheet and java files locally while I play around with it.
|

Calico-Jack Daniels
Tear Harvesting Incorporated
215
|
Posted - 2013.01.08 19:06:00 -
[18] - Quote
have you viewed the html output in firebug and looked at the DOM to see if there's anything there? |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2164
|
Posted - 2013.01.08 19:24:00 -
[19] - Quote
Calico-Jack Daniels wrote:have you viewed the html output in firebug and looked at the DOM to see if there's anything there? Yah. It all looks good.
|

Liu Ellens
Blame The Bunny The Dark Nation
80
|
Posted - 2013.01.09 18:30:00 -
[20] - Quote
Ok, finally found some time for hacking and got it. (Pics or it didn't happen *)
Disclaimer: I made a hack and this is just for research use; Proper cleanup would be required and I'd prefer a dedicated solution to be done (i.e., write a dedicated ship viewer instead of waiting for the unmodified source - like I did with upro & a map viewer ;)
Anyway, simply removing the nebulae did not entirely work, the corresponding skybox would still be rendered - and without a texture, it came out black. In the CCPShipViewer.Render() method some tweaks were needed. This method is right at the top, so not much to search.
original (Chrome beautified) wrote: ...
camera.Update(f), scene.Update(f), device.SetStandardStates(device.RM_OPAQUE), device.gl.clearColor(0, 0, 0, 0), device.gl.clearDepth(1), device.gl.viewport(0, 0, device.gl.viewportWidth, device.gl.viewportHeight), device.gl.clear(device.gl.COLOR_BUFFER_BIT | device.gl.DEPTH_BUFFER_BIT), ship && ship.boosterGain < boosterGain && (ship.boosterGain += boosterGain / 80); if (quality == 3) { var g = camera.GetView(), h = mat4.inverse(g, mat4.create()), i = mat4.multiplyVec4(h, [1, 1, 2, 0], quat4.create()); vec3.set(i, scene.sunDirection) } device.SetProjection(camera.GetProjection()), device.SetView(camera.GetView()), scene.Render(), ref.postprocessEnabled && postprocess.Render() } return !0 }
a little bit reordered and modified:
hack wrote: camera.Update(f), scene.Update(f), device.SetStandardStates(device.RM_TRANSPARENT);
var backAlpha = 0.4; device.gl.clearColor(0, 0, 0, backAlpha); device.gl.clearDepth(1); device.gl.viewport(0, 0, device.gl.viewportWidth, device.gl.viewportHeight); device.gl.clear(device.gl.COLOR_BUFFER_BIT | device.gl.DEPTH_BUFFER_BIT); ship && ship.boosterGain < boosterGain && (ship.boosterGain += boosterGain / 80); if (quality == 3) { var g = camera.GetView(), h = mat4.inverse(g, mat4.create()), i = mat4.multiplyVec4(h, [1, 1, 2, 0], quat4.create()); vec3.set(i, scene.sunDirection) } device.SetProjection(camera.GetProjection()), device.SetView(camera.GetView()); scene.Render(); //ref.postprocessEnabled && postprocess.Render()
In essence: * the postprocess was removed - looking at the corresponding code it is what I believe to be the sky box. * the StandardState is set to RM_TRANSPARENT instead of RM_OPAQUE -- mainly to enable BLEND.
The backAlpha is a number 0.0 .. 1.0 specifying the alpha value with 0.0 being fully transparent. The screenshot shows the 0.4 value.
What you will then notice (also visible in the screenshot) is the next problem: Alpha values of textures, as seen with the blinking lights, which appear to be blocky. I didn't want to look into that now, because this topic took me very long to handle in upro ;) Extra time could be spent into looking for that cause, but I'd rather refer to my disclaimer above.
*) I didn't investigate why the whole scene display was moved down, probably a layout issue from my offline version upro - an online browser application to support navigation in New Eden and beyond. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2165
|
Posted - 2013.01.09 20:18:00 -
[21] - Quote
Liu Ellens wrote:Ok, finally found some time for hacking and got it. ( Pics or it didn't happen *) Disclaimer: I made a hack and this is just for research use; Proper cleanup would be required and I'd prefer a dedicated solution to be done (i.e., write a dedicated ship viewer instead of waiting for the unmodified source - like I did with upro & a map viewer ;) Anyway, simply removing the nebulae did not entirely work, the corresponding skybox would still be rendered - and without a texture, it came out black. In the CCPShipViewer.Render() method some tweaks were needed. This method is right at the top, so not much to search. original (Chrome beautified) wrote: ...
camera.Update(f), scene.Update(f), device.SetStandardStates(device.RM_OPAQUE), device.gl.clearColor(0, 0, 0, 0), device.gl.clearDepth(1), device.gl.viewport(0, 0, device.gl.viewportWidth, device.gl.viewportHeight), device.gl.clear(device.gl.COLOR_BUFFER_BIT | device.gl.DEPTH_BUFFER_BIT), ship && ship.boosterGain < boosterGain && (ship.boosterGain += boosterGain / 80); if (quality == 3) { var g = camera.GetView(), h = mat4.inverse(g, mat4.create()), i = mat4.multiplyVec4(h, [1, 1, 2, 0], quat4.create()); vec3.set(i, scene.sunDirection) } device.SetProjection(camera.GetProjection()), device.SetView(camera.GetView()), scene.Render(), ref.postprocessEnabled && postprocess.Render() ...
a little bit reordered and modified: hack wrote: camera.Update(f), scene.Update(f), device.SetStandardStates(device.RM_TRANSPARENT);
var backAlpha = 0.4; device.gl.clearColor(0, 0, 0, backAlpha); device.gl.clearDepth(1); device.gl.viewport(0, 0, device.gl.viewportWidth, device.gl.viewportHeight); device.gl.clear(device.gl.COLOR_BUFFER_BIT | device.gl.DEPTH_BUFFER_BIT); ship && ship.boosterGain < boosterGain && (ship.boosterGain += boosterGain / 80); if (quality == 3) { var g = camera.GetView(), h = mat4.inverse(g, mat4.create()), i = mat4.multiplyVec4(h, [1, 1, 2, 0], quat4.create()); vec3.set(i, scene.sunDirection) } device.SetProjection(camera.GetProjection()), device.SetView(camera.GetView()); scene.Render(); //ref.postprocessEnabled && postprocess.Render()
In essence: * the postprocess was removed - looking at the corresponding code it is what I believe to be the sky box. * the StandardState is set to RM_TRANSPARENT instead of RM_OPAQUE -- mainly to enable BLEND. The backAlpha is a number 0.0 .. 1.0 specifying the alpha value with 0.0 being fully transparent. The screenshot shows the 0.4 value. What you will then notice (also visible in the screenshot) is the next problem: Alpha values of textures, as seen with the blinking lights, which appear to be blocky. I didn't want to look into that now, because this topic took me very long to handle in upro ;) Extra time could be spent into looking for that cause, but I'd rather refer to my disclaimer above. *) I didn't investigate why the whole scene display was moved down, probably a layout issue from my offline version Maybe we could replace the lights with uncompressed animated transparent gifs? I am going to try to catch up to you and then will look into it... the lights are just pngs w/ render effects I think.
Got it. Man we are in business! This is going to make a huge difference to the look of community sites. The lights thing is an easy fix I think (You should see the blocks on the cynabal's nose!)... working on it now.
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2165
|
Posted - 2013.01.09 23:06:00 -
[22] - Quote
Gogela wrote: Maybe we could replace the lights with uncompressed animated transparent gifs? I am going to try to catch up to you and then will look into it... the lights are just pngs w/ render effects I think.
Got it. Man we are in business! This is going to make a huge difference to the look of community sites. The lights thing is an easy fix I think (You should see the blocks on the cynabal's nose!)... working on it now.
I was wrong. The blocky parts in the lights are defined in each ships XML data:
http://web.ccpgamescdn.com/shipviewer/assets/dx9/model/ship/angel/battlecruiser/angbc1/angbc1_t1.red
http://web.ccpgamescdn.com/shipviewer/assets/graphics/effect/managed/space/fixedfunctionemulation/ffe30.fx
|

xHjfx
The Legion of Spoon Curatores Veritatis Alliance
4
|
Posted - 2013.01.09 23:39:00 -
[23] - Quote
NickyYo wrote:The javascript isn't even formatted! It will take years to figure that out! Quit NOW! unless CCP will sahre the uncompressed version.
http://pastebin.com/MM1HCvDf |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2261
|
Posted - 2013.01.24 00:09:00 -
[24] - Quote
OK I've got most of this worked out. Here's a junky garbage bloated version just to see where I'm kind of going with this. I know there's problems from a code clean-up standpoint, but hay, it LOOKS pretty good, right?
Here's a demo
I know there's a lot of problems in the code. I just can't be bothered to fix them atm. This is just a demo of what's possible. Use your imagination for your own application.
|

Baeryn
Sol Enterprises
9
|
Posted - 2013.03.03 06:08:00 -
[25] - Quote
Great work, guys. I'm now beginning work on integrating this into my embeddable shipviewer. |

Roc Wieler
Tribal Liberation Force Minmatar Republic
221
|
Posted - 2013.04.02 20:05:00 -
[26] - Quote
I can has Rifter?
Never start a fight you can win.
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2378
|
Posted - 2013.04.02 20:14:00 -
[27] - Quote
That's not up to us. CCP makes the models (cube files etc...) and I'm scared to try and take one of those apart. That's something T'Amber would try probably, because he has the fancy software to do it. I don't have the 3d modeling software. I'm only a marginal graphics guy. I would need a lot of time on my hands just to understand the problem... and I'm not sure I could overcome it. I'm also not sure it's in CCPs marketing interest to let people see ALL the models like that... given the idea is you log into eve to see them.
|

Tonto Auri
Vhero' Multipurpose Corp
50
|
Posted - 2013.04.02 20:19:00 -
[28] - Quote
Venture image seems distorted. |

Marlona Sky
D00M. Northern Coalition.
3333
|
Posted - 2013.04.07 00:43:00 -
[29] - Quote
So has anyone come up with a solution for using a ship viewer with a white background?
Remove local, structure mails and revamp the directional scanner! |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2380
|
Posted - 2013.04.07 02:10:00 -
[30] - Quote
Marlona Sky wrote:So has anyone come up with a solution for using a ship viewer with a white background? You can mess with the alpha levels for most of the ship, but I don't know what to do about the engine trails or lights. You could either try str8 up inverting the colors (would look weird) or you could edit the .CUBE files. 
|
| |
|
| Pages: [1] 2 :: one page |
| First page | Previous page | Next page | Last page |