Another thingy please, Kryo?
I'm somehow stuck in mud about the rings "proportional data & values".
The cariElf (old Guide) hints on a couple of data standards, but i have yet to entirely understand the process itself, somehow.
Quoting her straight from the related section...
If a moon texture is specified, a moon will be created for the planet. If a rings texture is specified, it will create rings. For display reasons, you can't have both rings and moons on the same planet. Planets with moons get a production bonus and planets with rings get a research bonus. Orbit, InnerRadius, and OuterRadius all are specific for rings. The orbit is the distance from the planet and the InnerRadius and OuterRadius determine the thickness of the rings. The Orbit value derives from the planet size, ranging from the 5 units larger than the planet to 1.5 * the planet size. The InnerRadius and OuterRadius derive from the Orbit value. The InnerRadius ranges from the value of Orbit to 1.2, and the OuterRadius ranges from Orbit+1 to Orbit+20.
What i really don't get is the underlined part above. Is it 1.5
TO 5? Or compounded FROM/BETWEEN distance based on relative fractions made up of min/max modulo formulas?
Knowing the planet size(s) remain as constant values (at galaxy creation time), it seems like these initialized parameters get "altered" under different conditions. Rare planets or Stars numbers/grids, even going from a small to medium map size resets the Rings appearance in some lengths so that these might actually squeeze right into the planets themselves or disappear altogether, not counting overlay partly or entirely on the cue-cyan-circle-select-cursors (but that would have to do with the choices made)!
Inner & Outer radius can always be fiddled with. Distance of "mid-start" position from planet are variable enough that a fixed rendering shows the intended calibration.
I was just about ready to make a kind of illustration to show what i meant, clearly. But i guess, you could deduct the main argument from the small statements above.
Trying some ASCII tag line for a fictional space slice;
Ring starts~ /c/------A------/b/......../Planet/......../B/----a-----/C/ ~Ring ends.
(Aa) is the
center location value which is proportional to the planet size percentage based on star volume (which are all constantly the same, it seems)
(Bb) is the Inner-radius value assumed from a variable number (taken from the xmls)
(Cc) Outer.
Now, presuming the default 32x32 textures(alpha) UV mappout function (after the usual Flipping Left/to/Right) spreads evenly on any typical ring sizes... shouldn't the final graphics proportions
STAY similar or exactly proportional from say, a game played on a tiny map to a new Large one in another session?
Hope i made myself clear enough, but if you need precisions do not hesitate to ask or comment.
Thing is, maybe the above code behavior is absolutely normal occurance. Still it boggles the heck outa my mind, so far.
Lemme know, asap - as i'm currently making the finalized set of planets (some 39+ Major races' Homeworlds along with two or three local system dependant unique planets, is no small task!) for X-Worlds and i'd like them to be as much fair and real to both code-processes and visually exact to my intentions. Besides, Research or Production bonuses for any planets DO have an impact, AFAIC.
- Zyxpsilon.