BGS2 Doc
Autoconfiguration
Countdown
BGS checks the keys in customsounds.plist ([galactic-hyperspace-countdown-begun]
and [hyperspace-countdown-begun]
) to see if another soundpack is using them. If so BGS disables its own countdown.
Effects
On startUp
BGS checks the shader support level. If it's switched off or no shader support is available all effects are disabled.
Properties
$pub - Holds various entries for customization via other AddOns.
- chat
- Array. Holds filenames for aegis chatter.
- engineAmbi
- String. Ambient sound while engine is running.
- engineDown
- String. Sound for decelerating.
- engineUp
- String. Sound for accelerating.
- witch
- Array. Countdown sounds starting with zero.
- witchCNT
- Number. Start countdown at +1.
- witchG
- String. Sound for galactic jump.
- witchH
- String. Sound for standard jump.
shipdata.plist
Additional keys for specific entities are available and can be specified via script_info dictionary.
Keys
- bgs_engineAmbi
- String/Filename. Playership - engine mumble sound.
- bgs_engineUp
- String/Filename. Playership - engine acceleration sound.
- bgs_engineDown
- String/Filename. Playership - engine deceleration sound.
- bgs_tunnel_off
- Boolean. Station - disables the tunnel effect.
- bgs_tunnel_shape
- Number. Station - range 0.38 - 5.0. If not specified the script takes the ratio of the first found dock bounding box x/y to get the shape.
- 0.5 - square 45 degrees rotated with aspect ratio
- 1 - circle with aspect ratio
- >1 - squircle...rectangle (>1.1 with decreased aspect ratio to get a wider tunnel)
- bgs_tunnel_texture
- String/Filename. Station.
- bgs_tunnel_tint
- Array. Color for lines in docking effect.
Examples:
Playership (without preloaded sounds):
script_info = {bgs_engineAmbi = "myEngine.ogg"; bgs_engineUp = "myEngineUp.ogg"; bgs_engineDown = "myEngineDown.ogg";};
Station:
script_info = {bgs_tunnel_texture = "myOwnTexture.png";};
Docking FX
The effect is done via VisualEffect entity. The model is a plane and gets scaled to fullscreen (with z = -1).
The input texture (figure 1.1) gets wrapped around via abs(atan(y,x)) (figure 1.2). You can imagine this as a cylinder with infinite length and you are looking into it, with a mirror axis along x. As the shape can be adjusted we can reach square, circle and squircle (figure 1.3).
The shader applies some glowing lines and adds a opening door. Artists don't have to care much about it - the shaders does it on it's own. The interesting bit though is the coloring of the door. It's taken from the input image and gets mixed with the glowing lines to some extend to get a smoother transition between tunnel and door and the tint (bgs_tunnel_tint, default rgb: 0.2824, 0.171, 0.0507) gets applied.