therimmer96
The Cake Network Staff Senior button unpusher
Copied the textures folder from dev to release, and effects dont have emmisives. Is this supposed to happen?
Is this... The return of AMCs?
Effect modules have no emissive. Effect computers do. Which one wasn't working for you?Copied the textures folder from dev to release, and effects dont have emmisives. Is this supposed to happen?
Ha! Damn... i forgot it's rebranding to CAN and not AMC... good spot! I'll fix this up.Is this... The return of AMCs?
Better hope they don't bring their stats back with them! :p
haha, yea. I'm not much into being starred on the internet. Thanks, it could change completely texture wise once we've assessed it within the game environment though. We'll have to wait and see.was fun catching your blurry image on the screen, if only for a moment. hope your travels are treating you well. the whale is gorgeous.
Thank you. Really, thank you very much for the kind words. Without the community here, i really doubt i would of ever started, or continued to work on SM textures. You're all the reason i keep pushing to make things better. I just hope i can continue to do the game justice for you all. Keep the critique, suggestions and bug reports coming, as always.I just have to say, once again, you are doing an amazing job with the textures. I've been refitting some ships and I am just in awe as how far this texture pack has come since it's humble beginnings.
Oh I just noticed something. Are crystals going to get their own emissions map? It may not seem like they need it as they generate their own light but if they are partially obstructed they don't actually generate light so they will appear darker than they should.
Ah sorry. The jetlag is real.Sven brought up a good point you accidentally skipped over in his post.
crystals when a wedge or tetra is put over them lose their lighting and look really bad but if they had an emission map that would be fixed.
YESSS! I have needed this for so long! Just don't forget lava or ice crystal.Ah sorry. The jetlag is real.
Yes, Sven_The_Slayer this is a good idea. I'll add an emissive map for them and the lights when in an activated state so wedges don't block light to the block.
That would work with my hope that they'll switch to using physical clones which you can store. :pIt would be interesting if the undeathinator looked like some sort of cryo-pod thing, lots of people already put them inside ones made of blocks anyways.
Whaddya want, abnormal maps?On emissive maps, will the option 'Normal/Emissive/Specular Mapping' be split in 3 seperate options?
I really like the emissive maps, and propably would also like specular maps, but i hate the normal maps with passion
I think for non-permadeath's sake that won't be a thing(so you can continually respawn), but that could definitely be a mod.(already is a mod in... That game which shall not be named.)That would work with my hope that they'll switch to using physical clones which you can store. :p
That joke was so bad... i cant find words to describe it.Whaddya want, abnormal maps?
Presumably you wouldn't save any loading/memory, since they are all stored in the normal map texture sheets. Besides, normal maps are cool; check 'em out with your flashlight.
BTW I would doubt that the specular maps would be any use at all without normal maps enabled...
That's what the shine mini-maps in overlays.png do--define the general shininess of the material (think "shiny" vs. "dull"). Specular maps define more the reflectivity, which is most noticeable as (for instance) bright highlights on a curved surface. Search "specular reflection" for better info; it's difficult for me to describe well since I haven't played with it much yet.And specular maps simply define how "shiny" a surface is, how that shininess is displayed, is another question.
You dont need to tell me that, "how that shininess is displayed, is another question." was a little sarcastic way of saying that there are various ways of how they can be used, which depends on the artists work and the engines capabilities. But in general, they are by no means dependant on normal mapping, nor are true or texture based specular relfection shaders the only way of using them.That's what the shine mini-maps in overlays.png do--define the general shininess of the material (think "shiny" vs. "dull"). Specular maps define more the reflectivity, which is most noticeable as (for instance) bright highlights on a curved surface. Search "specular reflection" for better info; it's difficult for me to describe well since I haven't played with it much yet.
Good to know that they are getting updated, but nevertheless this was just one example, still leaves the painted jello optic, and if somebody likes that or not is just personal preference.at least in the current dev build.
Currently there are no plans to separate them into 3 options as they all sit in the same texture file and utilise the same shaders.On emissive maps, will the option 'Normal/Emissive/Specular Mapping' be split in 3 seperate options?
I really like the emissive maps, and propably would also like specular maps, but i hate the normal maps with passion
That I did not know. Thanks.Kupu's texture pack IS the default graphics pack of the game.
No Problem. He does a great job on textures, but some of the textures he posts are not in the game yet, they're projects he's working on.That I did not know. Thanks.