I mean sand tan. The brown is brown.Basic brown is a pretty tan-ish color.
just because i think you pass by without noticing thisThanks for the anwser, now my next question.
Can you show those textures just for admiration, or is a reason you can't show then?
There is nothing in place that stops me showing you the concepts for dead projects.just because i think you pass by without noticing this
Sorry.*Snip*
Sorry pals, debates on the names of a colour is just too off topic to take up more than half a page.
:D Nah, don't worry about that Mariux. I've slowly been checking suggestions and posts here for colour requests for the past year. So the next set of colours are decided already.By the way, should I start a new thread dedicated for prioritizing what colors people would like to see in the game and pointlessly arguing what cyan looks like or is it already decided what colors will be added?
I think turning the lighting quality down works as a temporary fix, but yes, this definitely needs to be fixed soon.You really should fix the mapping issues. Creates what appears to look like lighting issues because of the differences in texture.
Yep! (although i'm a little slow on the reveal here... it's currently in Dev builds ^^' )Hey Mr kupu, i know you have news, and i will be waiting for you to show!
I took a peak at the Dev-build when I heard the beginnings of cargo was in. I am impressed, keep up the good work.Yep! (although i'm a little slow on the reveal here... it's currently in Dev builds ^^' )
So we've been hard at work with the Cargo update, as most of you know. This presented a pretty interesting challenge in terms of textures for a few reasons. Because they appear dynamically in various sizes, the cargo would look boring and bland if the same single cube appears in your cargo hold in different squashed sizes. We needed to do something to spice it up a little.
So i created 5 different cargo "blocks". Each with a partially unique texture specially scaled for it's slab variant, to avoid the "squash" effect. These are then randomly picked and build up dynamically.
Here is a quick image to demonstrate the slab variants. (See yellow / grey crate slabs)
I'm hoping to introduce another of our mystery block sets into the cargo update as well. Busy busy!
Get your cargo bays ready!
I just hope we can still place them as decorative blocks after the official update they are random now,but dem textures are pretty!Yep! (although i'm a little slow on the reveal here... it's currently in Dev builds ^^' )
So we've been hard at work with the Cargo update, as most of you know. This presented a pretty interesting challenge in terms of textures for a few reasons. Because they appear dynamically in various sizes, the cargo would look boring and bland if the same single cube appears in your cargo hold in different squashed sizes. We needed to do something to spice it up a little.
So i created 5 different cargo "blocks". Each with a partially unique texture specially scaled for it's slab variant, to avoid the "squash" effect. These are then randomly picked and build up dynamically.
Here is a quick image to demonstrate the slab variants. (See yellow / grey crate slabs)
I'm hoping to introduce another of our mystery block sets into the cargo update as well. Busy busy!
Get your cargo bays ready!
Yep. Connected textures are still one of those things that sit really high on my wishlist. It's something we have plenty of applications for already, however Schema is the one to pull the trigger on it.Have you thought about larger connected textures? Like a 2x2x2 area can turn into one big crate when full?
Or until another feture really require hin to do thatYep. Connected textures are still one of those things that sit really high on my wishlist. It's something we have plenty of applications for already, however Schema is the one to pull the trigger on it.
We've had a fair bit of graphical improvements recently and enough material to keep developing and improving. So i doubt we will see them for a while. At least not until more major game-play mechanics are in.
Scalable weapon outputs, perhaps? If weapon barrel textures scaled with output size that'd be awesome.Or until another feture really require hin to do that