bring back the s(c)hine

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    i noticed that the power capacitor does not light up areas anymore, i considered that being a bug, being fixed somewhen but then people told me that this was intended...
    Now the thing is, for decorational purposes i actually would have appreciated the other way around basically associating every system block (maybe not thrusters) with some kind of dim illumination like throwing light on other surfaces...
    i know it might cause loads of lightsources but it would look so awesome! i guess you only calculate them when they are not covered up anyway?

    Please consider this. TY in advance
     
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    My list would include both power, both shield blocks, displays, and most effect modules. Not sure about the computers, but I don't specifically object to them.

    These should have a dimmer light tho, maybe half of the current light cube. However, the light cube should be double what it is now with rods being in between. Colored as appropriate.

    Also, low on priority.
     

    kupu

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    i noticed that the power capacitor does not light up areas anymore,... but then people told me that this was intended...
    Correct. They no longer have a lightsource. Same goes for activated logic blocks.

    This has changed for several reasons;
    1) the implementation of emissive maps,
    2) community feedback (requesting the removal of lightsource),
    3) giving more control over lighting and restoring darkness to abandoned places.

    The problem with suddenly giving everything a light source and not just an emissive map, is that you kill any control you had over atmosphere or specific lighting colours. In the future, we love the idea of dark, abandoned stations until an explorer finds the power switches or fixes connections.

    i know it might cause loads of lightsources but it would look so awesome!
    The lighting is additive, (You can test this yourself by placing a red and blue light next to each other and watching the immediate light turn a bright white). With a variety of system blocks all with a lightsource you'd probably just get a fully bright, white interior rather than an interesting mix of subtle glows.

    These should have a dimmer light tho, maybe half of the current light cube.
    For reference, a full light cube sits at a value of 1.0, the green glow of power capacitators were set to 0.1 before i removed them. Activated logic at 0.02.

    Even at really low levels users complained they blew out the texture, made everything green, meaning they had to hide them unless the theme allowed for green glows.

    Hopefully that's some logical insight into the changes.
     

    therimmer96

    The Cake Network Staff Senior button unpusher
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    Even at really low levels users complained they blew out the texture, made everything green, meaning they had to hide them unless the theme allowed for green glows.
    Plus they made damaged ships glow the wrong colour and look strange.
     

    Lecic

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    Correct. They no longer have a lightsource. Same goes for activated logic blocks.

    This has changed for several reasons;
    1) the implementation of emissive maps,
    2) community feedback (requesting the removal of lightsource),
    3) giving more control over lighting and restoring darkness to abandoned places.

    The problem with suddenly giving everything a light source and not just an emissive map, is that you kill any control you had over atmosphere or specific lighting colours. In the future, we love the idea of dark, abandoned stations until an explorer finds the power switches or fixes connections.



    The lighting is additive, (You can test this yourself by placing a red and blue light next to each other and watching the immediate light turn a bright white). With a variety of system blocks all with a lightsource you'd probably just get a fully bright, white interior rather than an interesting mix of subtle glows.



    For reference, a full light cube sits at a value of 1.0, the green glow of power capacitators were set to 0.1 before i removed them. Activated logic at 0.02.

    Even at really low levels users complained they blew out the texture, made everything green, meaning they had to hide them unless the theme allowed for green glows.

    Hopefully that's some logical insight into the changes.
    I remember that you could turn power capacitor glow off with logic.
     

    therimmer96

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    I remember that you could turn power capacitor glow off with logic.
    I think you could by going upto it and pressing R, but i don't think it was ever possible with logic.
     
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    Correct. They no longer have a lightsource. Same goes for activated logic blocks.

    This has changed for several reasons;
    1) the implementation of emissive maps,
    2) community feedback (requesting the removal of lightsource),
    3) giving more control over lighting and restoring darkness to abandoned places.

    The problem with suddenly giving everything a light source and not just an emissive map, is that you kill any control you had over atmosphere or specific lighting colours. In the future, we love the idea of dark, abandoned stations until an explorer finds the power switches or fixes connections.



    The lighting is additive, (You can test this yourself by placing a red and blue light next to each other and watching the immediate light turn a bright white). With a variety of system blocks all with a lightsource you'd probably just get a fully bright, white interior rather than an interesting mix of subtle glows.



    For reference, a full light cube sits at a value of 1.0, the green glow of power capacitators were set to 0.1 before i removed them. Activated logic at 0.02.

    Even at really low levels users complained they blew out the texture, made everything green, meaning they had to hide them unless the theme allowed for green glows.

    Hopefully that's some logical insight into the changes.
    Thank you for elaborating. sadly for some reason i do not get the shine texture thingies. kinda somehow miss them most of the time. which really sadens me. hopefully you'll rework graphics card adaptation in the beta ...
     

    kupu

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    Thank you for elaborating. sadly for some reason i do not get the shine texture thingies. kinda somehow miss them most of the time. which really sadens me. hopefully you'll rework graphics card adaptation in the beta ...
    Oh... how strange. Do they produce an error message? Have you filed a bug report? What graphics card do you have?

    I can't imagine we'd wait for beta if certain graphics cards are unable to load textures. It's a relatively serious bug :/
     

    Winterhome

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    Thank you for elaborating. sadly for some reason i do not get the shine texture thingies. kinda somehow miss them most of the time. which really sadens me. hopefully you'll rework graphics card adaptation in the beta ...
    emissive textures are tied to normal/bumpmaps - enable bump/normalmaps and you should get them. If you don't, well... er... yeah.
     
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    i am playing on an Imac 2013 using a GTX 775m

    @azreiah
    oh wow thanks man i did n't notice there are settings only available in the launching screen thanks man looks awesome...
     
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    While I accept that there was reasoning, I don't exactly agree with it.

    If I place lava, I would expect a reddish glow. If that interferes with my 'mood' lighting then I shouldn't be placing lava. If it gives off light, that's just something you have to work with. If there are multiple light sources in a room and the colors bleed together, well yeah, that's how it's supposed to work.
    Also, I think lighting should require power. Not necessarily use power, just have a minimal level be present. This would cover the abandoned stations.

    Oh well. I realize I am probably in the minority, but at least I can mod the changes. Two question regarding that.
    1. Will things break if I set the intensity > 1.0?
    2. What triggers the difference between the beacon and white lights?
     

    kupu

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    Oh well. I realize I am probably in the minority, but at least I can mod the changes. Two question regarding that.
    1. Will things break if I set the intensity > 1.0?
    2. What triggers the difference between the beacon and white lights?
    1. It should work.
    2. This flag is not in the block editor i don't think.
     

    Valiant70

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    Same goes for activated logic blocks.
    This is a little frustrating for me because I used to use logic blocks as night-lights so I could see a little in a room with the lights off. I actually inverted my light switches so that they glowed when the lights were off so I could see enough to find them without tripping over pixels in the dark. I wouldn't be too worried if there were another block with such a low light level, but there isn't. Think you could add something else to take the place of the glowing logic blocks?
     

    kupu

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    Think you could add something else to take the place of the glowing logic blocks?
    I think it's a possibility for sure. We don't really have any low level lighting in the game (and to be frank, logic or power capacitors shouldn't be filling that role).

    I'll put aside some time to draw up a few ideas.
     
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    I think it's a possibility for sure. We don't really have any low level lighting in the game (and to be frank, logic or power capacitors shouldn't be filling that role).

    I'll put aside some time to draw up a few ideas.
    Yea, it would be really cool if you could change the amount of light the blocks emit. Like you could set the brightness in the block.