Kupu's thread

    Top 4ce

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    Now I'll sit here refreshing constantly till kupu gives us another update....
     

    DrTarDIS

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    I do love your work K. I need to make one request: please make a "no animation" version of your textures. too. :)
     
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    I do love your work K. I need to make one request: please make a "no animation" version of your textures. too. :)
    i don't know for certain but i think that the best that can be done purely through a texture pack is make each frame of the animation the same. this would look like no animation but would not have the performance benefits that removing animations altogether would.
     

    therimmer96

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    i don't know for certain but i think that the best that can be done purely through a texture pack is make each frame of the animation the same. this would look like no animation but would not have the performance benefits that removing animations altogether would.
    There are no performance benefits, it's just something people assume
     
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    Ithirahad

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    I do love your work K. I need to make one request: please make a "no animation" version of your textures. too. :)
    There is an option to turn off block animations, if I remember correctly, though it may only be in the settings.cfg.
     
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    I have a suggestion, mr Kupu, sir...

    Actually I have many, but most are for new decorative blocks and I should be shot for suggesting them.

    I would like to suggest that when you next touch Factories, they should include a small light panel. Green means the factory is churning and red means it is static. obviously people get around this today by attaching activation blocks and possibly connecting to red and green light blocks, but that means those guys are using four blocks for each factory. f you had an activity panel on the factory, it would do the same in a single block.

    Loving all the new textures anyway. I recommend anybody new to the game go watch some youtube videos from when Starmade was new (Presumably before they found Kupu!) and armour looked like it was drawn on with crayons... I say that, even that was better than I coulda done! :)
     
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    I'm really waiting for the new texture pack with bated breath, the last lighting update has made some things look better while other things look weird/off. There's no point in worrying about this issues though if they don't appear in the new pack. When I saw "StarMade v0.199.214 Auxiliary Power, Better Graphics, Better Textures, and Bugfixes" I thought this was going to include the new texture pack.
     

    kupu

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    I would like to suggest that when you next touch Factories, they should include a small light panel. Green means the factory is churning and red means it is static. obviously people get around this today by attaching activation blocks and possibly connecting to red and green light blocks, but that means those guys are using four blocks for each factory. f you had an activity panel on the factory, it would do the same in a single block.
    I'll look into the possibilities of this. It's a nice idea.

    the last lighting update has made some things look better while other things look weird/off.
    Yea, the old textures are not made to sit in the new lighting. However getting some feedback on which ones seem particularly wrong would be appreciated so we can either adjust them or learn from them for newer ones.
     
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    AtraUnam

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    Did you redo the bilboard for the beacons? because they look really good now!
     

    kupu

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    Did you redo the bilboard for the beacons? because they look really good now!
    Sort of. I put a new sprite in a long time ago, but only just heavily reduced the amount of alpha discarding in some of our shaders.

    The alpha discarding basically checks how transparent a pixel is and if it sits below the defined threshold, gets removed. Missile trails and force fields have / will benefit from this too.
     

    therimmer96

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    Gotta say, loving that totally original texture for auxiliary power ;)

    Shouldn't it be based on the reactor though, seeing as that will probably be their primary purpose. The capacitor texture looks really wonky red :/
     
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    I'll look into the possibilities of this. It's a nice idea.
    Thank you. I looked at a factor block almost immediately after posting my suggestion and seeing four potential buttons/displays on it already. So.. Not even much of a change really! colour one in light green and bingo... :)
     
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    Yea, the old textures are not made to sit in the new lighting. However getting some feedback on which ones seem particularly wrong would be appreciated so we can either adjust them or learn from them for newer ones.
    The thing that sticks out the most to me is lights, their off form seems to really stand out like a sore thumb from other blocks to me.
     

    Lone_Puppy

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    Kupu, with the LOD control console are there any more coming in that update along with new LOD versions of the fauna?
    Also, do you have alternative console designs in the works? Just being nosy. :)
     

    Lone_Puppy

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    A console I would like is one that I can have positions right next to my captains chair instead of 1/4 slabs. The height of the lower part of the existing console is pefect and if that were simply a 1/4 slab version without the back part you could use it as the side arms of the chair.
    [doublepost=1473976043,1473976002][/doublepost]Of course, chairs are on the way so it might be redundant then.
    [doublepost=1473977852][/doublepost]Oh, would it also be presumptuous to ask for additional rotations with the existing computers, where they turn into console form?
    This would require a conversion of the existing computers to LOD versions so you could do this.

    I ask, because the light bar has more than it requires and I thought why not do the same for anything.
    This would allow you to have all sorts of conceivable positions for fauna and objects like the light bar.
     

    kupu

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    kupu, am i the only one confused on how to install your FX pack?
    Sorry, this one slipped by.
    These are experimental packs and should be used with caution, so back up your Starmade folder before altering.

    As for the installation, It should simply be a folder named 'Data' when extracted. Copy and paste this into your Starmade install folder, click replace files when prompted. That's all you need to do. :)

    Any shader mod on the forums simply needs to be copy pasted over the existing files in the starmade install directory, usually Starmade/data/shaders/...)

    i noticed that in v0.199.132a jumpdrive modules are orientable but scanner antenna aren't. shouldn't it be possible to have the scanner antenna orientable ?
    Yes i think they should, and they were for a very short period of time. Unfortunately there is an odd bug where non-rotatable blocks can be rotated (but not visually) when scrolling with the mousewheel in build mode.

    So some people had been building with conduits, scanners and even the jumpdrives "normally" but when we changed the block textures to allow rotation they were all flipped into "wrong" positions that the player put them in unknowingly. There are a few more rotation issues i want to look at after fixing the hulls / hazards / 24 rotation blocks, so we might be able to find a fix that doesn't break everyone's previously placed blocks.


    Also, do you have alternative console designs in the works? Just being nosy. :)
    I'd love to see the console with other colours, like we already have with the decorative screens :)
    Yea, we all want more of these. :) Maybe drop by Sabers thread if you have ideas for them.
     

    Ithirahad

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    Yea, we all want more of these. :) Maybe drop by Sabers thread if you have ideas for them.
    Just the same model with different colours and textures would be fine... So this is your area...