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    1. 0ldSkull

      Better Times

      Updated the first post of this thread with a more current sampling of preview images. It's entirely possible that specular and shine values may need some additional fine tuning in future updates, or that I've missed some mistakes due to the amount of change. Please feel free to let me know...
    2. 0ldSkull

      Better Times

      Been burning through this pretty hard and just uploaded version 3.2, earlier than I expected. Together with 3.1 a few days ago, this includes: Dark gray hull varieties added Updates to a number of textures using elements from Default weapon and tool modules decorative panels screens on...
    3. 0ldSkull

      Better Times - Better Better Times

      Earlier than expected... Specular and emissive maps added Updates using elements from Default, most notably weapon modules and decorative panels Adjustments to several textures in support of emissive maps
    4. 0ldSkull

      Bug 100% load crash issue after patch

      My guess is that the problem is likely related to this (selected lines from the mentioned shader, with line numbers): 86 #IFDEF shader4 110 float typeE = float((info >> 9) & 255) ; 123 #ELSE 169 #ENDIF ... 179 #IFDEF shader4 203 #ELSEIF threeComp 255 #ELSE 259 #ENDIF 260 261 262 float...
    5. 0ldSkull

      Better Times - Dark Gray Hull

      Interim update for game version 0.19498: Dark gray hull varieties added Updated cannon, salvage, and beam modules based on Default Gravity and shield modules reworked a bit in preparation for emissive maps Other minor tweaks
    6. 0ldSkull

      Launcher Public Beta Thread

      This seems to apply even to modifications of BlockConfig.xml. I also noticed that if there are multiple builds of the installed version available, the selection list contains multiple entries for that version number and assumes that the first (earliest) one matches the installation. (As an...
    7. 0ldSkull

      Spawned blueprint station weirdness halp?

      Possible idea... Target the station and /destroy_entity. This should delete the station and leave the previously docked entities floating in space. Visit each of those and save their blueprints. Then go spawn the station again in a different sector and delete its docked ships (target each one...
    8. 0ldSkull

      Kupu's thread

      Wow, definitely above and beyond (as usual)! This really helps, and shows me that I should experiment with a different, more rounded/shaped texture (mine was mostly flat but with some detail) as well as step back and look at a more "macro" level rather than for differences in the fine details...
    9. 0ldSkull

      Kupu's thread

      Hey kupu, would you happen to have any comparative screenshots or something to illustrate different specular values (in StarMade)? Emissive and shine values appear to work as expected/explained, but in my experiments so far I can't see any difference from changing specular values. Not sure if...
    10. 0ldSkull

      StarMade News - November 9th 2015

      Maybe have one storage locker (or more if there is a slot limit) which pulls all block types and is backed by a large cargo area, then have "sorting" lockers which pull specific block types/categories from the cargo-linked locker...? This would continue to give easy sorted access to each block...
    11. 0ldSkull

      Better Times

      Version 3.0 has just been uploaded (may be pending approval if you don't see it yet). This is a major update introducing a new theme for all computer faces. It also adds new textures and arrangements for the latest game version (0.19488)--transporter, new gates, etc. Emissive maps are not...
    12. 0ldSkull

      Better Times - Computers overhaul

      This is a major update introducing a new theme for all computer faces. It also adds new textures and arrangements for the latest game version (0.19488). Emissive maps are not included; they will be added in a future update.
    13. 0ldSkull

      Dev Blog : October 20th 2015

      Ah, so this is why ships will need "RP areas" (lavatories)...
    14. 0ldSkull

      Block count is off

      I was referring to your statement: Unless you changed the ship dimensions (in which case your statement has no context whatsoever), that calculation is incorrect. I did not make any comment about your originally stated problem, only about this expectation relative to Azereiah's observation...
    15. 0ldSkull

      Block count is off

      959 is correct. One block is shared by your three power lines, so when you just add the dimensions together you are counting one of the blocks three times. Instead of 320+321+320, to count blocks the correct calculation would be 319+321+319.
    16. 0ldSkull

      Kupu's thread

      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...
    17. 0ldSkull

      Kupu's thread

      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. :cool: BTW I would doubt that the specular maps would be any use at all without normal...
    18. 0ldSkull

      StarMade LIVE @ Twitchcon

      Sounds like a nice life, but nope. (Something tells me I'm missing a subtle reference...)
    19. 0ldSkull

      StarMade LIVE @ Twitchcon

      Congrats guys, from what I could see it looked like a great event for StarMade and caught a lot of people's interest. Thanks for taking the time, it was really nice to meet y'all. Hope you all enjoy the party and have safe journeys home! I'm the one not in a StarMade t-shirt (duh). Not much...
    20. 0ldSkull

      StarMade LIVE @ Twitchcon

      Cool display; see you dudes tomorrow for a better look.