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    1. kupu

      Kupu's thread

      If the animation steps are causing severe FPS drops i think the player will have bigger things to worry about when playing this game. That being said, it might be possible to include it as a launcher option since it's not actually a texture pack function. I'll see if it's possible.
    2. kupu

      —❮ PROJECT ⚙ SPARTAN ❯—

      Aw yiss. The R&D threads have been some of the best on here on the forums in my opinion. This is on the watch list.
    3. kupu

      Kupu's thread

      Yea, i think so. I'm torn actually on how much i should make emissive for the shield and power blocks. These things are really common and animated. I'm not sure if it would be annoying or not to see a bunch of spinny things lit up all the time.. Thoughts? Yea, you can. Would be nice...
    4. kupu

      Planets!

      I couldn't speak for the code side of it. It might even work. However as a player, would i want it? Nope. This is my limited knowledge on why i think gameplay would suffer. From what i am interpreting from the ideas here, a plane would be mapped to a sphere. Let's image our plane as a grid...
    5. kupu

      Kupu's thread

      No. Blocks with an emissive won't have a light source. As of now this is not an option and most likely won't be in the initial release of new textures. In the future, it could be.
    6. kupu

      Planets!

      Not really. You can make it as large as you like, but you still warp the same coordinates by the same degree into 2 poles at each end of the sphere. Any orbital to surface interaction suffers as a consequence.
    7. kupu

      Kupu's thread

      No, they don't illuminate. Think of emissive maps as removing shadows. The texture area defined by the emissive map will never go dark, or only a % of darkness depending on the texture. This gives the illusion of glowing when in the dark.
    8. kupu

      Kupu's thread

      Well, you can completely disable them in the options, however if you want to "turn off" the block that is glowing, it would require an activate (r) state + texture, with no emission texture in that state. Most of these blocks don't have an activation state, to add them would require an...
    9. kupu

      Kupu's thread

      Thanks :) So many texture things in the works currently... easy to miss things like this.
    10. kupu

      Planets!

      You end up warping co-ordinates around the sphere's poles which would cause navigation / projectile problems. Sphere planets, made from cubes, is most likely not going to happen. edit; Necro? :O
    11. kupu

      Kupu's thread

      Thanks for the info, Thadius. I've not experienced this myself... nor have the team. It's quite possibly a result of the additions to the shaders as it seems some certain cards suddenly experienced graphical bugs where there were none before. It's on the tracker so the testers will be...
    12. kupu

      Kupu's thread

      Version? Normal mapping on? Any artefacts on any other non hull blocks? Do you get the same distortions when using the Pixel pack?
    13. kupu

      A real walker!

      These are amazing! Haha, this one made me laugh. Reminded me of solid snake in a box for some reason. Just shuffling around ^^
    14. kupu

      Kupu's thread

      Correct! You know when idea's start to snowball? ... i think that 50 - 60% estimation was a tad high. We could be providing a little more along with it. ^^
    15. kupu

      Kupu's thread

      So today we are sitting at around 50, maybe 60%. Fresh off the press, a very rough WiP. I don't suppose it needs much explaining? You shouldn't have to use a flashlight to see you're computer screens eh? Time to fix a brew and get drawing.
    16. kupu

      Read by Schine Vertical textures for jump modules and decoratives

      Deco pipes will be orientable in the next release. Jump drives, conduits and any animated block using the 3 face texture assignment seemingly can't rotate. I'll keep poking.
    17. kupu

      Can we edit the 'icon' of a post in Community Content?

      Yea, it's a waiting game now. :)
    18. kupu

      Can we edit the 'icon' of a post in Community Content?

      I'm not sure. I'll give it 5 minutes. If nothing changes i'll try swap it.
    19. kupu

      Can we edit the 'icon' of a post in Community Content?

      Panpiper I'm not sure if you need privileges. The option is under Content Tools on the right side under Version info. If you can't see the option, just send me the new icon i can swap it for you quickly.
    20. kupu

      Anyone going to twitchcon?

      Hey, at least you get that burger...