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    1. kupu

      Kupu's thread

      Yes, as it happens we have a programmer on the team. :P Don't panic. I'll have to stop HUD / GUI talk for now as like i say, nothing is confirmed and i couldn't give any useful info other than personal opinion. Opinions and suggestions belong in the suggestion thread (which...
    2. kupu

      Kupu's thread

      @blurb357 The GUI is something i've wanted done ever since i've been on the team. It's so intrinsic to the games presentation and is currently underselling Starmades merits. Recent shifts in projects have put me and bench in talks about this subject. Nothing has been confirmed...
    3. kupu

      Kupu's thread

      @flpsantoss Yes, I'm currently working on lots of new textures. Last time i quickly counted them it was close to 70 unique textures. This is mostly terrain work, but that's all i'm going to say about that. :P
    4. kupu

      Kupu's thread

      @Crusade Our diffuse files would still need to be only diffuse data i think. If we were in the something like the UDK engine it could be possible using materials, shaders and colour tinting to take information and alter them from all channels independently. But doing that in starmade...
    5. kupu

      Kupu's thread

      Yep. Crusade pretty much summed it up. TGA would allow a true alpha channel. Generally speaking they don't compress as well as PNG on disk size, but size in memory should be identical i think if the colour depth is the same. We could go even further and try dds compressions but we're yet...
    6. kupu

      Kupu's thread

      If you don't ask you don't get! :D I'm sure a community pack will turn everything into a rusty space junk look soon. I'd like to see it / make it. I just couldn't afford to give it the time. Ah, i misunderstood your diagram, sorry. The input digits could be a nice touch, but we have...
    7. kupu

      Kupu's thread

      No, they are incredibly easy to generate. A block config option could be useful, i'll try investigate how plausible that is. I think it was something to do with a limited amount of maps loaded per time. As for your aesthetic sensations? try alter the shader! It helps, thats you whole...
    8. kupu

      Kupu's thread

      Specularity! (why is everything so shiny?!) Some time back i was asked about specular maps. No, we don't have them. Probably never will. But! I've changed a few values in the shader that controls specular lighting and figured i'd post the code here so you can drop it in (or even...
    9. kupu

      Kupu's thread

      No, sorry. It takes a lot of effort to create a pack and i have no intention to divide efforts even more when i'm busy drawing new content. Our "activation states" we currently use are restricted to 1 frame. This is not something i could implement with graphics alone unfortunately. Yea...
    10. kupu

      Mini Suggestion - On the New Lights

      They have an off state (r), no longer being a light. When minor orientation bugs are finally sorted they could fill the role of any rod like shape in any direction in any colour and any light source. You're not meant to be doing anything specific with them. Hence this; Do as you please...
    11. kupu

      Mini Suggestion - On the New Lights

      I get what you're saying, but i think these lights were filling a slightly different need. They are made to replace the "hanging" light, which often made no sense in zero-g or in the context of player builds (railings, antenna, strip lighting etc) They we're only rarely used as an actual...
    12. kupu

      Kupu's thread

      Factories have not been painted for the new "Default" pack yet.
    13. kupu

      Kupu's thread

      Because i feel this one was better looking. :)
    14. kupu

      Wild Space Explorers

      Awesome! :D
    15. kupu

      What is there to do?

      Yes. Everything in that config folder can be opened and edited with Notepad or (Textedit on mac).
    16. kupu

      Kupu's thread

      Yes, it is. Anything that is currently using the older textures is a placeholder for upcoming gameplay additions / changes.
    17. kupu

      Real minerals

      1) These are our raw crystals and ores as they appear in game. The silhouette is radically different, the surface texture slightly different, the colour is almost the same. We don't have realistic ore textures because real ores are relatively boring. Raw tin / iron / uranium as found in...
    18. kupu

      Kupu's thread

      I disagree. Nothing really looks realistic in the default pack. :) Besides, they seem to sit nicely beside other blocks already. Most of the textures have that smooth look to them. see > http://i.imgur.com/9KjO4an.jpg
    19. kupu

      Kupu's thread

      @Byamarro , Right, i've been looking into our specular settings and think i can avoid adding specular control through maps, which with our current builds is not possible. The specular / attenuation ratio was way off. I'm still finding a balance that a) Doesn't alter the diffuse colours too...
    20. kupu

      Small question about the settings dialog

      Here you go. http://bugs.star-made.org/projects/starmade-game/issues?query_id=1