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    1. Valiant70

      Introducing... USD type 1 *updated*

      Why can't we just go with the system Sven_The_Slayer is using already? Is the part with the red light part of the structure with the airlock or another structure? If there's something sticking out past the USD, two identical ships cannot dock to one another.
    2. Valiant70

      Introducing... USD type 1 *updated*

      I just realized earlier that all three of these should fit together without issues: The docks being close together at the bottom allows the smallest one of these three to work smoothly without many extra blocks. (It's the same overall width and height as the 1x2 door frame would be standing...
    3. Valiant70

      Introducing... USD type 1 *updated*

      Any chance you'll be putting up a new image in the OP?
    4. Valiant70

      Ye Olde Planet Thread

      Or rather, we'll get two good solutions with different tradeoffs and Schine will choose and implement the one they prefer, which is likely what will happen now if the devs consider either of these solutions feasible.
    5. Valiant70

      Ye Olde Planet Thread

      It's not bad, really, although my newer method gives the map two poles and one equator instead of no poles and two equators.
    6. Valiant70

      Star Offset

      It still looks an awfully lot like a grid in the core of the galaxy. I think there just need to be more void systems in-between star systems to space them out. The arms of galaxies are like this now due to their lower star count and they look a lot better than core space. It might be a good idea...
    7. Valiant70

      Ye Olde Planet Thread

      OK, so here's the model I have for allowing interaction between outside space and the two-triangle/parallelogram map. I'll cover this in two sections: How it works, and how to make it feel right. How it works: There is no block distortion Spatial distortion occurs within the planet sector to...
    8. Valiant70

      Ye Olde Planet Thread

      It is something to be considered if the transitions from surface to building box can be smoothed out that much. As a player, I'm not sure I would like to deal with the building boxes though. I know it can be done, but I don't care for it on planets of a scale we're likely to see in Starmade. I'm...
    9. Valiant70

      Ye Olde Planet Thread

      Like I said, this works fine if the planets are full scale because no one will build anything that covers a non-trivial portion of the surface (no normal player will be able to build halfway around the planet). Two cities 10km apart could join with no issues. If the devs want to make planets...
    10. Valiant70

      Ye Olde Planet Thread

      Why limit? I'm not sure full-scale planets fit Starmade's theme. In any case, I doubt it'd be very fun to play on a planet where you would land and never find another person. Starmade seems to favor interaction a bit more than that. We'd have to get a word from one of the devs to be sure about...
    11. Valiant70

      Ye Olde Planet Thread

      And you're going to do this on a planet that's 10km in diameter?
    12. Valiant70

      Recommendation for impeachment process

      Maybe I'm just being too idealistic again.
    13. Valiant70

      Ye Olde Planet Thread

      If you have even one vertex, it won't work. At a vertex, three or more polygons join at angles to one another. Voxels cannot join at angles to one another. If they do, they're not seamless. They're like the dodecahedron planets. If you're wanting to make the sphere large enough to make these...
    14. Valiant70

      Recommendation for impeachment process

      Premises: The council members are representatives of the community who vote for them The council members are put in place by the community Conclusion: The community should be involved with any and all impeachment and removals, and provided with proper evidence such as chat or Skype logs in...
    15. Valiant70

      Ye Olde Planet Thread

      This works great for meshes. That's a cool way of doing it. It won't work very well with square voxels, though as the overall map is still a cube, and turning a cube surface into a sphere surface is bad. The point at which four triangles intersect rather than six (the corner of the cube)...
    16. Valiant70

      Introducing... USD type 1 *updated*

      Fireshock may be right. There are ways to deal with the problem in this image, such as adding adding wedges below each of the dockers to make them look better sticking downward.
    17. Valiant70

      Ye Olde Planet Thread

      Can you draw that? I'm not sure how that's any different from having a map that is square overall. A wrapping square map has two equators and no poles (it's a torus) so it's not desirable for simulating a planet. Rendering the surface as a flat plane of loaded chunks around the player will...
    18. Valiant70

      Ye Olde Planet Thread

      OK, so here it is. This is NOT a torus world like my square map idea was. It has two poles and one equator. This has the same advantage that a squashed cube does, but eliminates the geometric impossibilities at each corner. A squashed cube tries to join three squares at one point, which is just...
    19. Valiant70

      Ye Olde Planet Thread

      That was eerie coming back and reading triagngle. I just figured out a way to have a flat map with one equator and two poles by using two triangles that wrap onto each other. I'll get the pics up as soon as I can but family and stomach are calling at the moment.
    20. Valiant70

      Ye Olde Planet Thread

      I've seen that. I think they bend their blocks.