Different coloured Crystals? Pointless!

    NeonSturm

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    I mean:

    A about 12 colors may be in a lookup table. 0000 = RGB1, 0001 = RGB2

    The other 4 (1100, 1101, 1110, 1111) are added dependent on a ship\'s first/second/third/forth RGB-sliders.



    You would only need 1 definition in your block config for all of these. Just the color changes.

    In the block config you would define ID=233, #FF0000, #00FF00, #0000FF, ...4;

    4 bits somewhere in this number (it has a lot of leading zeroes) are used.
     
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    Why not hueshift everything? Dependant on player, not ship, like the skins. Get in a ship, and boom, suddenly matches your faction colors. Defaults would be the same, but we could adjust them (so if we want a darker or lighter gray or something, we can do that.)
     

    kupu

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    I think hue shifting will again add more bytes per block just like the RGB sliders would, which has some preformance implications currently.
     

    NeonSturm

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    way less time waste than this post :D

    EDIT: I meant thread not post (I made a huge mistake here :D)
     
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    Well, if it\'s done on a ship-by-ship or player-by-player or faction-by-faction basis it would probably use fewer reasources then block-by-block. Having 32 textures that need to be cached or stored per faction probably wouldn\'t be a huge load. Probably an extra two bytes at most (referencing which faction color scheme should be used) (how many factions are there? Does anyone even think that there will be over a byte\'s worth of factions on a server?)
     

    Keptick

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    Ok, if schema was to remove the borders on plexlights I wouldn\'t give a darn about those new ice crystals. However, this is not the case. Plex lights are awfull for decorating exterior hulls. So that\'s why we need moooaar crystals :D