Kupu's thread

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    I disagree. Nothing really looks realistic in the default pack. :)
    Well compared to the plexstorage it is. So what I am trying to say is that the plexstorage looks more cartoonish and doesnt have nearly the same amount of detail as the other blocks
     
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    I love the new textures. Is the default pack still being worked on? I saw the new effect modules, and they are gorgeous! And when you put antialias on it looks even better! It's a pitty I can't build ships with over a thousand mass without getting a bit of lag. Lag isn't terrible when just flying small ships or when you are in astronaut mode, but when I turn my ship the mouse starts moving irradically. The game just can't keep up. I guess I'll have to wait untill lighting/shaders get improved to build huge structures.
     

    kupu

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    I love the new textures. Is the default pack still being worked on?
    Yes, it is. Anything that is currently using the older textures is a placeholder for upcoming gameplay additions / changes.
     
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    I love the new textures. Is the default pack still being worked on? I saw the new effect modules, and they are gorgeous! And when you put antialias on it looks even better! It's a pitty I can't build ships with over a thousand mass without getting a bit of lag. Lag isn't terrible when just flying small ships or when you are in astronaut mode, but when I turn my ship the mouse starts moving irradically. The game just can't keep up. I guess I'll have to wait untill lighting/shaders get improved to build huge structures.
    You can always turn it off. I honestly must say that I play with 20 FPS, because I don't want to turn that beautyfull effects. :P
     
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    I'm not going to be turning it off either, it makes everything look at least three times as good. Anyone want to mass place the effect modules? ;)
     

    Reilly Reese

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    Why the plex door change? I feel the previous one was better looking
     
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    Yeah, I do think the new plexdoor is better (as now you can't confuse it with the black hull) but I do think the plexstorage isn't as good. It doesn't look like it can open, because that center part is behind the frame. Having a recognizable keypad and handle will also improve that aspect.
     
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    I actually think that the factories need work on, they don't really look realistic and an animation when it is working could be cool, also change the hud
     

    kupu

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    Factories have not been painted for the new "Default" pack yet.
     
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    Yea waiting for them too. It could be nice if capsule factory would have some capsule icon on it. Similiar thing about macro and micro. It's hard to recognize what is what on the beginning :P
     

    NeonSturm

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    I miss the key-board on computers in default (realistic has them).



    Can we get a Pirate/Abandoned pack?
    Example (from http://steamcommunity.com/sharedfiles/filedetails/?id=297456650)

    This is made for Space-Engineers and not do-able here. But having similar would be nice.

    An idea for logic blocks:
    Imagine some on/off -state display somewhere on (also: decorative) items which are activated ...
     
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    Reilly Reese

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    Thats for SE? I didn't realize Workshop supported textures now!
     

    kupu

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    Can we get a Pirate/Abandoned pack?
    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.

    Imagine some on/off -state display somewhere on (also: decorative) items which are activated ...
    Our "activation states" we currently use are restricted to 1 frame. This is not something i could implement with graphics alone unfortunately.

    Every computer now is reading an email, feels a little off to me, I think it should be a little more generic. And yes on the keyboard.
    Yea, it probably would benefit from a more generic display. I didn't expect players to place so many per ship or next to each other (which i've been seeing in some screenshots.) As for keyboards?
    They're still present. But not as a physical object. I went for touch screen. They'll continue to stay that way for the foreseeable future in the defaul pack.
     

    kupu

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    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 edit it) yourselves. It's really quite simple (seriously it is, i know nothing about shaders)

    Few things you should consider:
    This is not block specific, it's applied to every block in the game.
    Normal maps are much more visible with some specular light. If you play with them on / off you may find different settings work better for you. Thats why i've shown the variables to alter below. Have a play for yourself and see what you like. (Or if you cba just download the attached file. :p)


    The file is cubeLightVars.glsl (Starmade/Data/Shader/Cube/cubeLightVars.glsl)
    This can be opened in a rich text editor ie, Notepad or Textedit.

    Code:
    uniform mat4 v_inv;
    varying vec3 normal;
    varying vec3 lightDir;
    varying vec4 vPos;
    varying vec3 normalVec;
    varying vec3 viewDirection;
    const vec3 specular = vec3(0.84,0.84,0.84);
    const float shininess = 10.0;
    const float attenuation = 1.0;
    ^ Thats what you'll see. Those are default values.

    3 variables you can edit here, Specular, Shininess and Attenuation.

    Now i think (Remeber i don't know shader code? :p) the attenuation is the strength of light over distance from it's source.
    I've left this at 1 to avoid reducing light strength in any new ways.
    Shininess seems to work as a base figure of how much light is reflected off a surface.
    1.0 being complete reflection (white out). Above 1.0 reduces the shininess.
    Specular seems to reflect light based on the value of the texture. (The lighter the colour, the more specular?) 1.0 1.0 1.0 being full, 0.0 0.0 0.0 being the lowest value.


    Code:
    uniform mat4 v_inv;
    varying vec3 normal;
    varying vec3 lightDir;
    varying vec4 vPos;
    varying vec3 normalVec;
    varying vec3 viewDirection;
    const vec3 specular = vec3(0.28,0.28,0.28);
    const float shininess = 25.0;
    const float attenuation = 1.0;
    const vec3 specular = vec3(0.28,0.28,0.28);
    const float shininess = 25.0;
    const float attenuation = 1.0;

    So those are my changes. They ultimately reduce the specular light to stop over saturation of colour in sunlight, white outs and glare.

    Just save and overwrite the file when your done. If you are in game and would like to update on the fly, just save the file, then press TAB+F2 to recompile.

    Hope that helped some of you asking about specularity.

    Content;
    http://starmadedock.net/content/specular-shader.1214/
     
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    mrsinister

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    Specularity!

    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 edit it) yourselves. It's really quite simple (seriously it is, i know nothing about shaders)

    Few things you should consider:
    This is not block specific, it's applied to every block in the game.
    Normal maps are much more visible with some specular light. If you play with them on / off you may find different settings work better for you. Thats why i've shown the variables to alter below. Have a play for yourself and see what you like. (Or if you cba just download the attached file. :p)


    The file is cubeLightVars.glsl (Starmade/Data/Shader/Cube/cubeLightVars.glsl)
    This can be opened in a rich text editor ie, Notepad or Textedit.

    Code:
    uniform mat4 v_inv;
    varying vec3 normal;
    varying vec3 lightDir;
    varying vec4 vPos;
    varying vec3 normalVec;
    varying vec3 viewDirection;
    const vec3 specular = vec3(0.84,0.84,0.84);
    const float shininess = 10.0;
    const float attenuation = 1.0;
    ^ Thats what you'll see. Those are default values.

    3 variables you can edit here, Specular, Shininess and Attenuation.

    Now i think (Remeber i don't know shader code? :p) the attenuation is the strength of light over distance from it's source.
    I've left this at 1 to avoid reducing light strength in any new ways.
    Shininess seems to work as a base figure of how much light is reflected off a surface.
    1.0 being complete reflection (white out). Above 1.0 reduces the shininess.
    Specular seems to reflect light based on the value of the texture. (The lighter the colour, the more specular?) 1.0 1.0 1.0 being full, 0.0 0.0 0.0 being the lowest value.


    Code:
    uniform mat4 v_inv;
    varying vec3 normal;
    varying vec3 lightDir;
    varying vec4 vPos;
    varying vec3 normalVec;
    varying vec3 viewDirection;
    const vec3 specular = vec3(0.28,0.28,0.28);
    const float shininess = 25.0;
    const float attenuation = 1.0;
    const vec3 specular = vec3(0.28,0.28,0.28);
    const float shininess = 25.0;
    const float attenuation = 1.0;

    So those are my changes ^
    Just save and overwrite the file when your done. If you are in game and would like to update on the fly, just save the file, then press TAB+F2 to recompile.

    Hope that helped some of you asking about specularity.

    Content;
    http://starmadedock.net/content/specular-shader.1214/
    Daaaaamn.....lol awesome n crafty! ;)
     
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    Some time back i was asked about specular maps. No, we don't have them. Probably never will.
    I don't accept that. Why…?
    Rocks looking like metal is hurting my aesthetic sensations. :<

    Edit: Is the issue that specular maps are hard to do? Because I would be perfectly happy with, i.e., a blockconfig setting, affecting the specularity per block.
     
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    kupu

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    I don't accept that. Why…?
    Rocks looking like metal is hurting my aesthetic sensations. :<
    Is it that specular maps are hard to do?...
    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 point of the post :p

    Now what we could do to get around the limited maps scenarios is place a black / white image on the alpha channel of the normal maps and point a shader to that channel only. However, that won't work with PNG nor would i want to assign specular control to it over other potential maps. Especially when we can just reduce the specular from dangerous blinding levels to acceptable levels.
     
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