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 blocksI 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 blocksI disagree. Nothing really looks realistic in the default pack.
Yes, it is. Anything that is currently using the older textures is a placeholder for upcoming gameplay additions / changes.I love the new textures. Is the default pack still being worked on?
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. :PI 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.
Because i feel this one was better looking.Why the plex door change? I feel the previous one was better looking
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.I miss the key-board on computers in default (realistic has them).
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.Can we get a Pirate/Abandoned pack?
Our "activation states" we currently use are restricted to 1 frame. This is not something i could implement with graphics alone unfortunately.Imagine some on/off -state display somewhere on (also: decorative) items which are activated ...
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?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.
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;
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;
Daaaaamn.....lol awesome n crafty!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.
^ Thats what you'll see. Those are default values.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;
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.
const vec3 specular = vec3(0.28,0.28,0.28);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 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/
I don't accept that. Why…?Some time back i was asked about specular maps. No, we don't have them. Probably never will.
No, they are incredibly easy to generate. A block config option could be useful, i'll try investigate how plausible that is.I don't accept that. Why…?
Rocks looking like metal is hurting my aesthetic sensations. :<
Is it that specular maps are hard to do?...