Firstly, welcome to the forums!Hey kupu,
there are two things that bother me and couldn't really find anything on the forum about.
Firstly, it would be great if you could fix this:
Same problem with all color types of forcefields and all types of slabs.
Secondly, is it technically possible to make docked entities stop "glowing" in the dark?
Also docked entities don't seem to cast a shadow:
(the green light is behind the door)
Is there a solution for this? I hope so, because I hate plex doors
And slabs have a perk where they screw up lighting in general since they are considered full blocks.Yes slabs of forcefields produce white light. Something I displayed in the release video :p
Thanks! And yes, that was exactly my problem. (And that I can't sit on them )Firstly, welcome to the forums!
On to the problems...
1) Correct me if i'm wrong, but am i seeing slab blocks with light sources showing as white light instead of coloured?
If yes, i can fix this.
2 + 3)
This is a flaw in the current lighting set up. The light is not dynamically cast, so entities do not exactly share the same lighting properties as they would in a real life scenario or dynamic system. This requires a re-write of how lighting works in Starmade to be resolved. It has been talked about internally and is being considered, but not 100% planned.
I hope this helps a little?
Yes, that does help indeed, thanks. I didn't think of this, because Steam for some reason starts the game with Intel onboard graphics that doesn't support shadows... :/You might be able to make your docked entities look better if you turn shadows on, I don't know if it would help much though, I can't really play with them so I lack experience.
It's some kind of super-cheap system. I don't know exactly how it works. We need someone who actually knows how this stuff works to answer this. AndyP maybe?How exactly does the lighting work? I would expect it to be ray casting with some minimal reflections, which would make cross-entity lighting rather easy.
An overhaul to a more proper lighting system is already planned.How exactly does the lighting work? I would expect it to be ray casting with some minimal reflections, which would make cross-entity lighting rather easy.
Welp, shit. Hopefully it does get overhauled, I'd like my doors to not glow in the dark.It's some kind of super-cheap system. I don't know exactly how it works. We need someone who actually knows how this stuff works to answer this. AndyP maybe?
\o/An overhaul to a more proper lighting system is already planned.
Err no I think the "rejected" tag is pretty clear.Welp, shit. Hopefully it does get overhauled, I'd like my doors to not glow in the dark.
\o/
MY BROWN LIGHTS MAY YET BE A THING!
Plz no, don't ruin my fun again. D:Err no I think the "rejected" tag is pretty clear.
I will reply with the standard warning about a limited number of id's.Rejected - Tan/beige/peach blocks What exactly happened here? Seems like a perfectly reasonable suggestion; even if it's not being added immediately I can't think of any justification for an outright rejection.
This is pretty strange, i'd not experienced that before when i was on OSX.So I just got a Mac (My first mac!). So of course the first program I loaded was Starmade
I have a MacPro 2014 13"
I noticed some curious artifacts. Has anybody seen this problem before? and does anybody know how to fix it?
I'm posting here, because this may be a bug that kupu can address.
Noticeable on wedges you can see the block behind them. And especially noticeable the farther way you get. in the next example you can clearly see the shield rechargers behind the armor wedges.
so here is what it looks like from far away:
So is this a bug, should I report it, or am I just being stupid and there is a simple setting that I'm missing?View attachment 22503
A shot about half way away
View attachment 22504
and here is how it looks close up: you can see the whitish lines along the edges of the wedges.
View attachment 22505
Thanks
That thread's tag was a simple misunderstanding. It's now accurate as Read by Council and will be considered further on in development by Schine (i'm maxed with other projects currently).I will reply with the standard warning about a limited number of id's.
How many do we have left right now anyhow...
I'll some screenshots into the main post in a bit. I've not been testing these in a cinematic setting with large ships or anything yet.