kiddan
Cobalt-Blooded Bullet Mirror
I am guessing one is that the Bobby AI Module looks like HAL?Sure, the game has a few references to the sci fi classics (some really obvious ones!).
I am guessing one is that the Bobby AI Module looks like HAL?Sure, the game has a few references to the sci fi classics (some really obvious ones!).
Yes.I am guessing one is that the Bobby AI Module looks like HAL?
Thats not really what I meant, I was just giving examples so that you would know what I was talking about. I just believe that would be a really neat to have more variance since weapon computers and personal computers have the same effect since they are so similar.I really don't want to start putting things in that deliberately look like 'X' from Halo, 'Y' from Avatar or 'Z' from Warhammer etc. Sure, the game has a few references to the sci fi classics (some really obvious ones!) But this redesign is my attempt to give Starmade it's own idiosyncratic look while staying relatively true to what preceded it.
Computers will vary in type, but they will not be like X, Y, Z purposely.
Ah i see. Yea, there will be some variance in screen types.Thats not really what I meant, I was just giving examples so that you would know what I was talking about. I just believe that would be a really neat to have more variance since weapon computers and personal computers have the same effect since they are so similar.
No, this is the old hull.
It has a subdivision, splitting it into 4 raised tiles each with a bolt through.
This subdivision was the reason the "realistic" pack had a hard hull split into 4 tiles.
The new hull removes that completely, leaving us with a single raised plate, bolted at each corner.
Relief? Yea. Thats right.The new hull design is amazing ! The little pattern added give some ... erp ... "relief" ? Does "relief" means relief in english ?
http://en.wikipedia.org/wiki/Relief"relief is to give the impression that the sculpted material has been raised above the background"
The texture itself is transparent, as well as the glass and all the sprites.the new decorative blocks, and i don't remember the name right now. The "grills" texture are transparent right? so the way we see then in game are set in config or the texture alone?
Well, there needs to be transparent bits in the texture, but there's also a tag in the blockconfigthe new decorative blocks, and i don't remember the name right now. The "grills" texture are transparent right? so the way we see then in game are set in config or the texture alone?
Both. The textures with transparent parts are created over a transparent canvas, this requires an editor that can handle alpha channels.the new decorative blocks, and i don't remember the name right now. The "grills" texture are transparent right? so the way we see then in game are set in config or the texture alone?
Yea, perhaps. Heat is perfectly plausible in space, so is fire. Even more so when a spaceship is a concentrated container of flammable gasses. But all that petty nit picking aside, the damage overlay needs to fulfill 2 basic roles. 1 of which is not being met currently.Oh yeah I remember another thing I wanted to ask...
Will the damage overlays be getting an overhaul? I've never been a fan of the "fire in space" and to me it just makes ships look like they have random orange patches for no reason over actual battle damage. I know having damage being recognizable is important but I would love to see a more scorched based damage overlay.
Heat for sure, fire in spits but it would not last long. Animated overlays! starts out hot and slowly fades away to scorches. I know heat dissipation in a vacuum is really slow so it does make sense that a heated object would stay heated but I've never really gotten that from looking at a damaged ship after battle. I don't look at it and say "wow that was an epic battle, look at all that damage" instead it's more like "look at all those orange spots". Even if it's not an official part of the game I sure would like an alternative texture. I've never had a problem seeing my scorched overlay as long as black isn't to dark it's not a problem.Both. The textures with transparent parts are created over a transparent canvas, this requires an editor that can handle alpha channels.
Secondly, to render the blocks behind our transparent block we need to enable the option "Blendable" in the block editor.
Hope that helps.
Yea, perhaps. Heat is perfectly plausible in space, so is fire. Even more so when a spaceship is a concentrated container of flammable gasses. But all that petty nit picking aside, the damage overlay needs to fulfill 2 basic roles. 1 of which is not being met currently.
1, To visibly indicate damage from a reasonable distance on all surfaces.
2, To damage the surface appropriately according to it's material.
I've no idea if it's currently plausible to dictate damage overlay graphics dependant on material (i'm talking a basic distinction between organics, metals and ship systems)... But it would help.
EDIT; So this is possible. I'll be drawing up plans in the coming weeks.
I'll have to go over it at some point in the future. It's not a priority right now though.
Animated or fading overlays have been discussed in the past, but iirc they presented some problems, unfortunately.*snip*
What we really need are several types of door. Corrugated doors like we have now, sliding metal doors... Heck, even wooden doors that swing open and closed, like those in Minecraft.Any chance you'll be having another look at plex doors? The last time they changed it seemed to go from being too much to too little, its very boring now, and too dark i think. Can't see the lines untill i'm right up next to it.
And wedge doors, but that's not something Kupu can do anything about. That's more of a block thing than texture thing. Don't think we'll get wooden doors though. Not yet. Probably reserve those for planetary structures and have them in the same group as plexlifters.What we really need are several types of door. Corrugated doors like we have now, sliding metal doors... Heck, even wooden doors that swing open and closed, like those in Minecraft.