Kupu's thread

    Lone_Puppy

    Me, myself and I.
    Joined
    Mar 12, 2015
    Messages
    1,274
    Reaction score
    529
    • Purchased!
    • Community Content - Bronze 2
    • Legacy Citizen 8
    The main issue I have with having ships being able to clip through water at all is that you could end up with perfectly sealed things that still somehow have water in them, which would be pretty immersion breaking.
    I guess this is why Schine has been taking their time with water to get it to a point where it is immersion worthy. Otherwise, it would be something people keep harping on about.

    Although solid water is not immersion worthy either, I guess they have kept it this way for simplicity until they work out the mechanics.
     

    kiddan

    Cobalt-Blooded Bullet Mirror
    Joined
    May 12, 2014
    Messages
    1,131
    Reaction score
    358
    • Top Forum Contributor
    • Legacy Citizen 4
    • Purchased!
    ... Fine then. Don't let them work like Minecraft boats.
    Minecraft boats don't render water inside of them anymore. :p I wonder if we could get a similar system, and how hard it would be to make it work, as it might need some sort of new way to render the water blocks. (I clearly have almost no experience with code, so forgive my somewhat vague-ness)

    Edit/Also: I, personally, don't think having the water render inside of ships would look bad. Encounters with water aren't frequent, anyways.
     
    Joined
    Feb 25, 2016
    Messages
    1,362
    Reaction score
    268
    Usually when spaceships meet water, something's gone badly wrong and there should be a leak somewhere anyway. Usually.
     
    Joined
    Jul 29, 2013
    Messages
    1,173
    Reaction score
    494
    • Competition Winner - Small Fleets
    • Top Forum Contributor
    • Legacy Citizen 5
    Not according to JJ Abrams or Futurama. I've already taken my pressure suppository.
     

    Blaza612

    The Dog of Dissapointment
    Joined
    Nov 16, 2013
    Messages
    787
    Reaction score
    209
    • Legacy Citizen 4
    Usually when spaceships meet water, something's gone badly wrong and there should be a leak somewhere anyway. Usually.
    If water leaks through the hull of a spaceship, then it ain't space-worthy.
     
    Joined
    Mar 10, 2015
    Messages
    259
    Reaction score
    263
    • Purchased!
    An awful lot of talk about gameplay mechanics for a textures thread. :p
    *ducks*
     

    therimmer96

    The Cake Network Staff Senior button unpusher
    Joined
    Jun 21, 2013
    Messages
    3,603
    Reaction score
    1,053
    • Legacy Citizen 10
    • Top Forum Contributor
    Can we get it so that normal maps turn off at a certain distance from the player? They seem to cause some oddities...

     

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,115
    Reaction score
    1,229
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    Can we get it so that normal maps turn off at a certain distance from the player? They seem to cause some oddities...

    At least your game doesn't look like this when you're far away from things...

     

    nightrune

    Wizard/Developer/Project Manager
    Joined
    May 11, 2015
    Messages
    1,324
    Reaction score
    577
    • Schine
    • Top Forum Contributor
    • Thinking Positive
    At least your game doesn't look like this when you're far away from things...

    Lecic if you are seeing blood like that, I think you've been in a few too many fights... Also you should you really get that looked at.
     
    Last edited:

    kupu

    Colouring in guy.
    Joined
    Jul 4, 2013
    Messages
    1,405
    Reaction score
    1,560
    • Schine
    • Likeable Gold
    • Arrrty Gold
    Can we get it so that normal maps turn off at a certain distance from the player? They seem to cause some oddities...

    They do (they should), in 2 ways.

    There is a hard cap on when we stop drawing normal maps completely. There is a second soft gradient that floods the normal map with a "flat" value (128,128,255) at a pretty close range to (help) avoid Moire patterns.

    Your above screenshot looks like bleeding when mipmaps are generated (a long standing problem in starmade).
    The white texture is sat next to a grey one in the map, which potentially bleeds over distance giving that darker border (and subsequently the nasty fuzz patterns). We've been slowly trying to find solutions to this over the past year with varying success and compromises.

    If you think Normal maps are still the issue, you can troubleshoot this by following these 3 simple steps.
    I'll be sure to check myself, although i've not noticed this issue on normal maps recently.

    1) Load Starmade and open the file cubeTArray.fsh, found in StarMade/data/shader/cube/ with a text editor.

    2) Find this line:
    Code:
    //tex = vec4(0.5,0.5,0.5,1.0); //uncomment this for greyscale
    and remove the first set of //.

    3) Press F1 + F2 in Starmade to refresh the shader. If you still experience the same issues let me know with a screenshot.

    This puts a grey colour over the blocks rather than use the diffuse textures. Normals will continue to work allowing you to see if your error is from the diffuse textures, or a material map.
    [doublepost=1475061054,1475060706][/doublepost]
    At least your game doesn't look like this when you're far away from things...

    God damn... is this a current bug you're experiencing? I'll check if it's been reported.
     

    nightrune

    Wizard/Developer/Project Manager
    Joined
    May 11, 2015
    Messages
    1,324
    Reaction score
    577
    • Schine
    • Top Forum Contributor
    • Thinking Positive
    God damn... is this a current bug you're experiencing? I'll check if it's been reported.
    The only time I've seen issues like that in other games has been gpu failure, either heat or PSU issues. Lecic
     

    therimmer96

    The Cake Network Staff Senior button unpusher
    Joined
    Jun 21, 2013
    Messages
    3,603
    Reaction score
    1,053
    • Legacy Citizen 10
    • Top Forum Contributor
    They do (they should), in 2 ways.

    There is a hard cap on when we stop drawing normal maps completely. There is a second soft gradient that floods the normal map with a "flat" value (128,128,255) at a pretty close range to (help) avoid Moire patterns.

    Your above screenshot looks like bleeding when mipmaps are generated (a long standing problem in starmade).
    The white texture is sat next to a grey one in the map, which potentially bleeds over distance giving that darker border (and subsequently the nasty fuzz patterns). We've been slowly trying to find solutions to this over the past year with varying success and compromises.

    If you think Normal maps are still the issue, you can troubleshoot this by following these 3 simple steps.
    I'll be sure to check myself, although i've not noticed this issue on normal maps recently.

    1) Load Starmade and open the file cubeTArray.fsh, found in StarMade/data/shader/cube/ with a text editor.

    2) Find this line:
    Code:
    //tex = vec4(0.5,0.5,0.5,1.0); //uncomment this for greyscale
    and remove the first set of //.

    3) Press F1 + F2 in Starmade to refresh the shader. If you still experience the same issues let me know with a screenshot.

    This puts a grey colour over the blocks rather than use the diffuse textures. Normals will continue to work allowing you to see if your error is from the diffuse textures, or a material map.
    [doublepost=1475061054,1475060706][/doublepost]

    God damn... is this a current bug you're experiencing? I'll check if it's been reported.
    You're right, it's the diffuse map instead of normals. It's odd, because this wasn't an issue unless AA was on, until recently, roughly the time you brought back normals for hulls :/
     

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,115
    Reaction score
    1,229
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    God damn... is this a current bug you're experiencing? I'll check if it's been reported.
    The only time I've seen issues like that in other games has been gpu failure, either heat or PSU issues. Lecic
    Yeah, it's a bug I've been experiencing for over a year. As far as I can tell my GPU, heat, and PSU are all fine. This is is the only game it occurs in, and it only happens on things further away in build mode. First/third person, astronaut mode, and the debug cam are both fine. I think it's an issue with simple lighting, actually. Jaaskinal suggested setting it to simple lighting only in graphics, and that caused build mode to entirely be this, instead of just things a few chunks away.
     

    kupu

    Colouring in guy.
    Joined
    Jul 4, 2013
    Messages
    1,405
    Reaction score
    1,560
    • Schine
    • Likeable Gold
    • Arrrty Gold
    You're right, it's the diffuse map instead of normals. It's odd, because this wasn't an issue unless AA was on, until recently, roughly the time you brought back normals for hulls :/
    Yea, this makes sense. Around this time we changed how mipmapping works. The new method gives much better results when looking at a surface from a distance until you get into very acute viewing angles. At this point it is potentially worse, one of the compromises i referenced earlier.

    It's an issue we continually revisit as and when Schema has another idea to test out.

    Yeah, it's a bug I've been experiencing for over a year...
    Ok, i'll ask around.
     

    therimmer96

    The Cake Network Staff Senior button unpusher
    Joined
    Jun 21, 2013
    Messages
    3,603
    Reaction score
    1,053
    • Legacy Citizen 10
    • Top Forum Contributor
    Yea, this makes sense. Around this time we changed how mipmapping works. The new method gives much better results when looking at a surface from a distance until you get into very acute viewing angles. At this point it is potentially worse, one of the compromises i referenced earlier.

    It's an issue we continually revisit as and when Schema has another idea to test out.
    Is it possible to use the old shaders to solve this, or is it a hard coded feature? I see these issues all the time, and it's driving me a little nuts xD