- Joined
- Feb 25, 2016
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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.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.
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)... Fine then. Don't let them work like Minecraft boats.
If water leaks through the hull of a spaceship, then it ain't space-worthy.Usually when spaceships meet water, something's gone badly wrong and there should be a leak somewhere anyway. Usually.
At least your game doesn't look like this when you're far away from things...Can we get it so that normal maps turn off at a certain distance from the player? They seem to cause some oddities...
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.At least your game doesn't look like this when you're far away from things...
very much solooks like something jontyfreack would enjoy :p
They do (they should), in 2 ways.Can we get it so that normal maps turn off at a certain distance from the player? They seem to cause some oddities...
//tex = vec4(0.5,0.5,0.5,1.0); //uncomment this for greyscale
God damn... is this a current bug you're experiencing? I'll check if it's been reported.At least your game doesn't look like this when you're far away from things...
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 :/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.
[doublepost=1475061054,1475060706][/doublepost]1) Load Starmade and open the file cubeTArray.fsh, found in StarMade/data/shader/cube/ with a text editor.
2) Find this line:
and remove the first set of //.Code://tex = vec4(0.5,0.5,0.5,1.0); //uncomment this for greyscale
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.
God damn... is this a current bug you're experiencing? I'll check if it's been reported.
God damn... is this a current bug you're experiencing? I'll check if it's been reported.
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.The only time I've seen issues like that in other games has been gpu failure, either heat or PSU issues. Lecic
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.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 :/
Ok, i'll ask around.Yeah, it's a bug I've been experiencing for over a year...
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 xDYea, 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.
Hard coded.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