Kupu's thread

    Captain Tankman

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    Any reason there aren't emissives for the effect modules?
    That bothered me aswell.

    Also the already mentioned server blocks are.. well I'm not quite sure. Not really too busy, but the fact that it's the only decorative computer/screen thingy without a full frame, just the two lines at each side make it stand out quite a bit
     
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    I noticed a small bug with the rotation. If the jump modules are rotated sideways one of the textures is facing the wrong direction.

     
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    Another small bug. Turned off beacons vs turned off lights. Seems like the beacons are way too bright.

     
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    starmade-screenshot-0050.png

    Is the little arrow in the back of the rail docker supposed to point the same way that the rail docker ? If so, that isn't the case as seen above.
     
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    ....
    Edit: Oh man. It only works on singleplayer! Though it will work on multiplayer ONLY if the player has their custom textures and icons updated manually AND the server is configured to use those textures. Darn! It seems to download the custom textures but does not use them. :(

    Well, in any case, thank you for your help Kupu! :)
    Yep, this is one of our main frustrations with custom textures, but it's pretty easy to make a download pack for players to install. The packs are usually pretty small in size. Installation is as easy as a drag & drop into your starmade folder. Worst case if players don't install the tex pack, then they just see default blocks instead of the custom blocks.

    [doublepost=1484940713,1484940367][/doublepost]BUG: Enabling normal maps lightens all blocks and takes away regular lighting effects / shadows when block faces are away from a light source. It's like the normal map causes 100% specular/ambient/emissive on every face of a block.

    EDIT: important to note that this happens in the default texture pack, and on all blocks, original and custom ones.

    Normal maps off:
    starmade-screenshot-0070.png

    Normal maps on:
    starmade-screenshot-0071.png

    kupu : what later or image does the game pull emissive data from? Does the game engine actually / only uses the .png files, right? If so, why all the .zip and .tga files in the texture directories?
     
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    Enabling normal maps lightens all blocks and takes away regular lighting effects / shadows when block faces are away from a light source. It's like the normal map causes 100% specular/ambient/emissive on every face of a block.
    That isn't the case for me. I'd say it's most likely due to the texture pack or custom textures you're using. If the alpha channel is not being used in the normal maps for the textures (i.e. it is entirely opaque), that would effectively make affected textures completely emissive when normal maps are enabled.
     

    kupu

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    Sorry for the late responses all, I've been out of office for a week and just got back in to some bug reports.

    I'll check and fix these and respond to individual comments here asap.

    Thanks for your patience. :)
     

    kupu

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    Okey doke, here we go.


    The arrows are reversed on the pickup rails after the last texture update. Would have been funnier on the April update.
    Apologies. An oversight with recent rotation fixes. I'll prepare a fix.

    The new different textures have more or less all grown on me. My only complaint off the top of my head is the power blocks animation doesn't repeat smoothly, there is a clear jump from the end of the animation to the start as the moving light doesn't bleed through the fourth and first frames.
    Glad to hear it, you may be right here, iirc there is no bleed of light between the "start" and "end" stages. I'll check and look into ways of making this smoother.

    Any reason there aren't emissives for the effect modules?

    EDIT: Actually the shield drain didn't get emissives either? I know it didn't have it before but that seems odd to me.
    Both were tried, both were removed. I'm not adverse to trying again at some point though.

    I didn't really like the shield drain / supply designs being lit up, seemed "off" when walking around player built creations. Although i only lit up the entire center section so i could perhaps go back and try pick out smaller details instead.

    I tired the effect modules too, but it didn't work out that great. The reason here was a little different.
    Specular and emissive share a channel as you know, we can't define both it's emissive and specular completely independently. This is mostly fine because things we want to light up rarely need to reflect another light source back. Great for screens or lights, a little less for a smooth, bubble like shape that needs quite a strong normal map to help the shape (which is helped defined by the specular).

    Not a dealbreaker on it's own, we sacrifice a little 3d effect for some life in low lighting areas... but another side effect of sharing a channel is the edges of a emissive value when next to specular value sort of blur (especially with liner filtering) and hover around the 55-60% range, meaning bright reflections. So on this block we would get a super bright shiny border around the emissive part when it should be recessed and dark. You can spot this happening on other blocks to a lesser extent.
    Again, on it's own? No big deal, we could get used to it. Add all this together along with the fact it just looked "off" in anything in larger numbers tiled together and i decided against it.

    I noticed a small bug with the rotation. If the jump modules are rotated sideways one of the textures is facing the wrong direction.

    Good spot, thanks.
    I miss the old crystals. :(
    The revolution eats it's children. Blame the community :D
    Another small bug. Turned off beacons vs turned off lights. Seems like the beacons are way too bright.

    Always been this way (not an excuse though). I can add an off state to them though easy enough. Would make sense.
    View attachment 37283

    Is the little arrow in the back of the rail docker supposed to point the same way that the rail docker ? If so, that isn't the case as seen above.
    Yes, in the recent update this was done... or attempted. Is this happening on a single rotation? Or all? It's possible i missed 1 or 2 out of the 24.
    Afaik it never had pointed in the same direction as the docker, but it would make sense if it would do so
    See above ^^

    kupu : what later or image does the game pull emissive data from? Does the game engine actually / only uses the .png files, right? If so, why all the .zip and .tga files in the texture directories?
    The normal map bug you describe is them not loading correctly when first applying whilst in a game world. Restarting the client fixes this, still needs to be fully resolved.

    The game uses the png files for diffuse, and tga files for normals, emissives and specular. emissive and specular share the alpha channel in the tga files. The game will only load png normal maps when no tga files are present. Currently these are outdated as the "fallback" should never actually occur without users actively deleting files.
    The zip archives are to save space when downloading the game and extracted upon first use.
     

    Lone_Puppy

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    Nope. That looks neat though.
    Could be a feature later for decoration purposes. ;)
     

    Lone_Puppy

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    Does look like a GPU processing issue.
    Calculation gone wrong somewhere.