Not with our current lighting system, no. The lighting is pre-calculated and considers placed blocks as occupying the entire voxel. Either larger changes to the calculations need to take place or we go with something realtime.I have no idea if this has been covered but any chance on having light pass though slabs, wedges and whatnot?
Yes, this bleed zone is used as a buffer for our mipmapping and to avoid obvious seams on the blocks edge. We currently have issues of this zone bleeding into the adjacent tiles at lower mipmap levels creating a Moire effect.I've been wondering about the texture sheets: is there any reason, the default 256x textures for instance, are 216x216 with "extra" texture that appears not to be used?
Doesn't light pass through glass slabs and wedges already?Not with our current lighting system, no. The lighting is pre-calculated and considers placed blocks as occupying the entire voxel. Either larger changes to the calculations need to take place or we go with something realtime.
Well, glass, yes. But if you have opaque wedges, a thin hole or whatever where the wedges have open sides facing each other (difficult to explain) the light will not go into and through the gap.Doesn't light pass through glass slabs and wedges already?
Oh that's what you mean. I kinda like that, exploiting emissive maps is fun ^_^Well, glass, yes. But if you have opaque wedges, a thin hole or whatever where the wedges have open sides facing each other (difficult to explain) the light will not go into and through the gap.
Oh crap, did i forget to fix those?! I'll check those asap. Thanks for the heads up, my mind has been bogged with menus recently.Do the latest texture sheet updates imply that rails and transporters will not be animated as originally anticipated? I'd been looking forward to seeing that.
Also minor note, the normal maps may need an update to correlate with the latest texture moves.
From a game design standpoint I imagine it's good practice to make the resources stand out. You can easily identify the type of asteroid from it's color. That being said I do think they could benefit from a little more grit and rough appearance.Yeah, raw rocks probably should be colour-tinted, rather than colour-painted. Like in real life, refining and polishing up the stone should bring out the colour. Besides, game or not, I find that the bright confetti asteroids look awfully silly.
Yeah I completely agree.From a game design standpoint I imagine it's good practice to make the resources stand out. You can easily identify the type of asteroid from it's color. That being said I do think they could benefit from a little more grit and rough appearance.
The ores can keep their bright colors, and targeting the asteroid still reveals what it has. Plus, I never said to literally turn all the asteroids grey. I'm just saying to tone down the raw rock.From a game design standpoint I imagine it's good practice to make the resources stand out. You can easily identify the type of asteroid from it's color. That being said I do think they could benefit from a little more grit and rough appearance.
I get that. I also agree completely that rocks need to look better in all aspects. Creating a discernible difference between raw and refined rock is required. They will get a full make over in the coming texture set.Its pretty hard to build with asteroids without making it look like a clown car. ... To me it makes sense that the refined carved blocks would be brighter, but maybe make the raw asteroid look a bit more beat up? It is in space after all!
I love colorful games, they look so childish happy. The variety of colors is crucial. Look at minecraft for example. No realistic resoursce pack can beat the default pixel one and in the end, who cares if those textures are real?
Another example are those new teal and pink hulls. Teal-pink ship may look silly or unreal, but if you see a child building it just because those hulls are so colorful, the ship suddenly become cool in its own way.
Most people play gemes because they enjoy playing them not because they look like the normal boring life which we all know.
I would love to see more crazy colorful textures and mobs in the future.