Official Texture thread

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    Hey players,

    I'm working on the existing textures I created last year. This is the place to post any problems you have with textures as well as suggestions if you like.

    I'll be doing a hi-res texture pack later this year possibly, but I don't want to get into that in this thread so lets keep it on topic.

    Thanks,

    - Beetlebear "Kevin Collins"
     
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    you\'ve already seen my thread (a dev who reads things! wow). but anyways


    - Detail textures (overlays?). fooling the player into thinking that some textures are high res when they aren\'t.
    - Different colours for laserbeams/ engine thrust.
    - \'Active\' textures for items. Like a gun might light up when it\'s used.
    - More colours for metal. dark Brown, actual black, dark blue, cyan, colbalt. but also various levels of shinyness. it\'d be rather easy for you
     

    MrFURB

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    Similar textures are used for AMC, salvager, repair blocks, and thrusters which can be confusing.

    White hulls can be a strain to the eyes when shown against the blackness of space, especially when they are reflecting a sun\'s light. Grey hull usually looks like what a white hull should be. Black hull looks like what a grey hull should be. If black hulls get too much blacker they will act as a type of \'camo\' to blend in with the empty blackness of space, which will be a very apparent advantage.

    In order to darken the neutral colours without making black hull a necessity for travelling through hostile space I suggest making the background space texture different. Have a plethora of stars, some distant galaxies of myriad shapes. Neatly colored nebula can create a stunning background. Perhaps even have a few different ambient textures that change from one star system to the next! Imagine a huge collection of colorful, gloomy, and even energetic backgrounds. that gives each star system something unique... A bit of character.
     
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    From https://twitter.com/beetlebear/status/329655505725296640/photo/1 , the damage overlay looks much better. Might need some bright pixels for fake dents.

    The hull differentation for normal hull/hardened is good. But, is it me or do they kind of look like tiles? Perhaps it needs some greebles and detail? I\'m not sure.
     
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    I\'ve been playing mostly with the color table of the textures for the last few days. I realized, much like in real life, objects don\'t cast light, light casts onto objects, thus making them have light value in their colors.

    I took the light value of all textures to 0 and now we are getting DARK nights on planets and overall the game looks more dark and spacelike. Here are some screenshots as well as a test texture pack, I haven\'t worked on the textures themselves yet, test mostly for the color and feeling of the game, atmosphere.

    http://www.beetlebear.com/bb/test-textures-starmade.zip

    Download the above file and de-compress it.

    I\'ve attached new shield and a currency datapad fro when you drop credits. Take shield_tex.png and build-icons-extra-gui-.png and put those in your starmade/data/image resource/ folder

    Check out the files t000.png and t001.png in the darker folder and throw those 2 files into the starmade/data/textures/block/ folder as well as overlays.png

    Once done, go play the game, take screenshots and report back to me on how the game looks
     
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    Balanced screens and lit up stuff and a new engine texture. Go check it out here:

    http://beetlebear.com/bb/Graphics may 3 13.zip

    Throw these 2 files in your starmade/data/textures/block folder
     
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    here are a couple screen shots from my planet.


    first texture pack

    http://puu.sh/2M2ER.png

    http://puu.sh/2M0Bt.png



    second texture pack

    http://puu.sh/2M5mM.png

    http://puu.sh/2M5n3.png

    http://puu.sh/2M5o7.png

    http://puu.sh/2M5p2.png

    http://puu.sh/2M5q0.png

    http://puu.sh/2M5q0.png

    http://puu.sh/2M5qL.png

    http://puu.sh/2M8YA.png

    http://puu.sh/2M9QS.png
     
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    http://puu.sh/2M9GU - Default station pic 1

    http://puu.sh/2M9Hk - Default station pic 2

    http://puu.sh/2M9HW Default station pic 3

    http://puu.sh/2M9It - Default station pic 4

    I like how the default stations look now, but i think lighting will need a buff with this pack.

    http://puu.sh/2M9IT - blocks (red, yellow, green, blue, purple, brown, white, grey, black)
    http://puu.sh/2MbM1 - newer comparison picture with hardened hull blocks above

    http://puu.sh/2MbPH - Engines are looking fine.
    http://puu.sh/2MbS9 - I very much like the new power block texture, and the alternating lights on it.
    (note that the placed block and the inventory representation do not match up as yet)

    I am content with the colors other than gray, black, and white.
    If they had the same shading as before they would stand out as being too bright though, so i suppose alterations would be necessary with the state of the current colors.
    To me, right now, the black and grey are too blue.

    Calbiri was nice and posted pictures of my Saladin in an album here - https://www.dropbox.com/sh/6i2xsoryfrp79a4/PyZbd_5oWy

    Here are old pictures of the Saladin for comparison:
    http://puu.sh/2HKzu - in motion
    http://puu.sh/2C9e6 - parked
    http://puu.sh/2xPCP - near asteroids
    http://puu.sh/2Mbgi - from above
    http://puu.sh/2MbhP - from below
     
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    So i made a quick video demonstarting the look of Hercules with the new texture pack

    http://www.youtube.com/watch?v=3Lk5F6GAahQ&feature=youtu.be

    (the old look can be seen here https://www.dropbox.com/sh/gqpwiit8gyomsf7/LBRoCkGhTy#f:CSS-Hercules.mp4)

    I like the new look for the most part, i dont like the water being a solid block, needs to have its transparancy restored (you can see the solid color in the Dome at the front)
     
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    Beetle, while the new textures are moving the art style in a good direction and some of them are fantastic, they suffer from a problem of being too dark and restricting color. Brightly decorated spaceships are present in all different kinds of science fiction universes, and desaturated or dark colors make that more difficult to create. The pictures above of the Saladin demonstrate what is lost by using these textures.

    To be honest, as a game developer, I think the issue is more in the lighting engine than the textures. It is good common practice to have bright, vibrant textures and have them be darkened and desaturated by the lighting engine. Looks far more realistic. While the edits to a lot of the blocks are wonderful, many blocks are too dark, especially the hulls.


    I\'ve been playing mostly with the color table of the textures for the last few days. I realized, much like in real life, objects don\'t cast light, light casts onto objects, thus making them have light value in their colors.


    Strictly speaking, light casts onto objects and the light which is not absorbed bounces off of them. This means that a diffuse texture like the blocks in StarMade, if we\'re aiming for more realistic lighting, are ways of describing what kinds of light (R,G,B) and how much of it a surface or object reflects. Which, speaking of, anyone creating a space vessel would almost certainly use very bright, if not white, plating in order to reflect away heat/radiation. Regulating heat within a space vessel is very difficult as there is nothing outside the vessel, like air, for heat to diffuse out to. So unless you have a means of recycling the energy collected, dark plating would soak up the star\'s light/radiation continuously and the interior would turn into an oven.

    (The following is as if it\'s an explanation to someone who doesn\'t understand diffuse textures:) If you\'ve seen textures extracted from most 3D games before, they tend to look fully bright, as if the sun was shining on them or they were clearly illuminated by many nearby white lights. This is because the texture itself is purely a map of how the surface reacts to lighting, specifically R,G,B values representing the percentage of each wavelength of light that will be reflected. In games that use normal maps, the normal map is very similar in that it determines how light reacts to the surface, but instead gives a vector (normal) of the angle off which the light is reflecting. Many diffuse (color) maps, however, do have some shading to help the lighting look right. (Often to mimic ambient occlusion or normal mapping)

    So my personal opinion, as a game developer/artist, to improve the art and increase realism, darkening the textures is not the answer. Instead, the lighting system needs to be altered or redesigned. (Which would need to be done for the darkened textures anyway.) I know altering textures has the benefit of certified no performance impact, but I believe the textures need to remain bright, as the cons of changing it would outweigh the benefits.


    I took the light value of all textures to 0 and now we are getting DARK nights on planets and overall the game looks more dark and spacelike.


    Unless you\'re talking about when you\'re very distant from any stars, space isn\'t dark. For example, a picture of the International Space Station:

    http://upload.wikimedia.org/wikipedia/commons/c/ce/ISS_after_STS-124_06_2008.jpg

    It\'s actually extremely bright. I suppose it\'s blindingly bright on one side and extremely dark on the other. Without any atmosphere to affect the light, the full light of the star shines on everything. As for the dark side, to acheive that kind of darkness you\'d generally reduce the ambient lighting, though that creates other possible issues. Unlit interiors might be too dark. Then again... unlit interiors ARE dark.
     
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    *edit- Interiors in the game*

    interiors are only dark if the space is confining enough, large open spaces remain quite well lit

    https://www.dropbox.com/sh/gywzgakvbgbbbkg/js3h53s1Az#f:starmade-screenshot-0077.png
     
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    interiors are only dark if the space is confining enough, large open spaces remain quite well lit

    https://www.dropbox.com/sh/gywzgakvbgbbbkg/js3h53s1Az#f:starmade-screenshot-0077.png


    To clarify, when I said \"unlit interiors ARE dark\" above, I meant in reality. Actually, if truly sealed, unlit interiors are pitch black since... well, there\'s no light. Often in video games, even if there are no lights anywhere, you can still see due to the persistent ambient light, a certain amount of light applied to all surfaces and objects in the game\'s world/universe. As a random side note, ambient light tends to have a slight blue tint, and direct sunlight tends to have a slight orange tint. However, since even if sunlight is shining on a block it will still also be receiving the ambient light, they cancel each other out, making the sunlight not appear orange. (Or appear less orange.) The light being projected by the sun in most games is more orange than you think.

    However, at least in that image, there\'s certainly plenty of room to reduce the light before visibility becomes a problem, hahah. It doesn\'t look strictly ambient, though. The sides of some of those blocks are very bright, making me think it\'s receiving directional light. (sunlight).
     
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    Honestly, I liked the old hull textures. These ones just seem really plain.While that\'s good for some things, I also liked how the old textures looked like they were 4 overlapping plates instead of just being one.
     
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    I would like to see the ability to add your own custom uploaded block textures similar to the way you add a custom skin, so that you can have a more distinct looking ship while playing online.

    It would also be cool to have a collection of overlay textures that can be added to blocks already placed in the game so that you can add details or logos to your ship, or graffiti the abandoned ships you find.
     
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    I really like the look of the darker textures. I do however feel it makes the game look a lot grittier than it really is, the bright vibrant colours and blinding bright white hulls were a nice aesthetic, also LENS FLARES cos Star Trek remake.

    On the realism front, for heat radiation you look at blackbody radiation curves. A black object emits more radiation than any other colour or shade, this may seem counter intuitive. However there are very few structurally sound black materials, thus we use naked metal in our constructions in space to increase thermal emmission.

    However we are far in the future where a metre by metre block modular reactor can supply enough power to provide enough thrust to accelerate massive objects to 50 km/h in the span of seconds and power effective energy weapons.

    Thus we have special future heat management and have any colour we want.

    How does an entirely plex beacon hull appear with this new texture pack?
     
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    However we are far in the future where a metre by metre block modular reactor can supply enough power to provide enough thrust to accelerate massive objects to 50 km/h in the span of seconds and power effective energy weapons.

    Thus we have special future heat management and have any colour we want.


    ...yeah, alright, you have a point, however:


    I really like the look of the darker textures. I do however feel it makes the game look a lot grittier than it really is, the bright vibrant colours and blinding bright white hulls were a nice aesthetic, also LENS FLARES cos Star Trek remake.


    I also felt the bright vibrant colors and bright hulls were a nice aesthetic. To be honest, I feel the darker textures make the game look less like StarMade and more like something generic. (The darker desaturated colors don\'t vary as much, so the ships all look much more alike, while StarMade thrives on wildly different ship designs of all different colors.) I would even go so far as to say the choice in bright hull colors, all so vibrant and different, was an important feature of the game. Then again, it always takes a little while to get used to something new. It\'s possible that over time I\'d change my mind.

    ...man, I kind of feel like I\'m bashing Beetlebear when he\'s doing excellent work. Don\'t worry, I still think you\'re doing great work, I just think the darker aesthetic, while interesting in concept, doesn\'t work as well in StarMade as it sounds. (If you want a darker aesthetic, go play Corneroids.) High contrast tends to be very striking and attractive. I\'d rather not see the game switched over to bluescale instead! (Just like Gears of War is in brownscale, so to speak, making a gritty and homogeneous aesthetic.)

    I DO think the hulls could be darkened slightly without breaking the aesthetic, but it would still reduce the vibrance. I might suggest making both light and dark versions of both kinds of hull strengths for every color for the best of both worlds, but the list of hulls is already pretty long!

    And also, lens flares. On everything. Even if there isn\'t any light. I want dark caves with lens flares. A pitch black room needs lens flares. Lens flares. This is sci-fi, everything needs lens flares. That\'s just basic scientific fact.
     
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    I\'ve updated the simple hulls to something that looks more like what the consensus of players have been asking for. I\'ve also done them in 32x32 resolution instead of the usual 16x16.

    http://www.beetlebear.com/bb/t000.png



    Screenshot:



    Check them out and let me know what you think.

    -BB
     
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    http://puu.sh/2O9ER.png

    http://puu.sh/2O9GD.png

    http://puu.sh/2O9HV.png

    http://puu.sh/2O9Pa.png

    http://puu.sh/2O9PW.png

    http://puu.sh/2O9Qj.png

    http://puu.sh/2O9ST.png

    http://puu.sh/2O9VU.png

    http://puu.sh/2O9WA.png

    http://puu.sh/2O9Xc.png

    http://puu.sh/2O9XZ.png

    http://puu.sh/2Oa1X.png

    http://puu.sh/2Oa2u.png

    http://puu.sh/2Oa39.png

    http://puu.sh/2Oa3Q.png



    hope you guys enjoy!
     
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    Having tested the pack my final conclusion is that I don\'t like it. Mostly because it suffers from the same problem the original textures suffer from. They aren\'t solid shades of their colors. As in, in the original textures, black hard hulls would be grey, grey would be white, and white would be bloody plexbeacons they were so bright. The new textures suffer the same problem only it\'s all blue, everything has a blue tint.

    Personally, what I want, is the blocks to be their proper colors. Black is black, grey is grey, white is white. Even if they\'re darker versions. I don\'t want grey being light blue and white being lighter blue with black being dark navy blue.

    Beyond that I would also like to see seamless connections between the blocks so ships seem like solid entities and not a collection of cubes. But I can live without that if the color pallete was true to the block names.
     
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    Not too fond of framed lights because I like grouping lights together.

    http://imgur.com/KMD0skh