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Vendetta 1.8.141
Changelog:
- Enhanced textures for the stations, new normal and specularity maps.
- Improvements to detail textures on certain asteroids.
- More efficient texture memory utilization.
- Enhanced textures for the stations, new normal and specularity maps.
- Improvements to detail textures on certain asteroids.
- More efficient texture memory utilization.
The stations are all shiny now :)
Update on Thursday, I dunno what's up, but now all we need are dynamic shadows. :o
Update on Thursday, I dunno what's up, but now all we need are dynamic shadows. :o
Another good one. Really, the station lights now looks like lights. the "windows" are much more vivid!
Did not found the new roids yet. What type/where?
Since you are working on roids, please make ALL them have impact craters, even metallic ones. Roid fields are chaotic places, constant collisions is the rule. Please check here for reference.
As shown there, VO roids are more pretty!
Question: will it be much impact if almost all them rotate slowly?
Did not found the new roids yet. What type/where?
Since you are working on roids, please make ALL them have impact craters, even metallic ones. Roid fields are chaotic places, constant collisions is the rule. Please check here for reference.
As shown there, VO roids are more pretty!
Question: will it be much impact if almost all them rotate slowly?
Actually, real roid fields are far more desolate than what we have. Collisions are extremely rare. You have to remember, those roids have been flying around out there for billions of years. If they were banging into eachother even every other week, there wouldn't be any left anymore, just dust. The craters they have are from getting hit very occasionally (probably less than once a century) for billions of years.
I agree with your point though - many are much more jagged than I would expect, as though a large roid had been shattered to form them - which may have happened in some places, the way our miners like to go at it...
I'm sure this has all been discussed about a hundred and sixty different times though, so I wouldn't worry about it. My understanding was that roids were going to be improved with the redoux anyway.
I agree with your point though - many are much more jagged than I would expect, as though a large roid had been shattered to form them - which may have happened in some places, the way our miners like to go at it...
I'm sure this has all been discussed about a hundred and sixty different times though, so I wouldn't worry about it. My understanding was that roids were going to be improved with the redoux anyway.
That's according to studies on real life stuff. Now I know at least John has studied the skys, but roids in VO are way too close together. If they were going to apply real physics, they would all either a) smash themselves together due to gravitational pulls and make micro dust or b) form a planet. They are way too close together, so stick that up yer science pipe alloh.
http://www.dlr.de/pf/en/desktopdefault.aspx/tabid-174/319_read-507/
[edit]
Sorry forgot to add my point: This is a game not a space simulation. If it was I prolly would not play it.
http://www.dlr.de/pf/en/desktopdefault.aspx/tabid-174/319_read-507/
[edit]
Sorry forgot to add my point: This is a game not a space simulation. If it was I prolly would not play it.
Yes, asteroids "fields" that emulate real-life would be extremely boring (an object every few thousand miles? maybe?). Space probes are regularly sent through our own fields, with a 1-in-a-billion chance of hitting anything; most of them never even got any photos of stuff nearby. Planetary rings, like those seen around Saturn, have some density to them, but are extremely thin, and the material making them up is all quite small (having been gravitationally ground together for a long time, and small in the first place having been accumulated by tidal-force spumes from moons and the like).
So, anyway, the environments I shoot for have little bearing on reality, and more on aesthetic interest and tactical excitement. Most of the "shattered" type are intended to be explained by the results of mining or combat or both, but also just because angular objects have lower poly counts, which means we can have more of them without crushing your framerate :).
Good to hear the textures are well received :). I'll probably be further tweaking the specularity settings in future releases. The big deal was just getting the textures into that specific update, so we can roll a new "full install" version (hopefully will happen tonight). Changing the settings are just tiny updates to tiny data files, instead of big texture downloads.
The improved detail textures are used on a bunch of asteroid types, I'd have to look up which ones. Maybe most of them. But they're only visible when you get very close. It's the texture used to modulate against the "main" texture when one is in close proximity. Keeps the roids from looking boring from close up. The old texture was 512x512, the new one is DXTC 1024x1024, so there should be some improvement in detail.
So, anyway, the environments I shoot for have little bearing on reality, and more on aesthetic interest and tactical excitement. Most of the "shattered" type are intended to be explained by the results of mining or combat or both, but also just because angular objects have lower poly counts, which means we can have more of them without crushing your framerate :).
Good to hear the textures are well received :). I'll probably be further tweaking the specularity settings in future releases. The big deal was just getting the textures into that specific update, so we can roll a new "full install" version (hopefully will happen tonight). Changing the settings are just tiny updates to tiny data files, instead of big texture downloads.
The improved detail textures are used on a bunch of asteroid types, I'd have to look up which ones. Maybe most of them. But they're only visible when you get very close. It's the texture used to modulate against the "main" texture when one is in close proximity. Keeps the roids from looking boring from close up. The old texture was 512x512, the new one is DXTC 1024x1024, so there should be some improvement in detail.
@Pizza+Yoda:
Those dense fields in foggy sector like Deneb is exactly what I would expect around young stars, still incrusted in their forming cloud, with protoplanets yet clearing their orbits, and be entirely foggy, except close to star.
In old, stable systems as Sol, roids should be much more sparse, as planets cleared them.
Where says that all stars in VO universe must be middle-aged?
Roids in VO are extremely FUN! I'd say improved reality...
A few craters more would make it more immersive for me.
Those dense fields in foggy sector like Deneb is exactly what I would expect around young stars, still incrusted in their forming cloud, with protoplanets yet clearing their orbits, and be entirely foggy, except close to star.
In old, stable systems as Sol, roids should be much more sparse, as planets cleared them.
Where says that all stars in VO universe must be middle-aged?
Roids in VO are extremely FUN! I'd say improved reality...
A few craters more would make it more immersive for me.
woah, congratz to getting someone who want's to use your engine...that means that (hopefully) a new multi-platform game (linux included) will be released in some time...right?