Alpha 10.5 EXP - Improved LCD Panels

Discussion in 'Experimental Features Discussion' started by Hummel-o-War, Aug 28, 2019.

  1. Kassonnade

    Kassonnade Rear Admiral

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    No : only 1 mapping required, and smaller textures "tile" by default in both directions. Squares don't tile, rectangles tile in 1 direction, small squares tile in 2 directions. It was done automatically in old game engines, without changing mapping of the blocks. Unless you mean the "display" in the tool's menu ?

    This is also a question of how the material is applied, not just texture size/ block mapping.

    https://docs.unity3d.com/ScriptReference/Material.html

    Off to work now. Later. ++
     
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    Last edited: Oct 11, 2019
  2. RazzleWin

    RazzleWin Rear Admiral

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    From the Unity manual : "When UVs are outside of the 0...1 range, the integer part will be ignored, thus creating a repeating pattern". Is what you quoted.
    This in the base object. The key word is UV this is being done in the object so all textures would be effected no matter what texture is applied. So how would you have 3 different size textures work with the same uv mapping. if your saying make the object tile in both directions then asking for more problems as you have noticed by now not all textures are seamless in both directions. you have skewed the texture of the normal textures. Now you have to decide by how much you want it skewed. will it be .1, .05 .001 this will all depend on the resolution your texture is and it's size so what happens when you rotate the textures now that they are no longer centered. I understand what your trying to do. But as a modeler I always tried to my sure my textures and object always fit each other so someone else wanting to place a new texture on it didn't have to touch the object because of weird mapping. As to the older engines for the most part the objects were mapped 1 to 1 and the textures were swapped out by keeping the pixel size the say and tiling the graphic it self it looked like you had increased the tiles. At low resolution it looks bad.

    Anyways I just know how things use to work and from what I have been seeing nothing has really changed it's just the engines have gotten better at rendering them. They are still using 1980's tech with a face lift :)
     
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  3. RazzleWin

    RazzleWin Rear Admiral

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    Love this part. That's why I said I wished I was 10 years younger. There is so much more you can do. I really haven't said what your asking for can't be done. So is what your wanted a programmed feature or a model function. I really don't know. I just look at game and see all textures are the same size so there must be a reason for them to have done that to start with. It might need a whole rewrite of code for what your asking them to do. You yourself can't say if this would speed things up or slow it down. I can't tell you that myself. Only the developers know what and why they have done things the way they have. I tend to go by if it's not broken then don't fix it, just buy the next model when it comes out ;)
     
    #43
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  4. Kassonnade

    Kassonnade Rear Admiral

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    The "tile" function interpolates the texture's required space inside the vertex coordinate space. The "method" is decided beforehand to avoid a situation like a square texture not covering entirely a rectangular face. While in a 3d program the designer doesn't need to "know" that intermediate coordinates exist between vertices, the rendering engine does account for each pixel's position, and knows when there is a match or not between vertex and texture. So the decision "what to do" when reading last pixel of texture and vertex not reached yet is decided before the situation is encountered, of course : just read the texture from start again. Or if the texture needs to be "stretched" then again it has to be known beforehand so the rendering engine can properly compare sizes and fit each texture's pixel to a corresponding sample of the face's space. And even in a 1:1 scale situation the engine has to know what to do beforehand, so there is no "economy" here.

    There are interesting bits in the advanced topics for Unity, regarding memory management and memory fragmentation during runtime. The garbage collector doesn't need to work as often when there are less i-o of small mem blocks in the heap, and lots of small textures are part of the problem here. It's not that the texture tool has a great lot of them, but in the whole game there are lots of items and entities (skins & icons), lots of text, many menus/ UI, etc. That's a whole lot of small things being called all the time.
     
    #44
    Last edited: Oct 11, 2019
  5. RazzleWin

    RazzleWin Rear Admiral

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    @Kassonnade Mate I thought you went to work. I see you have really started reading the manual more. As I'm retired now. I'm not looking to restart my old life. Like I said there are a lot of new tools and toys to use. I even met my wife in a 3d world when women's breast was a single cone on the avatar's chest. This was when avatars were made from different objects. Anyway just old war stories now. It sounds like your still young enough to enjoy what this new world of 3d creation has to offer. I enjoy making the things this game has to offer. But to get back into the nuts and bolts of how it all works now. As much as I enjoyed that life. My current one is taking care of my wife as she recovers from a fractured back.:( The other part is writing a sifi book:rolleyes: and getting lost in a space game for relaxation:D. Going back to school is not something on my agenda:eek:
    Don't get me wrong I really enjoyed our conversation. I see you also enjoy a good topic as well. But if I go further here means I have hit the books again.:);)
     
    #45
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  6. Bigfeet

    Bigfeet Captain

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    So ... maybe i'm out of place here in the experimental thread, but could it be possible for text noobs as myself to implement these code features in the LCD projector pretty much like with tabs on top ? Like similar what we see in the forum here. I never grew up with a PC, so it's rather much like chinese for me. Talking bout colors, size, fonts, and whatever is out there the wiz uses .

    Just a thought :)
     
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  7. RazzleWin

    RazzleWin Rear Admiral

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    You can do some amazing things with the new LCD projectors but scripting code isn't one of them. So no tab functions. But I think you could change colors, size etc. if you look at the different pages while you edit it. There is much you can do with what functions that are there. I haven't played with all of it that much yet. But what I'm seeing in the thread What did you do in Emprion today. Is some very imaginative uses.

    Myself I hope they allow us to move the projected screen along all 3 axes instead of the 2 we can now.
     
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  8. wildboy

    wildboy Commander

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    Let's see what 10.6 will do for LCD projectors did see some new stuff on Spanj youtube channel, looks like more options are added.
    EXP 10.6 will be expected 22 October

    I do some lcd coding myself but in game limits color/size/align etz.. check the
    Merc-MX12H-LCD-Mod in the workshop if you interested in some LCD mod.

    basics are not that difficult If in the Lcd edit mode you can hit the question mark you get some general information.
    working on some small base with all LCD stuff for players to learn

    Some severs like on HWS have to the LCD and show live information on it, like now they do : HWS patrons on a LCD sign synced, they access a lot of ingame devices with some tool
     
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  9. piddlefoot

    piddlefoot Rear Admiral

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    All the new symbols are handy and we have a pretty unique combination set for LCDs now, I personally think its great the way it is now and needs nothing more really.
    Its pretty brilliant what you can draw or write now.
    Small improvements like the projector suggestion above could help the feature but as far as the symbols go, theres tons of them, more than you can poke a stick at, really good for the game and easy to use, perfect.
     
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  10. garyice

    garyice Ensign

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    AWESOME.

    It is just popped into my head...

    We have the option to freely look around in our cockpits. ("ALT")
    And we can position these awesome LCD projections all around... even inside ready made SV cocpits.

    SO how about an option to combine the two and allow us to use the use-key "F " on different parts of these projection
    and actually flip signal states with this?

    Like for instance: Free-looking at a "button" (LCD projection or rather a part of LCD projection) and "F" it to turn our guns on or off.

    Just an idea. :D
     
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