Maybe you could put a few flares on your ship, to explain the absence of shadows ? In a dark context like this, it really shows. The blue "neons" could be emissive (I wish...) and should give a light blue tint around them, but flares would explain why no blue tint is visible.
Sadly, at those distances you can't see any lights or flares anymore. But i turned on shadows (which i have obviously forgotten in the previous screenshot ) It's strange, sometimes bloom is so strong you almost can't see the ship anymore and some other times bloom is almost not existant, altough i didn't move the ship at all and general light conditions are the same (like in space for example.) PS: If anyone finds any typos or grammatical errors, you can keep them for free.
Greetings all, adventurers, fellow designers! I've been lurking at the edges of this thread for a week or so catching up on things. I've only been playing errrr, 2 weeks or so at this point, so my designs are still in the process of improving; that being said I think I've been producing decent works so far. Each time I think I've outdone myself I discover new tricks or great shape/texture/color combo that seems to make the next vessel more to my liking. I've also done my usual madman thing and combined my RP side with game mechanics to generate even larger design challenges for myself, as well as giving me the opportunity to do some 'artwork'. I designed this vehicle classifications chart to give my vessels more focus (And give me more design types/styles to do), while simultaneously adding in some more restrictions. Not everything on the chart is finalised since I need to play more to get an idea of how realistic the figures are and how the game actually flows now. Ship Class is indicated on the left: Small ships & Hovers range from A-D, and CV & Bases from D-G Franchise Access Level at the bottom shows which class in each vessel type is available for your Franchise level Roles are assigned for each class, and then each basic role has a Classification name set based on their Role and size: A small Cargo CV is called a 'Cargo Ship', a very large one is a 'Freighter'. Recommended sizes of vessels are also included to make standard Landing bays, ports and docks match across all UrgiCorp facilities. As this is Franchise 1 I put borders around their relevant active/available items, and put MORE information in via their colors: The colored active borders correspond to the Color key I use for my bases. Eg. Yellow - Cargo, Green - Mining, Orange - Military Aand finally I decided to use this image as a way to keep people informed on development progress: Unavailable - Insufficient Franchise access OR pre-requisites not unlocked (Ie: smaller class within the same Role) Available - Ready to Research Researching - Take a guess. ^ In Progress - I'm actually designing it currently. Primarily shaping and initial texturing Inspection - Ready for release but undergoing tweaking (Control groups, final shaping, texturing and detailing) Completed - Uploaded to the workshop Unnecessarily complex I hear you say? Yes, yes it is. But this IS a Corporation and making ridiculous procedures is part of the parcel. As are dodgy dealing, corporate espionage, misleading press announcements and a lust for profit. Welcome to UrgiCorp!
Building some hallways inside my CV today . I never thought I would enjoy building hallways this much. lol I might use these lights for my red alert switch.
Like everything else to do with the station filling out all the signs took longer than I thought and painting the exterior is probably going to be a couple days of work minimum. Size class 148. Didn't quite hit the 150 I'd predicted but close. I am so ready to be done with this thing so I can get to updating the rest of my workshop.
I never thought about it, but do you think the new luminescent textures are bright enough to illuminate a hallway? That would be really nice.
Size class 148 is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to size class 148. Seriously, that is a *lot* of territory to cover, and knowing your standard for work I know that it's not simply a case of shooting this texture down a passage and then the next. I wish you the best for rapid completion and hope the best for your sanity.
Can't read it - that wood background blends into the white text way too much. Don't suppose you still have the PSD on hand to fix that? -Graphic design tip: stick to very simple, subtle patterns behind text, or none at all. Complex patterns and photos make text very difficult to focus on.
Well in Space it's enough light for me to see without using regular lights . So in Space I would say yes but I don't think it's enough light for a planet when it gets dark. Maybe we should suggest to the Devs to make these luminsecent texture bright enough to where they can function as normal lights because I've made some interesting shaped lights with this texture. To be honest I rather use this texture than our regular lights.
Class 148? Wow.. With the new optimizations I guess it won't be too hard on your system but that must be a lot of details.
My sanity is surely being tested. The game locked up on me a little bit ago and corrupted my save game. Fortunately I save my blueprints fairly regularly. Still, lost an hour or so of work. Time to make another backup of my blueprints and then it's back to work.
Still chewing on the frigate. I took a 'break' and did some of the interiors today, most of that is finished now although there's a lot of empty rooms and i've got no idea what to fill them with. My ships start out life as a brick, which i try to hide and although i'm not adverse to decoration, i don't like rooms that aren't practical in some nature. I can justify a lounge, crew quarters, med lab, etc, but right now i've got more rooms than i do ideas. I feel like i should add more to the exterior, but at the same time i'm not sure how. Lots of flat spaces, but it is a big ship and i don't want it to look too cluttered. Also, i'm having another 'what kind of fool' moment. I have docking bays (the side pod thingys) but they're too high for a hv to use them. I tried making ramps down from them, but they looked ugly. I have two ideas at the moment: build a hv bay underneath the ship near the rear (before the engines) or lower the ship relative to the ground. Lowering the ship is my preferred alternative, but will also require the most work as i'll need to replace the two nacelles closest to the ground - they're basically the lowest point of the ship and i had to build everything to be able to land based on them. Opinions would be welcome. I think i've done enough for the day, right now i'm at the 'fly around and look at it' phase of building, hoping for inspiration.
All of the changes left me behind so I decided to spend some time in creative and catch up. This is a non-warp SV. I think that I may skip the warp SV and move directly to a minimal CV whenever I get back to playing survival.
Ah yeah good point. Yep still got it. I choose wood to suit the theme of an office noticeboard. I'll see if I can find a finer-grain, less 'busy' wood texture. Or maybe cork.
You are to the party but always welcome. https://empyriononline.com/threads/soft-performance-friendly-light-sources.21681/unread There might be some tchnical issus but the idea was to have light textures work with the O2 volumetric system but instead of O2 filling the room with brightness.
Biosphere 2 is finally in the workshop, as 4 modules. Habitat (main base) and the 3 greenhouses as extra. http://steamcommunity.com/sharedfiles/filedetails/?id=1184358563