The fire look great.
My general idea is to use unused channels in textures to pass conditional informations to the shader, in this way I am able to control their behavior.
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The fire look great.
My general idea is to use unused channels in textures to pass conditional informations to the shader, in this way I am able to control their behavior.
There are some hack I could try to pass more informations on limits parameters, I have only the idea, will try if it works in the following days.
Quiet complicated by the last update but I am tired of it. The triangle interesting calculate between upper and lower levels was a nightmare.
I will fix this when I free a little easy to do it.
For the new underground station mod I feel some necessity to have a better rendering look, since the current effect for a closes space is some kind of a s**t, I feed unmotivated by this.
In general I don't want this all shadow look, an underground station should also be filled with light, isn't it? To archive this, I have though the first solution: use fake mesh and materials data to get light into the space (make it open at the data level), but it seems harder than expected since I need also to remove the originals walls and use some hack work, by different possible solutions.
Yesterday I turn my eyes on the shaders, it seems some interesting work can be done there, but I found little mods about this, so I don't know what's the capacity limit there.
I would like to know, if someone could answer me, is it possible to modify the shaders, to use an emissive material as a lightsource, to lighten a closed space?
Normally they are protected, from the report you given it crashed twice, the first time it's protected.
I can't get more information from what you have given, so I can't help more, but mostly you have meet an edge case so change a little it's often resolved.
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
Why should a new api result in more instability?
Currently I try to add UI Controls for Mod generated Windows and catch script errors without a quit of TPF.
For UG it would be much easier to add more Data, I have to find and understand the game first, that's a lot harder.
because of edge cases, internal functions may be called by conventions, which isn't known to mod developers, the game developers will respect these conventions, or the interfaces are maintained upon thier own needs, but not for mod devs. A simple example are functions in game.interface, they are designed for campaign mode, not for usual game play, when you call them in an ordinary scene, some may lead to assertions failures for some unknown reason. As you must know, assertions are conventions, but only known to game devs.
If they open too much interfaces, it's sure they will have a lot more bugs to fix.
But I know there will be some new interfaces open in the next patch, tom told me.
I'm very pessimist about this, open api means extra work and potential more bugs
Edit by Xanos: Removed unnecessary full quote of last post.
that means you have created a case not able to calculate, try to change a little
Since I have implemented an AST-Lua syntax pretty converter in the LivetextTool, I cost another night to implement my own lua data dumper, so that can be used for debugging the mod. It's customized to my needs, which is more easy to use than "datadumper" and "inspect" lib that you can be find on the github. Especially enhanced on pretty printing and function dump.
the url is:
https://github.com/Enzojz/luadump
usage:
place the script under res/script
local dump = requiere "luadump"
then call dump(fnSwitch)(your variables, from one to many)
the parameters after dump(fnSwitch) is a bool, if you set printFn to true, the function signature in will be printed, if not they are ignored. by default it's false, so call dump()(...) directly.
hope you like it
---2018.11.12------
Yesterday the graphics card was just sent back to the factory to replace the new one. . .![]()
----------------------------
老黄的新武器 ![]()
![]()
(the new weapon of mass destruction from Jensen Huang)
that explicated why my preordered rtx2070 was always in wait on amazon.
Could you please stop doing full quotes? Full quote removed (eis_os)
Possibility to modify the track config from the return of updateFn will be a welcomed feature.
So that we can build underground station without vanilla walls
An underground cargo station isn't realistic at all, in real world no one do this like since it will be very hard to get cargo out of the station
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
I am backing to the dev of the new underground station, get lot's of ideas and will make them true.
ok, bug confirm, I will check it later...
let me take a pause..i'm a lazy guy..
Can you go into the debug mode to toggle the edge and node display?
and I want a closer look
ok, what do you want..
Just released the two mods:
https://steamcommunity.com/wor…iledetails/?id=1563084920
https://steamcommunity.com/wor…iledetails/?id=1563031383
Livetext mod is mandatory for Platform Signs