Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +2.9 Days

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Fading Lights when you Fire
 Author Fading Lights when you Fire
Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-05-26 10:11   
I think it would be neat to have the lights on the ship dim when you fire all of your weapons. Or even completely shut them off when you're out of energy. I know this would be low on priority, since it's aesthetics; but sometimes the most subtle of things make the biggest difference.
_________________


Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2013-05-26 12:16   
Yet another thing for them to add to their backlog.
Jeeze, how long is that thing already?
_________________
I be rebuilding your planets!

PsyCrow
Admiral

Joined: June 21, 2012
Posts: 56
Posted: 2013-05-26 13:42   
Some things are able to be quickly done in, say, 5 minutes.
Other things sometimes require broad changes across several classes, as simple as they may seem.

It's really hard to say what the case is for any particular suggestion.

In this case, it would be modifying the layer that maps where lit parts of a ship are based on energy level.

Do they have a function that can change the transparency of the lighting layer? Can such a function be easily written? Who knows.
[ This Message was edited by: PsyCrow on 2013-05-26 13:44 ]
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-05-27 01:02   
Not possible - it's part of the texture.
_________________


Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-05-27 09:19   
make luth sweat too
_________________


Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-05-27 11:49   
Quote:
On 2013-05-27 01:02, Pantheon wrote:
Not possible - it's part of the texture.



I see, well thank's for viewing my Suggestion.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-05-27 21:52   

Lighting is just one of the four maps applied to the models.

You have the Diffuse (color) map, the Normal (bump) map, the Illumination (lighting) map, and finally for some ships with antennas ... the Alpha channel (opacity) map.

Hard to get the lights to flicker or dim unless there's a function written in to turn the light map on/off in succession.
_________________
... in space, no one can hear you scream.....


-DBS
Marshal

Joined: January 04, 2011
Posts: 204
From: St. Petersburg, FL
Posted: 2013-05-28 00:15   
Would be cool Even if it just did it client side...

[ This Message was edited by: -DBS on 2013-05-28 00:17 ]
_________________


Page created in 0.017065 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR