Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고






Anyway, I'll take a look again.
My only issue is the still enormous flare: http://images.akamai.steamusercontent.com/ugc/271716374317398685/1EBB908F26ACEF16E4DB609C568FECC7DB26A4BD/
Is it possible that you create a 2nd version with extremy reduced flare or give me a permission to maybe change that myself?
I did some more testing.. it seems the currently implementation of DX12 causes surrounding voxels to not block the emitter light... probably to improve performance since calculating emitter spread would be intensive.
You can see from the screenshot I've given that interior green light bleeds through surrounding voxel to paint my space engineer.. even though technically it should have no green glow.
Anyway, does it looks acceptable now with the toned down flares??
zoom------------
http://images.akamai.steamusercontent.com/ugc/628603179088646371/6C8E4A7C153F14486377CDE6F0CFC3A9ECF2E582/
http://images.akamai.steamusercontent.com/ugc/628603179088647055/2F35D135D9AA7564779C355F3D4D8D45ECFA169A/
http://images.akamai.steamusercontent.com/ugc/628603179088648042/9E9482E4BDF46BE161046F4BFFF0A8D0706C60CF/
(all other thrusters are turned off for visibility)
Rotating-----------
http://images.akamai.steamusercontent.com/ugc/628603179088644308/F9A16778A7BB643C4F3CD20B6C4B931A1A9FA475/
http://images.akamai.steamusercontent.com/ugc/628603179088644900/35E45965A18C93E5CF21807FC41A779FD6977BF8/
http://images.akamai.steamusercontent.com/ugc/628603179088645428/83AE5CBBB731364042475661860BDE3930F812D6/
I'll post some pictures of how it looks for me when i get home.
I think I noticed a difference in the thruster effect but I rather like the intensity before too, I just can't seem to get rid of the bleed. (updated screenshot) http://images.akamai.steamusercontent.com/ugc/630854895412662573/D821A78D37177943D73F659C59B1410E98B123F7/
I don't know exactly what might cause this within the code as I haven't messed with any SE modding but I'm almost convinced it could be something on my end. I'll keep thinking on it.
When I spin the camera around the thruster, I also see the thruster effects turn off and on depending on the angle and distance.
All this makes me pretty convinced it's a sub-optimal implementation of the emitter in a voxel construct. a.k.a. a limitation of the coding.
I'll tone down the flare by 33% and see how that goes.
it's a long weekend here... I'll pop in and tweak down the glow setting... my GPU is DX11 enabled so I imagine I'll see it.
(See here) http://images.akamai.steamusercontent.com/ugc/630854479193539817/0FAAFEA6CBCB953ED15BE2258E54397C2A8E7811/
I've tried reinstalling and changing all of my graphics settings but dx9 seems the be the only one that will stop the over glowing. Any ideas?
As for the small hyper thruster, once I get back from my trip I will be uploading that as a mod update.