I appreciate it all the same! I'm gonna try rendering the windows with the material inverted, see what happens.Deadlock989 wrote: βWed Dec 02, 2020 12:11 pmI feel like I'm not explaining this very clearly. It gets easier with practice.
Search found 65 matches
- Wed Dec 02, 2020 12:42 pm
- Forum: Modding help
- Topic: The new light map textures
- Replies: 6
- Views: 1236
Re: The new light map textures
- Wed Dec 02, 2020 11:59 am
- Forum: Modding help
- Topic: The new light map textures
- Replies: 6
- Views: 1236
Re: The new light map textures
So if I have pretty much the same as the original, only a bit lighter, I mostly just double the colour values? Which, if I am thinking right, means you just make the colours deeper, with the way my lightmaps are right now? Should I just make the images grey scale?
- Wed Dec 02, 2020 11:06 am
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
- Wed Dec 02, 2020 11:04 am
- Forum: Modding help
- Topic: The new light map textures
- Replies: 6
- Views: 1236
Re: The new light map textures
I attached one of the Light layer frames. I kind of want the windows brighter in the night than this version does it. Do they inherit a lot of the colour under the light layer?
- Sun Nov 29, 2020 6:16 am
- Forum: Modding help
- Topic: The new light map textures
- Replies: 6
- Views: 1236
The new light map textures
How does the new light map textures work exactly? I really need to make new ones for my locomotive since the ones for the original locomotive fit very badly for it.
( viewtopic.php?p=523443#p523443 )
( viewtopic.php?p=523443#p523443 )
- Fri Nov 27, 2020 8:03 am
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
Re: [Request] Steam Locomotive mod (Graphics are done)
The locomotive on straights
- Thu Nov 26, 2020 5:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
Re: [Request] Steam Locomotive mod (Updated render)
I rerendered the locomotive with some adjusted shaders to try an make it look less flat. Not sure if I succeeded.
- Mon Nov 23, 2020 6:42 pm
- Forum: Fan Art
- Topic: Factorio Steam Locomotive
- Replies: 1
- Views: 3793
Factorio Steam Locomotive
I guess this is still just fanart since it isn't a real mod yet. (I just replaced the original sprite sheets with my own.) I am hoping I will find someone to help me code it in. I have been poring over the tutorials, but I have never used LUA and it's daunting. And the dependency structure between f...
- Mon Nov 23, 2020 12:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
Re: [Request] Steam Locomotive mod (Graphics are done)
You can ask the mod author for his help. Thank you. I posted a question on the mods page. Can you make the tender for it? The design has the back part, it's kind of built in. Also, I think a Tender would look weird since it really isn't open at the back that way. I have toyed with the thought of ma...
- Sun Nov 22, 2020 11:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
Re: [Request] Steam Locomotive mod (Graphics are done)
Newer render.
- Sun Nov 22, 2020 2:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
Re: [Request] Steam Locomotive mod (Graphics are done)
I guess I need to look at modding tutorials. Doing a new improved render right now.
Would still love to cooperate with someone who actually knows how to code mods for Factorio. There seems to be so many script files involved, and it feels daunting to figure out what affects what.
Would still love to cooperate with someone who actually knows how to code mods for Factorio. There seems to be so many script files involved, and it feels daunting to figure out what affects what.
- Sun Nov 15, 2020 10:37 am
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2408
Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
I have made the graphics for a steam locomotive.
I have put them in game by replacing the sprite sheet. (See screenshot. Possibly not the final render of the locomotive though. Might fiddle more with the colours and textures.) But would anyone be willing to help me code it in as an actual mod?
I have put them in game by replacing the sprite sheet. (See screenshot. Possibly not the final render of the locomotive though. Might fiddle more with the colours and textures.) But would anyone be willing to help me code it in as an actual mod?
- Wed Jul 15, 2020 10:06 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268569
Re: [0.17+] Space Exploration WIP
One thing I am wondering, does all robot cargo capacity research have to be behind space sciences? It's one of those quality of life thing that makes the game more fun to play. I suggest, well wish, that you put at least some of the carry cargo size research back to where it was. At least two or thr...
- Wed Jul 15, 2020 9:20 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268569
Re: [0.17+] Space Exploration WIP
Hi IΒ΄m trying to figure out how to use the electric boiler but the steam created by it is not accepted by steam engines and I found no other way to find answers to questions such as this. Since no way to convert power from one form to another is 100% effective you would get a net loss of power if y...
- Mon Jun 08, 2020 1:17 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 52952
Re: Friday Facts #350 - Electric mining drill redesign
They look nice, although being a curmudgeon I like the old ones too. My only question would do the new ones cause a higher load on ups/fps? Might be the same, might not... From the post: Since the movement of the drill is procedural and Ernestas was smart about optimizing the spritesheet space, we ...
- Mon Jun 08, 2020 12:34 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 52952
Re: Friday Facts #350 - Electric mining drill redesign
I have a gripe with the new design. On my first playthroughs I didn't figure out the range of the mining machines was the blue field around it. With this design, it is even less apparent. It looks so much more focused on the centre. I wouldn't prioritize visual familiarity over visual clarity. I wou...
- Fri Apr 24, 2020 9:56 am
- Forum: Duplicates
- Topic: [0.18.20] Crash when updating mods
- Replies: 4
- Views: 1173
Re: [0.18.20] Crash when updating mods
Am I expected to repost the logs in the other thread?
- Fri Apr 24, 2020 8:50 am
- Forum: Duplicates
- Topic: [0.18.20] Crash when updating mods
- Replies: 4
- Views: 1173
Re: Crash when updating mods
Another log. Seemed to crash on different mod. 0.000 2020-04-24 10:47:36; Factorio 0.18.20 (build 51097, linux64, steam) 0.084 Operating system: Linux (LinuxMint 19.1) 0.084 Program arguments: "/home/david/.steam/steamapps/common/Factorio/bin/x64/factorio" 0.084 Read data path: /home/david...
- Fri Apr 24, 2020 8:45 am
- Forum: Duplicates
- Topic: [0.18.20] Crash when updating mods
- Replies: 4
- Views: 1173
[0.18.20] Crash when updating mods
The crash dialogue box asked me to post the log to the forum. So, here it is. 0.000 2020-04-24 10:38:33; Factorio 0.18.20 (build 51097, linux64, steam) 0.082 Operating system: Linux (LinuxMint 19.1) 0.082 Program arguments: "/home/david/.steam/steamapps/common/Factorio/bin/x64/factorio" 0....
- Thu Sep 19, 2019 9:53 am
- Forum: Implemented Suggestions
- Topic: [Fixed] I wish I could make Ctrl-c/x, alt-u/d override what you are holding
- Replies: 1
- Views: 1047
Re: [Fixed] I wish I could make Ctrl-c/x, alt-u/d override what you are holding
This was fixed just a few days after I posted the thread, sorry for dragging my feet in marking it as fixed.
Thank you!!!
Thank you!!!