Friday Facts #218 - Import bpy, Export player

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Zeblote
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Re: Friday Facts #218 - Import bpy, Export player

Post by Zeblote » Fri Nov 24, 2017 4:29 pm

The shadows below the player are still not going to the side though! :D

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Re: Friday Facts #218 - Import bpy, Export player

Post by Koliat » Fri Nov 24, 2017 4:53 pm

I own some Chroma stuff and would love to see Factorio support for that :-)

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Gergely
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Re: Friday Facts #218 - Import bpy, Export player

Post by Gergely » Fri Nov 24, 2017 4:54 pm

Have you found the Secret Belt Ingredient? :shock:

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Re: Friday Facts #218 - Import bpy, Export player

Post by maxerature » Fri Nov 24, 2017 5:04 pm

Is there a way to make the lighting work with MSI Boards? I don't know what the Razor chroma is, but I have RGB elements through an MSI board, which would be interesting to see change with factorio. Thanks!

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Re: Friday Facts #218 - Import bpy, Export player

Post by Lacksi » Fri Nov 24, 2017 5:11 pm

I am confused...

Can I use this on my razer keyboard right now? I have a "Razer BlackWidow Ultimate 2016" can I do it on that one?

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Re: Friday Facts #218 - Import bpy, Export player

Post by ske » Fri Nov 24, 2017 5:12 pm

Do you open up your rendering pipeline for modders?

While factorio seems to easy to mod by code, adding graphics can be challenging and getting them right is very hard. Your graphics look great but other people probably need some example objects with a working source to have a chance to get to the same level.

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Re: Friday Facts #218 - Import bpy, Export player

Post by ChurchOrganist » Fri Nov 24, 2017 5:20 pm

So does this mean you will provide support for changing colours on the Logitech Gaming Devices eventually??

It would be cool for my G13 gamepad to react to events in Factorio :)
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Re: Friday Facts #218 - Import bpy, Export player

Post by Akato » Fri Nov 24, 2017 5:37 pm

ske wrote:Do you open up your rendering pipeline for modders?

While factorio seems to easy to mod by code, adding graphics can be challenging and getting them right is very hard. Your graphics look great but other people probably need some example objects with a working source to have a chance to get to the same level.
There's a "Modded to Vanilla" graphics conversion mod for Angel's and Bob's mods that acts as a great source for that if you need one right now

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Re: Friday Facts #218 - Import bpy, Export player

Post by Eyeer » Fri Nov 24, 2017 5:59 pm

Can we expect also support for Corasir keyboard?

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Re: Friday Facts #218 - Import bpy, Export player

Post by _Shin_ » Fri Nov 24, 2017 6:07 pm

the colors are looking very 'washed out' in the updated version. The saturation in the .15 images look way better. Obviously the pixel count looks much better in the new version but the colors (to me) take away from that stride forward and act as a step back.

I'm not a programmer or graphic artist, so without knowing why using 1.0 alpha is bad, all I know is it looks faded. Honestly even if that article attempted to explain why, or if it was explained why, I will as a player just think it looks like weak, washed out, faded colors comparatively speaking.

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Re: Friday Facts #218 - Import bpy, Export player

Post by Bart » Fri Nov 24, 2017 6:43 pm

ChurchOrganist wrote:So does this mean you will provide support for changing colours on the Logitech Gaming Devices eventually??

It would be cool for my G13 gamepad to react to events in Factorio :)
I second that.
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Re: Friday Facts #218 - Import bpy, Export player

Post by Splitframe » Fri Nov 24, 2017 6:44 pm

Say, 0.16 was meant to be the last version feature wise with the stable 0.17 becoming the release 1.0 right?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?

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Re: Friday Facts #218 - Import bpy, Export player

Post by Omarflyjoemacky » Fri Nov 24, 2017 7:02 pm

Bart wrote:
ChurchOrganist wrote:So does this mean you will provide support for changing colours on the Logitech Gaming Devices eventually??

It would be cool for my G13 gamepad to react to events in Factorio :)
I second that.
Third.
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Re: Friday Facts #218 - Import bpy, Export player

Post by DanGio » Fri Nov 24, 2017 7:24 pm

I bought a Christmas tree, and plan to put the fairy lights this weekend. Please provide support for it.

Nice FFF :)

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Re: Friday Facts #218 - Import bpy, Export player

Post by Koliat » Fri Nov 24, 2017 7:52 pm

As for all other Corsair or MSI, it might not be that easy. Razer provides a piece of code instructions (SDK) that enables manipulating color on devices making this a trivial task - the same would have to be provided by Corsair and others, given guys at Factorio have enough time. Maybe they could offload that to an intern ;). If they are going to support multiple providers, they would have to create an abstract layer of code, make sure every provider works in similar way, and add a lot more coding to that. Or at least that's how I imagine this would be done ;)

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Re: Friday Facts #218 - Import bpy, Export player

Post by FasterJump » Fri Nov 24, 2017 8:50 pm

FFF-218 wrote:
factorio___.png
factorio___.png (14.22 KiB) Viewed 6074 times
Artifacts confirmed!
 

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Re: Friday Facts #218 - Import bpy, Export player

Post by ske » Fri Nov 24, 2017 9:35 pm

FasterJump wrote: Artifacts confirmed!
 
You know what else is confirmed?

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Re: Friday Facts #218 - Import bpy, Export player

Post by Supercheese » Fri Nov 24, 2017 9:36 pm

ske wrote:
FasterJump wrote: Artifacts confirmed!
 
You know what else is confirmed?
MATERIAL_BLACK ?

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Re: Friday Facts #218 - Import bpy, Export player

Post by infogulch » Fri Nov 24, 2017 9:39 pm

FasterJump wrote:
FFF-218 wrote:
factorio___.png
Artifacts confirmed!
 
Well that's why rendering is using so much memory, silly. One of those textures is huge!

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