Friday Facts #218 - Import bpy, Export player

Regular reports on Factorio development.
Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

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

Post by Zeblote »

The shadows below the player are still not going to the side though! :D
Koliat
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Nov 24, 2017 4:51 pm
Contact:

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

Post by Koliat »

I own some Chroma stuff and would love to see Factorio support for that :-)
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

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

Post by Gergely »

Have you found the Secret Belt Ingredient? :shock:
maxerature
Burner Inserter
Burner Inserter
Posts: 13
Joined: Mon Mar 27, 2017 12:38 am
Contact:

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

Post by maxerature »

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!
Lacksi
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Feb 25, 2017 10:09 am
Contact:

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

Post by Lacksi »

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?
ske
Filter Inserter
Filter Inserter
Posts: 412
Joined: Sat Oct 17, 2015 8:00 am
Contact:

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

Post by ske »

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.
User avatar
ChurchOrganist
Filter Inserter
Filter Inserter
Posts: 256
Joined: Sun Apr 17, 2016 12:45 pm
Contact:

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

Post by ChurchOrganist »

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 :)
Want to know where the biters chewing your power plant have come from??
Wondering where your next iron is going to come from??
You need Long Range Radar
Akato
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sun May 14, 2017 11:28 am
Contact:

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

Post by Akato »

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
Eyeer
Burner Inserter
Burner Inserter
Posts: 9
Joined: Mon Aug 10, 2015 3:20 pm
Contact:

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

Post by Eyeer »

Can we expect also support for Corasir keyboard?
_Shin_
Inserter
Inserter
Posts: 24
Joined: Thu Jan 12, 2017 7:00 am
Contact:

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

Post by _Shin_ »

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.
User avatar
Bart
Long Handed Inserter
Long Handed Inserter
Posts: 81
Joined: Tue Jan 13, 2015 8:56 pm
Contact:

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

Post by Bart »

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.
I have the cape.
I make the fucking whoosh noises.
Splitframe
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Thu Aug 28, 2014 4:44 pm
Contact:

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

Post by Splitframe »

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?
Omarflyjoemacky
Fast Inserter
Fast Inserter
Posts: 104
Joined: Tue Nov 15, 2016 10:56 pm
Contact:

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

Post by Omarflyjoemacky »

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.
"And then Bender ran."
User avatar
DanGio
Filter Inserter
Filter Inserter
Posts: 398
Joined: Sat May 10, 2014 6:22 pm
Contact:

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

Post by DanGio »

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

Nice FFF :)
Koliat
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Nov 24, 2017 4:51 pm
Contact:

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

Post by Koliat »

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 ;)
FasterJump
Fast Inserter
Fast Inserter
Posts: 237
Joined: Sat Jul 09, 2016 11:43 am
Contact:

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

Post by FasterJump »

FFF-218 wrote:
factorio___.png
factorio___.png (14.22 KiB) Viewed 14499 times
Artifacts confirmed!
 
ske
Filter Inserter
Filter Inserter
Posts: 412
Joined: Sat Oct 17, 2015 8:00 am
Contact:

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

Post by ske »

FasterJump wrote: Artifacts confirmed!
 
You know what else is confirmed?
infogulch
Inserter
Inserter
Posts: 25
Joined: Mon Dec 29, 2014 6:09 pm
Contact:

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

Post by infogulch »

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!
Post Reply

Return to “News”