Not such a terrible idea. That way it may be possible to support it on Linux, which has almost no vendor-provided coloring APIs.Koliat wrote: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
Friday Facts #218 - Import bpy, Export player
Re: Friday Facts #218 - Import bpy, Export player
Re: Friday Facts #218 - Import bpy, Export player
Logitech provide it. https://www.logitechg.com/en-us/developers I don't think that Corsair do, I found a few threads on Battle.Net forums that seems to indicate a general lack of available API's.Koliat wrote: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
I've been playing Factorio since before the Friday Facts were around. I've read every single one when it came out (y'know, I have no life). This is one of the best yet - another player model update
PC | Intel i7 4770k | 2 x GTX 780 | 16GB RAM | 250GB Samsung 840 EVO SSD + 8TB of HDDs | Asus Xonar Essence ST | Sennheiser G4Me Zero headset | Logitech G15 v2
Re: Friday Facts #218 - Import bpy, Export player
Personally, my favorite colour is yellow and I don't like the "new" yellow on the player
Re: Friday Facts #218 - Import bpy, Export player
The only real issue with 1.0 alpha is how dark it is. The saturation at 1.0 is definitely better. The real issue sounds like it'd be 0.0 alpha instead which from the description makes it sound like things that should be in shadow would sort of glow. Personally I think they should allow use of the alpha slider but with an warning about the possible side effects._Shin_ wrote: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.
Re: Friday Facts #218 - Import bpy, Export player
If the functionality of your "alpha" is not the same as the alpha-channel to set opacity (0=transparent, 1=opaque), then there's no wonder modders might set it to 1.0 to set a color to full opacity, especially in the context of RGB-colors.I would like to take this opportunity to ask modders to keep this in mind, as I have noticed multiple mods using 1.0 Alpha values in colour mask tint. The Alpha is black magic, keep it at 0.5 please.
Name it "epsilon" (for RGBE) or something else, or better, make "alpha" alpha again.
Re: Friday Facts #218 - Import bpy, Export player
I so badly want space endgame
Also damn, that's a lot of rendering!
Also damn, that's a lot of rendering!
Re: Friday Facts #218 - Import bpy, Export player
40 hours to render just the player's animations? are you not using your GPU? why have 21 scenes that's pointless. nice scripts but i feel most of that is unneeded.
Re: Friday Facts #218 - Import bpy, Export player
Amount of scenes doesn't really influence rendering times as each of them renders individually. It's just for organizing in having 1 animation in each scene. We are using GPU, in fact 1080Ti hybrids from EVGA. It's simply 4000 sprites in 5 RenderLayers. That's 20 000 images to sample in 768x768px. Of course a bit part of it is alpha which gets skipped, but still. It's simply a lot of frames.Rocksen wrote:40 hours to render just the player's animations? are you not using your GPU? why have 21 scenes that's pointless. nice scripts but i feel most of that is unneeded.
If you count it, it's just about 8,3 minutes per frame on average. With 1000 samples that's not too bad with all the geometry and amount of textures.
Re: Friday Facts #218 - Import bpy, Export player
Half life 3?ske wrote:You know what else is confirmed?FasterJump wrote: Artifacts confirmed!
Re: Friday Facts #218 - Import bpy, Export player
I love the new purple! Thank you!
Razer is on my blacklist after treating me terribly after purchasing their products. I hope to see support for others, such as Logitech.
Razer is on my blacklist after treating me terribly after purchasing their products. I hope to see support for others, such as Logitech.
Re: Friday Facts #218 - Import bpy, Export player
This is really subjective, I think most colors look better in alpha-0.5. But some dark ones (especially black) might use a bit higher alpha(?) or simply something to make them more rich / darker.Alice3173 wrote:The only real issue with 1.0 alpha is how dark it is. The saturation at 1.0 is definitely better. The real issue sounds like it'd be 0.0 alpha instead which from the description makes it sound like things that should be in shadow would sort of glow. Personally I think they should allow use of the alpha slider but with an warning about the possible side effects._Shin_ wrote: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.
Re: Friday Facts #218 - Import bpy, Export player
Blue, green, and red cars look WAAYYY better at alpha 1.0 than 0.5.
Please let players select alpha values - if something looks bad we can always pick a different alpha value. I don't want to be limited to those super-pale colors.
Other than that, excellent FFF, thank you very much for all your great work!
Please let players select alpha values - if something looks bad we can always pick a different alpha value. I don't want to be limited to those super-pale colors.
Other than that, excellent FFF, thank you very much for all your great work!
Re: Friday Facts #218 - Import bpy, Export player
Cold, very cold. Unlike what I mean. That's very warm and welcoming. I won't say no more.Aardwolf wrote:Half life 3?ske wrote:You know what else is confirmed?FasterJump wrote: Artifacts confirmed!
Re: Friday Facts #218 - Import bpy, Export player
Could you please point me to it. I found some things but I'm not sure if it's exactly what you mean.Akato wrote: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 nowske 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.
What I saw is that people usually add a new tint or color blotches to existing graphics when they create graphics for new items. The quality I found varies from "meh" to quite good. Some people make 3D models that look quite good on their own. I'm mainly worried about the last step. Going from a good 3D model to making it fit in the game seamlessly. If the original source of the graphics and the rendering pipeline would be available (under whatever license that works) the modders could quite easily extend existing models by modifying the 3D-objects or placing their own models in the scene.
If you think of factorio as a game engine it would actually make sense to open it up widely for modders (or even companies) to extend it.
Re: Friday Facts #218 - Import bpy, Export player
Please let the playe choose the alpha. Dark colors looks mutch better with alpha 1.0
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Re: Friday Facts #218 - Import bpy, Export player
I would totally buy a new keyboard if it changed colors when stuff was happening in the game!
Do you know if any of those Razor keyboards work with Mac?
Do you know if any of those Razor keyboards work with Mac?
Re: Friday Facts #218 - Import bpy, Export player
Fourth.Omarflyjoemacky wrote:Third.Bart wrote:I second that.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
Btw: I'm using G910 keyboard and G502 mouse.
Re: Friday Facts #218 - Import bpy, Export player
such a nice and informing FFF! Thank you for nice reading
Re: Friday Facts #218 - Import bpy, Export player
You still can change the alpha, these are only default colorsTheRaph wrote:Please let the playe choose the alpha. Dark colors looks mutch better with alpha 1.0
Re: Friday Facts #218 - Import bpy, Export player
I'm really impressed on all the work you guys doing for the next version, keep the good work