Lo i bought the game… no wait actually i guess I pre-ordered it and am playing the beta but you get the idea… so anyhow i have some questions / confusions and suggestions and so on. This is going to get fairly technical too (i am a gfx guy so this is going to become very geeky)
- Is there directional damage of modules (Damage depending from where the fire comes)?
- Does it matter where armor plates are in the modules placement (i mean location wise) (And if not, maybe it should ,p)
- In the particleconfig txt files - sometimes particles have a “TextureName” entry , is that one overwritten by the UV commands at the end of the file or hardcoded? Because some files have texture names of dds files that are not present, yet they still work… thats very weird.
- Could be added (maybe as a modder feature) to have actual dds file sequences (so 01.dds to 09.dds) and a framerate setting? (because those animations all in one file really are bad karma for modding them to have… ehm, higher resolutions (needed for overglow and over-coverage of smoke/fire).
Suggestions (Might not be viable , just wondering ,p)
I noticed that the fire and blend “holes” of the damage texture of ships are placed per coordinates, so they are always set at specific locations… somehow it strikes me as odd since you already have a damaged.dds loaded (with alpha map!) not to simply apply a damage effect at a random “on hull” location (defined by the original sprite alpha map) - meaning dynamical damage and fire/smoke/sparkle emitters placed by the actual weapon that causes the hit so that each weapon could potentially have a different damage texture and particle effect placed randomly (or where it hits, if the game actually knows where it hits)
The other thing is that i think its odd that the damaged.dds alpha map is ignored - it would be kinda cool to have “holes” caused by damage (even better it if were directional or random/dynamic placed!)
Concerning the particles.dds … is there a particular reason the particles are all in one file? They are fairly low resolution and to have overglow they would need to be about… ehm 4 times larger or so. Not only that but one can not define different mipmap algorithms when they are all in the same file, (sharper/blurry etc.) - Also the smoke particles are too small to allow for full usage of the alpha maps 256 grey values range (hence why i ask ,p) This is mainly a “graphics fluff” thing.
Yeah thats it for now Its a pretty fun game and maybe some of these ideas can come about to increase the graphic and gameplay fluff
I am not sure what the reaction to suggestions is, i guess i am going to a fairly geeky level with these…