silentghoust
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Everything posted by silentghoust
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I noticed lots of artifacts(rendering glitches) when duplicating pieces or moving them around too much. As seen in this video. I manage to fix them by simply deleting the glitching blocks, and duplicating none-glitched blocks. Couple footnotes. The artifacts persist when hitting play in the editor. Haven't tested loading the map up in single player. Aside from it seeming having something to do with duplication, I can't seem to narrow the direct cause down.
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Just a quick 30-minute model concept. Won't be able to really "shape," the armor tell I get my hands on the player model. Might as well stock up on models tell then!
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My community would love to participate in the DS beta as well! We have a dedicated server located in a database in Seattle, WA. If you need some U.S based hosting let us know!
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I'm glad you are taking your time with this, even in early alpha. Many sandbox games have fallen to the idea that early access means you can just leave problems behind. Which of course makes them bigger problems when you have a mountain of code on top of it. Any chance some networking and dedicated server tweaks will be coming out with this update as well?
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Welp, now to make a few racing tracks...
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In the map editor, you can generate islands that are bigger than the ones currently generated in explore mode. You can't get the cool caves and stuff yet, but I'm sure that will be implemented in the future.
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@John - Ylanders How are you managing the server to even keep it active? Do you just restart it every hour or so?
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I use Blender.
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Also decided to do a little experiment.
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I was thinking more like pudding, or jelly!
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The first thing I recommend soon as you make a new world lay down a spawn point. That will be the spot you spawn at each time you test the map. It's saved me from being lost at sea several times!
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So, I don't know if I'm missing a golden ratio or something. But it seems impossible to have a consistent design with having 3 block width sized doors. This has had profound effects on pretty much all my structures. I have tried several ways of covering up the oddity area. Such as using the 2x2 cubes on one side, using a single square block, ect. Not sure what everybody else thinks or had this issue as well. Or maybe some advice? Below pic is an example of simply trying to get a pointed roof lined up.
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Let me elaborate more. Lets say you are wanting to build a small town for a map. A builder might be making a pretty good size town, so they will want to save on build time. I'm also taking a guess that the connecting faces of two blocks are not removed on individual blocks(yet). So the bigger the chunk of per block, the more optimized your buildings will be. Since most doors are 3x width blocks. If you want symmetry with your house, you pretty much are forced to have some sort of 3 block path going from your door to whatever for consistency. You can't for example, get a panel floor without some hiding of that last 4th row in some form or another. This also limits your ability to utilize panels as a fast and efficient way to establish a full floor, as well as being able to use some of their unique textures.
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Maybe a packing option? Like the ability to convert large objects into crates with nails, planks, and a hammer? Then that crate can then be picked up and place as needed.
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RESOLVED Artifacts in rendering.
silentghoust replied to silentghoust's question in Bugs & Technical Issues
Just realized I posted this in the wrong section if a moderator could move this topic to the Bugs & Technical Issues section that would be great! -
YLands Branding Pack - Does it exist?
silentghoust replied to SamMonahan's topic in General Discussion
https://ibb.co/dwgQ0F Not an exact copy, as I simplified the color palette. Hope this works though! -
YLands Branding Pack - Does it exist?
silentghoust replied to SamMonahan's topic in General Discussion
Ah, you mean like a media package? I could vector their logo for you if you need it a certain resolution. -
Not sure if this is already planned. But considering the unique art style and rendering that Ylands is. Will there be any sample models/textures on modding support release day?
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(Future mod support) suggestion
silentghoust replied to silentghoust's question in Suggestions & Feedback
Just saying. -
+1 for airships. So with cars, is it simply that the vehicles are having a hard time with the uneven terrain? Or the lack of any flat generating terrain? Also with said vehicles, will this affect the overall scale of the game?
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(Future mod support) suggestion
silentghoust replied to silentghoust's question in Suggestions & Feedback
Ow I believe it, I just want a strong foundation for everybody. I felt that Arma tended to be pretty fractured due to the how it's modding info was spread. I feel this game can have a massive and strong modding community considering the simplicity of the models as well as the game itself. Also, this brought me to one idea I completely forgot to put in the original post. If possible, add the ability to make height maps as a way to generate terrain? It would be a fantastic option! -
Explore server experiences/requirements
silentghoust replied to WijkagentAdrie's question in Suggestions & Feedback
So, rather this is a feature or not. I think I would like to have this as an option rather than a true fix. I actually enjoyed the fact that I had to pay attention to my resource management, and made sure to continue to save half of my crop for re-seeding