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Wenn du rausfindest wie man Wasser / Wassermechanik in ME einbaut sag den Entwicklern bescheid so das es vanilla wird ...
(ich, auf jedenfall, bin zu doof dazu)
@Ratatosk
I like your screenshot, but '' planets '' will screw this up :-) . But I like it !
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=713735352
Did a new Watermesh, and optimized pixel density for the large mesh.This one is about 16 times bigger than the old, but as i said before i scaled it down to have a point to deletet it with ''E''.
I can scale it up now (make it larger) without beeing to unhappy with it. But i like the size right now, so hopefully the size fits your needs ;-)
Anyway, I'm trying to do this because I would like to flood a large map, dimensions 2024x2024 I think. You wouldn't happen to have such a large mesh lying around eh? :-)
By the way, the reflecting textures are really fantastic!
I don't own SE and Planets are not yet out for ME so... This would of course be possible for Planets...a LOD System for the Mesh should be done in that case ...
SE could have transparency too ;-)
So until the API isn't doing the job the ''easiest'' way would be, to have a reference in ME itself.
To answer another question, there is not much you can alter on the files the workshop gives you.
Most of the Mesh stuff is ''baked'' into the model format. Material,Technique,Textures,some Color values and the Scale are inside the Model format, not inside of an .sbc
I did change the scaling of the Mesh , because if I scale an Objekt too much in ME it is very hard to find the point to delete it with ''E'' as i said to The Antagonist. So i reverted the size and scaled it up again. Soon I will create a bigger Mesh so that i don't have to use scaling.
I have red your post on Keen Forum . Maybe a Mineral could also solve our needs if it would be translucent. That's something that has always been around...
One problem I'm having now, though: previously, I used the big sea mesh on a small map, creating an ocean larger than the map itself. The resulting horizon was looking great! After the update though, the sea mesh seems to have turned into a small one. Did you change anything else that could have caused this? Maybe something that I can alter in the sbc file, you think? Or, if you don't have time to deal with this, any chance that I could have a previous version of your mod, to try and figure it out?
I think that the shader files always have been replaced by the MESH shader! But I could be wrong with that. But the only thing my shader files are changing is how many vertices are moved by the wind in ME (because it is an adopted FOLIAGE shader, taken from ME) .It did'nt work, and a normal water shader would'nd move like a leav,it was some testing with shaders...
I would say that the alpha came from the water_de.dds which had an explicit alpha channel behind it.And the normal hat this too.
My current Setup works with PBR Material , which looks realy nice ,like the voxel water but finer I would say, but no transparency right now.
One big difference between ME and SE is the Block/Cube definition files , much is the same in ME , some stuff in it is unique (does not work in SE) and quite much the other way around (does not work in ME , by now)
Thanks for your reply! Of course I'll keep an eye on the changes!
Just curious: was the transparent effect created by the alpha channel of water_de.dds? Or by the two hlsl shader files? SpaceEngineers does seem to support opaque glass textures, perhaps this could be reverse-engineered into ME? I tried this myself by copying an SE model and its textures, but transparency was then lost in ME. Perhaps I should also have copied (parts of) the hlsl files? Really not an expert on shaders, haha... :-)
If you go/move near a Watermesh and look at it , the water and it's surrounding tint's yellow . Like any other Flag like the Stockpile you can if it is selected (tinted yellow) delete it with the
''E'' or ''e'' key in Creative ... The Watermesh is not available in Survival Mode, so if you changed gamemode you should change it back and then use the ''E'' key ...
If this is not working try what is decribed in the Troubleshoot discussion above
Hi, and thank you for Feedback! After testing some stuff like changing the .dds format and its alpha channel.I've tried all of the material definitions which we can use (MESH ,FOLIAGE and ALPHA MASKED ) last one does not make sense on Water. In the current Workshop Version i used my own shader file,which is not supportet by now and automaticly replaced by the MESH Shader.
I will update soon with better reflections and some other tweaks hopefully at the weekend.
But to have transparency back again, we should ask for some nice Windows in Vanilla-ME.
Or an easier way to ship Shader files with Mods/Workshop-Files.
Or at least some semi-transparent objects ingame.
I used the old nvidia dds plugin to create the dds files.
Another point for Keen ToDo, they wrote here : http://www.medievalengineers.com/modding.html
That they will ship a TextureBuilder with the SDK...Haven't seen it in the folder by now :(
I hope you keep an eye on changes!
In any case: Spelltree, should you still read this, do you happen to remember how you initially created the transparency of the mesh? Is there anything I can do to the texture dds files perhaps, to fix this myself? Was checking out the SpaceEngineers forums for anything on transparency (like the glass), but haven't been able to find anything that I can implement myself yet...
[p.s.: many thanks for the mod, it opens up so many possibilities for creative mode!]
Muss mir wie ich vor einigen Tagen geschrieben habe, allerdings den Mod nochmal anschauen,um ihn an die neuen Versionen anzupassen.
Doch habe ich meistens in meinem Leben mehr zu tun, als altlasten zu aktualisieren.
Frohe Ostern!
thx for trying this mod ;-)
What bit is lacking for you ? / Whats not working when making your mod ?
George.Mamakos
there is plenty more that can fail and is not covered by these Guides ...
ModelBuilder can fail with wrong .fbx format etc ...(In 3dsMax it works fine , but i know that blender got many fbx exporter (Working/Unworking depends on Version) )
If you need special info start a Diskussion with some basic info whats wrong with your mod ,please !
Butt your idea is like making a river or something, and if you would dig there , you would ''sink'' to the ground like a stone (to describe what it looks like to dig thru water...) .
Also the Isle one there is a big square in the middle
ATM i think we cannot modifiy Skyboxes.And at day i have these artefacts too.
I will work on this (Maybe the Quads are too big or something I did wrong..)
Do you see the Boxes at Night ? At Day i have to say you are right ;-) ... But it is nothing I put into reflection . So it must have something to do with Skyboxes (My guess) .
Maybe you show me what you are doing with it ;-)
I will Update the description soon...
Pick Water ( not Water(Isle) ) ,then you should see what it does.
If you place Water(Isle) you can't see it from where you stand. (Fly up to see it !)
Water(Isle) is like a Ring, you have to zero its position and orientation in an external TxtEditor.