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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=903488799
I realize negatives won't work "Actually I should know better that would be an unsigned 8 bit integer." That means 0-255
Anyhow the vanilla augments have different levels of light.
Yeah the actual light happens in the status animation.
Normal player glow [75, 75, 75] (several mods remove this including FU)
lightaugment1 [140, 140, 140]
lightaugment2 [190, 190, 190]
lightaugment3 [240, 240, 240]
But one could have
red_lightaugment1 [140, 0, 0]
red_lightaugment2 [190, 0, 0]
red_lightaugment3 [240, 0, 0]
etc.
Actually the smallest values could be smaller than 140, but either way.
That's what I'm saying. So if you had a "red1" and "green3" you could combine to effectively get this [140, 240, 0]
So that gives you more color options. I'm not saying you need to do that, just that you can.
It's all moot til you can play with this stuff. Good luck on the new computer.
I'm not exactly certain what you're seeking here, this is my first time really modding anything besides costume pieces, I'm only sharing what I know. The code for the light statuseffect file is simple, no more than four or five lines that describe the light and what color it should be. Light III is a solid white light in it's coding, while Light II and Light I are closer to black, respectively.
I've tested this with solid black RGB in the coding, it makes no light, and there's no reason that a negative integer in the file would remove color, as RGB is a scale of 0 to 255 with no negatives. To make something that reduces light further than the surrounding area would require coding and editing past my currect scope of knowledge. You're more than welcome to unpack the assets and take a peek for yourself, but the coding for light augments is extremely simple.
I was hoping with the negatives(since I have no idea of the inner light engine coding) that for example
{-255, 0, 0}
would pull red light from the lighted area the way
{255, 0, 0} adds it. But that clearly isn't the case. Actually I should know better that would be an unsigned 8 bit integer.
I'm fairly sure the light engine isn't JUST replacing black with colors. Besides the color channel, you have brightness, contrast, gamma.
I think the colors actually do add light. Something like normalizing the color values to determine the light output level. Then the actual colors are for hue altering on top of the light.
Make a wall of lunar base blocks and use colored light too see why I think that. For alternate perspective, the colored light platforms from my blocks and objects, then you can walk away from it. Place different colors at different location, and observe the blend zone.
Sorry about the delay in a response there. I would test this for you myself, but my laptop actually crapped out last night, and I'm stuck on a backup refurb desktop that can just barely run Terreria, let alone consider Starbound. If I had to take a guess, though, I imagine it'd depend on how Light The Way is set up. I used to use it, and if I had to guess, they used patch files to patch in a light status on each Augment individually. If I'm correct, that means these augments should be unaffected. If they've somehow patched everything labeled an 'eppaugment', however, this could make the lights a bit more.. pastel.
If you're asking if you can dye a, let's say, Damage III Augment while you have Light The Way, no you can't. This mod is simply for Light Augments. Though this is a fantastic idea! Once I get back on a computer that doesn't nearly die trying to open chrome, I'll fiddle with some coding, and see if I can't make a patch for Light The Way! :)
There aren't any light levels in particular. Essentially, what light seems to be is an area of color (in RBG format) over the point being 'illuminated' in what is normally a black area, such as a planet at night or an underground area. 'Brighter' lights are simply closer to white, while 'darker' colors are closer to black. This also explains why plugging in negatives doesn't 'soak up' any light, since it's impossible to go darker than black in RBG format, and black is already the standard unlit base.
I also imagine, unless one extended to coding to some unknown degree, using transparency isn't an option. Techincially it's alrady implemented, or a light would just put you in a big opaque bubble of color.
With regards to color mixing, do you have different light levels? For example
red 64, blue 192, green 96
is obviously doing to produce different results than
red 255, blue 255, green 255
Also I don't know if the light system itself supports the alpha channel. That could possibly be interesting.
What I do know from experimentation is that it doesn't support negative integers. I was hoping to "soak up" light in order to enforce darkness.
Lol, actually, the spriting would be the least of my worries. I'm actually just learning my way around modding Starbound myself (I've only released one mod before this, and it was just a bunch of minor weapon and clothing modifications to test the water), so coding a completely new work station isn't something I really know how to do at the moment!
If you click the images, they should put them at the proper size. ;)
@Fuyuno
While I've been considering moving them to another station, I won't be making a station of my own. If you have a suggestion for which one, though, I'll happily consider them! And no, no white or black lights in this pack. White light is the color of the normal light augments, and black lights were explained below to BobaAsdf. Due to how lighting works in the game, a black light isn't possible without some feat of coding.
pretty cool mod though ^^ thank you
They do indeed! By either merging two using the Combinable Augments mod, and/or wearing multiple using the Augments Slots for Armor, the colors mix! I tested this out using a red and blue, it made a beautiful shade of purple!
'Why not' being how the lights are set up, actually. I think that'd be super cool, to have a character swallowed up in darkness like that! Unfortunately, augment light brightness isn't really based on 'light levels'. It's a bubble of color that's thrown over the character, with 'brighter' augments being closer to white, and a lack of added light is all the way at black. The only way I could image someone making a light-consuming augment would be to use the shadows that solid objects make, but as that'd include encasing the player in a bubble of invisible stuff at all possible times, I imagine that comes with a whole new slew of issues. Awesome suggestion, though! Maybe someone who's more experienced in this sort of thing can take a whack at it!
Why, you ask?
Why not!
Unfortunately, I gave this a wing while I was working on it (even gave it more of a shot now), That requires LUA work that I'm not familiar with, and I can't get the light to actually operate on the augment. If I fumble my way through it at a later date, or someone else finds a way to get it to work, I'll ad one in. But for now, we'll stick to solid lights. I wish I could get that to work, though. Great suggestion!