#nms-modding
1 messages ยท Page 128 of 1
If memory serves, the blackhole warp requires one to be InShip for it to work, I think...Yeah. You can activate it, but it only runs once you hop back in a ship
What we should try to pin down is what they use during the story
As that seems to enable a semi-random warp
Considering that if you type in the wrong coords, it'lll auto determine the coords for you
Like a randomizer
I wonder what causes that
It's been a lower priority research aim, personally, to sort out how the game semi-randomly warps us during the story
Ah, I see
Well, do you know which entity handles the warp?
Looking now myself
Looks like it "might" be this:
<Property value="GcActionTriggerState.xml">
<Property name="StateID" value="BOOT" />
<Property name="Triggers">
<Property value="GcActionTrigger.xml">
<Property name="Trigger" value="GcPlayerNearbyEvent.xml">
<Property name="RequirePlayerAction" value="OnFoot" />
<Property name="Distance" value="15" />
<Property name="Angle" value="360" />
<Property name="AnglePlayerRelative" value="False" />
<Property name="AngleOffset" value="0" />
<Property name="AngleReflected" value="False" />
<Property name="AngleMinDistance" value="1" />
<Property name="DistanceCheckType" value="Radius" />
<Property name="Inverse" value="True" />
</Property>
<Property name="Action">
<Property value="GcGoToStateAction.xml">
<Property name="State" value="CLOSE" />
<Property name="Broadcast" value="False" />
<Property name="BroadcastLevel" value="Scene" />
</Property>
</Property>
</Property>
<Property value="GcActionTrigger.xml">
<Property name="Trigger" value="GcStateTimeEvent.xml">
<Property name="Seconds" value="0" />
</Property>
<Property name="Action">
<Property value="GcNodeActivationAction.xml">
<Property name="NodeActiveState" value="Activate" />
<Property name="Name" value="Button" />
<Property name="IncludePhysics" value="True" />
<Property name="NotifyNPC" value="False" />
<Property name="UseMasterModel" value="True" />```
</Property>
</Property>
</Property>
</Property>
</Property>
</Property>
<Property name="Persistent" value="False" />
<Property name="PersistentState" value="" />
</Property>```
"BOOT"
Could be wrong.
Looking in the Portal Terminal Entity
Yeah nah, that looks to be more for opening up/closing the terminal
I think it's the PortalTrigger entity, for the simple walk-through effect
<Property value="TkPhysicsComponentData.xml">
<Property name="Data" value="TkPhysicsData.xml">
<Property name="Mass" value="0" />
<Property name="Friction" value="0.5" />
<Property name="RollingFriction" value="0.2" />
<Property name="AngularDamping" value="0.2" />
<Property name="LinearDamping" value="0.1" />
<Property name="Gravity" value="20" />
</Property>
<Property name="VolumeTriggerType" value="TkVolumeTriggerType.xml">
<Property name="VolumeTriggerType" value="Portal" />
</Property>
<Property name="SurfaceProperties" value="None" />
<Property name="TriggerVolume" value="True" />
<Property name="Climbable" value="False" />
<Property name="IgnoreModelOwner" value="False" />
<Property name="NoVehicleCollision" value="False" />
</Property>```
How that works when disconnected from the coordinate input though is beyond me
But given that the portals don't immediately move you, and require you to walk into an invisible volume around the portal effect, the above makes the most sense to me
Yeah, that makes sense.
I just tried making a custom scene for it
with an altered entity
based on what you pasted there
Gonna load up with it
I added the entity an an attribute for all of the scene's referenced in there
Just did a lot with caves
Wider and larger, but 20 diff combinations
1 of them is vanilla
Was looking at old "ORIA V" footage
So will there be now ORIA V style of caves in the immersion update @dreamy tulip
I'm aiming for that ๐
Or at-least oria v in shape, with the voxelgen
like the terrain, they used a different height and width
Not finished yet
Just converted the "Gryphon" by Krem into a hovercraft
And made a transparent image for it
nice.. I never did get around to that.. haven't done anything since messing with those Toxic biome materials..
Thanks! However, there is one tiny issue. The wings are partially in the ground. I wonder if I need to increase the value of transy on all the references?
are you doing alternate .pak files for the gryphon and hovercar? or did the hovercar just get scrapped from your overhaul?
I set it up in a way, where when you plot it into the mods folder it swaps it ๐
you should be able to adjust that in the GCVehicles file
there's a collision offset, you can adjust the Y value
Okay
The way I tweaked it so far
<Property name="CollOffset" value="Vector4f.xml">
<Property name="x" value="0" />
<Property name="y" value="1.15" />
<Property name="z" value="0" />
<Property name="t" value="0" />
</Property>
<Property name="ExtraCollOffset" value="Vector4f.xml">
<Property name="x" value="0" />
<Property name="y" value="0" />
<Property name="z" value="0" />
<Property name="t" value="0" />
</Property>
<Property name="CollDimensions" value="Vector4f.xml">
<Property name="x" value="1" />
<Property name="y" value="0.5" />
<Property name="z" value="1.875" />
<Property name="t" value="0" />
</Property>
<Property name="InertiaDimensions" value="Vector4f.xml">
<Property name="x" value="1.875" />
<Property name="y" value="0.375" />
<Property name="z" value="1.875" />
<Property name="t" value="0" />
</Property>```
yea, I thought it was the first CollOffset.. :\
Hmm
try CollOffset Y at 0, and making CollDimensions for Y value bigger..
that should center the collision to the model and the increased height should place it higher..
Okay, gonna try now
Thanks
That helped a lot
Tweaking it a little bit more
Added a touch of chrome to some ships, with a texture that I put together in paint.net
The alternative hovercraft is fixed now
HG using the Elevation NoiseLayer for semi-mountainous terrain instead of the Mountain NoiseLayer ๐คฆ
I wanna be able to build this :
Unless I'm mistaken, that can be built in Rayrod's overhaul as the "Unrestricted Ship Spawner"
Think you're right Krem I was having my first play with build mode earlier
@lethal solstice if you're saying you want to be able to build it, that's easy enough too.. it's a matter of editing 3 metadata reality tables files:
ยทMETADATA/REALITY/TABLES/BASEBUILDINGTABLE.MBIN
ยทMETADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN
ยทMETADATA/REALITY/TABLES/PURCHASEABLEBUILDINGBLUEPRINTS.MBIN
ty
actually, it looks like you don't even need to edit the NMS_REALITY_GCPRODUCTTABLE
RIP
and this to purchaseableblueprints:
<Property value="NMSString0x10.xml">
<Property name="Value" value="SHIPSUMMON" />
</Property>
โค
here's the stuff for the basebuildingtable in a condensed source
๐ thanks, always glad to help when/where I can..
Although if you just want it right away, you can edit DEFAULTSAVEDATA under Metadata>GameState
Just changed the scaling, angles, direction and everything in the E3 inventory to match old footage
Of all the models being rendered
And their lighting
Hrrm, @dreamy tulip, on the surface of a layer of terrain, have you been able to get it to be a bit rougher? I've been prodding some of the settings and it seems like there's always a flat surface emerging across some of the terrain. I'm thinking that may be where the Texture NoiseLayer comes into play, as this planet's biome doesn't have it enabled.
Hi, sorry for the late reply
My eyes are heavy
Oh wait
That was 2 min ago
Texture has to do with multi-biome aspects
to an extent
Not so much via biomefiles
with voxelgen yes
No biome has Texture enabled by default
Hmmm.
Yeah I'm prodding the VoxGenSettings mainly, shoulda said that
But yeah, keep seeing smoothed over terrain on points, & prodding other settings doesn't seem to really change that much. Seems like may need to just rework everything around the idea of a rougher terrain almost.
lol, yeah, same, just trying to figure out a good way to do it & ensure it's not too tumultuous
hmm i'm wondering, if i install rayrod's mod will it affect my spaceport base?
Any ideas as to when the Immersion update will be available for us? @dreamy tulip I'm so dang hyped man lol
When its ready.
Ray doesnt like to rush and he likes to keep adding stuff
I cant speak for him of course but id wager sometime soon
Fair enough about that. This is a big release so it makes sense if he waits till it's more completed.
If he wants another beta tester there is a Happy guy that's available ๐ lol
I just re-worked all atmospherics for the overhaul. There should be less haze now, and when there is haze... I adjusted the density of it, the distances, the opacity of it, and lots of other things. I also added a very light depth of field. The effects will also now dynamically transition depending on the kind of weather, it will subtly increase when storms come.
I also added more atmospheric palettes that I manually designed/replicated by looking at E3 trailers, E3 screenshots, other pre-release footages, and also after actual concept art pictures and then fan art.
So to download a mod from nomansskymods, i just click download on the mod i want and then open the game like normal and it will be installed?
Drag & drop the file (.pak) after navigating to PCBANKS, and delete the disablemods.txt if it exists. Then create a mods folder there and do so like said above
Ok, I don't understand any of that lol. Total noob with this stuff. I'll Google up what you said to do here though and I'm sure I can get it. Thanks for the help.
Wish there was a good way to trim back the beach/shore effect
It's not the water I'm pointing to here, so much as the sharp contrast between interior land and the literal beach, as well as its awkward neglect for the slope of the terrain
At a certain angle, that sand just shouldn't be appearing, I don't think
The sandy textures?
Yeah
Yeah, but it's both a different texture and very obviously a different set of VoxGenSettings at play
That texture, at least imo, looks a bit better
I think what it could come down to is setting up a biome file with terrain controls tweaked so that you get a milder sort of terrain that blends better into the presence of water/seas/oceans
Yeah for sure
Agreed
I like that sand better
There's also a diff ground texture in tandem with the grass
@dreamy tulip Why do you want less haze?
Probably goin' for a better balance of it
I wanted a balance yeah
At least with some of the biomes
I wonder if there's a way to get clouds to stretch to the horizon
I changed the clouds too
Depending upon the intensity of the weather
And also the effects on your mask
and a lot of other things
If we can properly edit the terrain texture, than we can make the beaches look better @supple wadi
Apart from the voxelgen settings at play ofc
that'd be cool
It's not just the texture itself tho, as mentioned earlier
Yeah, I'm aware of that
Also just a matter of how it's being applied without regard for the slope/angle of terrain. =/
I believe that one of the palettes, inside of the terrain texture, was sand. Therefore, a certain palette was being called through the main biome file which triggered that sand in that area
However, the voxelgen also determined the way the beaches were formed
The thing is, that, it doesn't make much sense to do, lest the terrain textures can be properly edited
imo
To be fair it's an across the board issue w/ the game atm, so ๐คท
What is?
The way they're applying the sand texture along the beaches/shores/coasts
In part, yeah
The biome files call from the terrain texture
with certain palette names
And the terrain texture has I think 16 palettes?
And the voxelgen also plays part in it
Opening one of the terrain textures would allow one to view those palettes in PS
However, it's the process of exporting in the proper format which has not been figured out yet
tmk
That, at least imo, wouldn't fully address much tho
Because then you'd just be modifying a texture that's being very loosely applied, rather than adjusting how it's being applied
You can determine how it's applied via the biome files
๐คฆ
Are we speaking of the same thing? lol
Oh wait, when you say "How it's applied"
Do you mean, how it's applied as in being called?
The texture, the palette
or the voxelgen aspect
It's being applied in more than one way
When I say how it's applied I mean how the game is choosing how much of the sand texture/palette to stick along edges near water, and the angle at which to end its application so as to make way for the inland ground textures/palettes
Okay, so we are talking of the same thing, I guess then
You can adjust that via the biome files
But I believe it works in tandem with the voxelgen
<Property value="TkPaletteTexture.xml">
<Property name="Palette" value="Sand" />
<Property name="ColourAlt" value="Primary" />
</Property>
<Property value="TkPaletteTexture.xml">
<Property name="Palette" value="Sand" />
<Property name="ColourAlt" value="Alternative1" />
</Property>```That's not even close. >_>
It works in tandem with the voxelgen
The voxelgen has to play a part in it
I've made entire regions and hills and places out of sand before
and sandy oasis's, like beaches
through voxelgen and biome editing
I haven't figured out the slopes though
Yeah, I don't doubt that, it's just the specifics I was poking at, those aren't as exposed to allow for the degree of adjustment I'd be after
You end up having to reshape things a bit more than you really should have to to get a proper spread of "correct" looking beaches
Yeah, I get that it would take a ton of adjusting and testing to refine. But what I'm getting at here is that, I think that would be where to make those changes.
Like, you'd have to work with both
Oh yeah, I didn't mean to suggest otherwise
I was just looking for something more specific
Cool beans
I've been meaning to look into it, but I'm just so pre-occupied with other things
at the moment
However, I'd really like to see those beaches
And I also feel that w/o a better sand texture, inside of the terrain texture, it might feel a bit "meh"
Idk
Before I dug into reworking the texture I'd just want the formations right, personally, lol
Ah, I see. The way I am, I'd go for the full thing at once
Which we can do a bit of, I guess, so maybe just more the settings for application
But considering that dilemma
with the texture
Hasn't been a top priority for me atm haha
So like, "Don't appear when the terrain is literally a 90 degree angle"
But then again
Better beaches, even with the current texture is still better
than w/o better beaches (terrain)
Also, why are they even at a 90 degree angle? ๐
That question just crossed my mind lol
๐คท Very loosely defined parameters. "Does land meet water? Apply sand"
It still had some issues (in terms of the release build), but the milder texture made it less noticeable
Then they added detail and now it jumps out at ya more
Ah yeah, what do you think of the terrain texture?
I think it looks pretty at times, not sure what I think about the "flowers" on it
for the lushhq texture
I'm mixed. Some I like, others I'm like...Ehh
Like I woulda taken more props with generated/descriptor features over reworked textures
I wonder if it's possible to have an actual render of the planet
the planet's terrain
rather than a texture
Or a texture generated based off of the approximate form of the terrain ๐ค
Eh, Idk if that's possible?
Looked more natural in the ps4 gameplay trailer
With Vesta prime
Memory serves, wasn't that with smaller planets & star systems tho?
The planet was smaller I think
can ps4 get mods
Nope, afraid not
Not atm and not w/o custom firmware (probably)
From the looks of it, my computer would have a stroke trying to run that overhaul
Overhaul actually gives really good performance
The new version which is being released soon โข is even better.
besides that, RaY's just running on top hardware
So they can run NMS at the highest settings
I get around 40-50fps on the latest version of overhaul, on a 1050, i5, 8gb ram. And get pictures like this:
I'm only pointing that out 'cause even if RaY were running vanilla, it might still look stupid good, lol
Is that in the middle of the water?
I'm stuck with a 650 =/ Know that feel
You could give it a go Tech, see how it goes.
I can just barely run the new DOOM with my current setup on any settings
That's amazing Oppressor
๐
Haha, same-ish Tech, albeit not too bad since they patched it up
For sure
I'm still disheartened RaY went the way of biggifying some stuff
...
Why
Also, are you never satisfied with anything that guy does? I'm not saying that as a hater, just genuinely curious.
Because the models aren't built for those scales
Okay, true
I dig RaY's forest distributions & voxel gen tweaks
I personally love giant stuff
I don't care if the models don't look grat
cuz I can just cover up the bad textures with more fog through photo mode
I've always been against the big stuff/rescales regardless of modder doing it, tbh. I said it with Redmas, I say it with RaY
stumbling upon a giant ruin is so much cooler than a puny one we've seen billions of times by now
It has to make sense, I agree
and I think they do generally just make them bigger, but Ray's smart and will probably do it in a way that works
You won't really see me saying it about Nadalee's stuff, just 'cause she generally makes her models to be gigantic, lol
True
Wish she would put in the old ruins stuff again
she's said she'd do it but that was months ago.
She just has to port them over too
Not like make tons of new ones.
She's busybusy like Shooter tho I think
I've been really finicky about digging more into modeling, because I'm not sure how well I could work with the primitives for collision. But then there's also the other side of trying to sort out texturing. Like make some custom ones or try to work with the existing ones instead.
I just don't personally mind the collisoin stuff
that's been so much of a barrier for so long, and for what
I mean, yeah it's cool to have, but I'm beyond used to no collision for stuff
maybe that's just me
Are the textures editable though?
Textures are just pretty weird with NMS stuff, but I'm not sure how much of that is NMS-specific and/or limited familiarity with texturing 3D models on my part
For objects I think they're a bit more normal tho
But when you try to mix in procedurally picked colors for them it gets a bit weirder
The catch for me with regards to collisions is that they're more essential for interiors and the like
I know that one isn't, that's why I said some stuff ๐
I personally am not a huge fan of insanely big things
It depends in how it's implemented for me
Like, if there was a gigantic tall tower in the distance
I think that might look pretty sick
But if something looks really sloppy, and just spammed with large assets... I can't deal with that
There were dense, large forests at E3
That I love
But it's a matter of implementation, and if something is overkill or supposedly immersion breaking, I would adjust it until it feels right
Also, some models look and function very nicely when scaled largely
And the textures look fine
I do have higher res textures on a lot of models as well, which helps a lot
And they have collision
And custom entities for them, so that they make sense
But If I ever see something like overkill, like what D.E does imo
I'll either scrap it or drastically change it
Also, I don't think that structure there is enlarged?
If it is, then it's unintentional. But I don't think that looks bad actually.
In @frosty vine's shot
StandingStone, yeah?
Does it look larger than normal?
It's honestly hard to tell given the other stuff going on in the shot
It looks like it may be to me, which is why I said what I did
Hmm. Okay. I'll look into it, but I don't think that it is. Nor are those trees in the BG
There are some rare moments, where they can be larger than normal things. However, it's intended to only be moments where everything feels like it belongs.
Really careful in the way that I implement things and I think it out beforehand
And make further adjustments when I feel necesarry
One thing that I am fond of (here's an example) is what's enlarged here:
https://media.discordapp.net/attachments/215940434516639745/430085583570993153/unknown-min_1.png?width=1200&height=675
In my opinion, those crystals feel like they belong there.
And that it does not look overkill, spammed, or sloppy.
They are definitely larger than normal though. HelloGames also had some very large crystals pre-release and some other very large objects now that I think about it.
However, what I think plays a huge part in (those things fitting in) is their form of implementation
Which requires a lot of work, testing, and refining to get right.
There's also a ton of other things in-play in that screenshot that aren't necessarily biome related.
Synonymous to what I'm doing.
Also @frosty vine I like the way that building in the water looks
What breaks immersion for me personally, is assets that are outside the scope of No Man's Sky. Here and there, I'd be okay with a few exceptions... for fun.
I personally like some of Krem's ships. My favorites are the one's that were shown in E3 footage (by Hello Games) and restored, alongside the ships formed from vanilla assets.
Other "out there things" for the most part (in generality when it comes to custom models) are outside the scope of my interests, and kills immersion for me, rather than slightly larger assets (alike what HG's had). However, as written above, if there were large assets implemented in a low effort way, It would totally kill immersion for me, and I would hope anyone.
I'm really picky, as I'm sure is already obvious, so what suits ya just doesn't suit me much. But that's what makes it being a mod good, as it's an opt-in type of change
Likewise, I'm really picky as well with my own individual preferences. Some are preferences that we both share.
My intention is to emulate an unmodded experience with mods.
Changes that are very subtle, and in many cases not subtle at all, but compliment the base game in such a way that it feels like it belongs and feels official, with some exceptions. To fully flesh out No Man's Sky and push it to it's limits with what is currently feasible. To iron out every nook and cranny. To create a more refined product. To take what Hello Games has already improved and improve it further as there's always room for improvement. Some things might or might not be subjective. However, feedback is really helpful in that matter.
Also, never "over saturated".
I want to make every moment special, while also reserving those "extra special" moments.
Alike the person who was practically making dlc's for Skyrim unofficially, working extremely hard, in a professial manner unofficially, while keeping the dev's interests and their vision for the game in-tact with his own twists.
Prior to being noticed and drafted for his hard work and effort officially
It's one thing to do something "just to do it", "just because you can"
It's another thing to do something with a goal, ambition, and purpose; with nearly every decision that you carefully make to be revolved around a potential user/customer base's interests, and perspective, while also seeking to appease the dev's vision (without compromising your personal preferences). At the end of the day, it's like you're creating a product, but for free in an unofficial, but professional manner... but the key to it is passion and inspiration. Because if you don't have admiration for what you're working for, then why bother? Y'know.
If someone is passionate about something, you'll see the evidence of that produced through their actions, works and behavior.
Generally speaking here and sharing some thoughts:
I have a personal qualm with people who do things solely or primarily (in self-ambition) for fame, attention, downloads, views, and ratings and have no genuine interest in No Man's Sky (or whatever may it be about).
I believe that there's a problem with that. What happens when you no longer get those things that you seek? Knowing that people can be fickle and applaud you when you do something great, but one day at the spur of a moment (with no apology) condemn you, not correct, but condemn you for making a human error? Considering that a person with only those motives for example, is not grounded in anything other than a longing for those things... what happens when they stop getting what they long for? When they stop getting the approval of others? They'll wither and lose interest. Because they stop getting what fueled them. What motivated them. What they're ultimately looking for and ultimately desire (without really asking themselves this question: ("Why am I even doing this?"). It can also produce a divisive behavior in the long run.
With all the craziness that I've been put through, what has kept me here is passion. I do what I love, and what I get out of it is a better NMS experience to my liking, and that's enough for me. I love what I've done and I love what I do and I love Hello Game's and their No Man's Sky product alike many others.
I've noticed the same about HelloGames. They could've switched up on people under so much pressure, but they genuinely love their game, and they will keep working on it regardless of what people say/do/think. Sure, they want their game to go well. Who wouldn't? However, They know where they stand, in their integrity. Passion can't be taken from them.
At the end of the day, it's possible to have a bunch of stuff that's really flashy and in your face with a lot of time spent into making it... but I'm creating a free, niche-product of a certain style that is still "No Man's Sky", which attains to particular user base that desires that kind of a certain style, birthed out of inspiration for what was already done by Hello Game's as an avid fan of Hello Game's and their No Man's Sky product.
And in some cases, I'm not re-inventing the wheel. The wheel was already invented. I'm just making some pretty darn good wheels. Have I made my own content for No Man's Sky? Absolutely.
However, say, for example (being hypothetical here)... "At E3, sentinel drones when destroying them, they would fall to the ground as disabled, with a drop animation, rather than disappearing)", and you want to replicate that; and it turns out that there's a perfectly functional animation for doing so already made by HelloGames, why would you go and develop a NEW one from scratch? Just so that you โdonโt use HG filesโ? The same applies for 3D models, and whatnot. Re-incorporating content previously unavailable to people is something potentially beneficial and not really worthy of "downplay" in generality.
@lime mesa and @verbal cairn
So, was performance your concern?
I can elaborate a bit on that
I am aware that the v10 had some really bad performance issues (when it was first released). I actually did a lot of more optimizations, up until the most recent public version. (Not sure if either of you tried the latest public version). However, the latest one that I'm working on, with the confirmation of several fellow travelers who've said the same thing... have a significant performance boost.
Now, it's beyond me as to why someone would say that it performs better than vanilla for them. However, I keep hearing that.
But I do have a few ideas as to why that may be.
I get really good performance with the testing version. ๐
I haven't really compared it too heavily to vanilla, since one of the reasons I got a gaming PC was so I could mod.
But my gaming laptop is "budget" at best, and gets pretty slick performance! ๐ So worth a shot when it comes out.
That's great. I'm glad to hear that.
A few other reports:
https://i.imgur.com/VAjofNF.png
will you ever just develop a mod that makes nms run better? I dont want huge towers n such as they sort of ruin the game for me
The new version will not have huge towers if you don't think it should.
Also, that's honestly easier said than done. In totality, everything that I've done is what's improving performance.
However, there are a lot of performance improving mods out there
I was kind of elaborating a bit earlier on how that kind of stuff ruins NMS for me too
Not a fan of spammed/low effort stuff
Or just randomly giant things, it has to be implemented in a particular way
Alike how Hello Games had "large towers" and "large things" at E3, but in a smart way.
I'm still heavily working on the "Immersion Update"! :) I'm aiming to make the wait worth it! Also, I plan to release it prior to the next official update......
I've looked into the 'performance' mods that just lower rhe resolution of things.
i dont want to play a game that has stuff removed just to make it run better
or downscaled
How about this, I would greatly appreciate any feedback or personal preferences, in regard to what you personally feel would break No Man's Sky for you?
If you wanna play the game "as is" but just with better performance, the best bet is probably a PS4 Pro - it runs the game super smoothly (and prob more so with NEXT) and doesn't make any compromises over the PC version.
It will help me to mold this into something that you would like.
I have a PS4 Pro and a desktop pc, I don't need to buy the game again ๐
I'm completely open to feedback or suggestions (in the realm of what's feasible) of course.
Also, I apologize for any inconveniences on the former version.
(that procedural forest looks just like the one i had in a dream about nms)
It's fine
I'm just bitter because every time I try out a 'awesome new graphics mod' it makes me feel like I wasted my time because the mod makes my game run like crap.
I've installed mods that add features, like the old one for vehicles that could detect nearby portals, that was a cool feature to add.
I am hoping/aiming to make the wait worth it. When it's released, I'm eager to release it... would you mind letting me know if it is better for either of you? If not, I will make it my priority to tailor make you something.
Yeah I can do that for sure
Wonderful. Thanks a bunch!
@verbal cairn That's awesome
I sometimes make what I see in my dreams in-game
This project was birthed out of a dream of working on something like it
there is one thing missing... do you by any chance have these weird atlas towers scattered around? lmao, because that was what was in front of one of them forests
Ohhh, do you mean that pre-release planet called "Spekira II"? ๐
hmm... its close to my dream
Sadly, I do not... yet. I am looking for that tower, and if it's still there, I will add it into my "Spekira II" biome that I made from looking at that footage/picture. This planet was shown in the Infinite Worlds trailer.
I wonder if you seen that screenshot before, and it's resonating in your dreams. Or if you're a prophet lol
(some dreams i have actually show future things every now and then...)
๐ฎ
i did a crappy drawing of that tower thing that was in my dream the same day lmao
๐ค
Part of me wonders when the last time some folks played vanilla was, lol
Shoulda specified, on PC
๐ haha
@dreamy tulip what you said about huge objects is pretty true. if they don't feel as though they fit in the environment, what's the point anyway? it's just a collision mess with no baring on the terrain near it so it's not really worth it. also color composition helps a ton
I'm still curious why big crystals aren't in the game when they're still being shown in 2018
my best guess would be cut content maybe? things they planned to do for Atlas Rises but kept putting off? otherwise they just keep appearing out of nowhere in so many no man's sky pieces
and now the xbox one no man's sky cover. seriously curious for what's on the back
the update kinda has to appear before the One release, since people will probably somehow break street dates and see the update beforehand since it's on the disc or see the back of the case as it gears closer to launch
Hmmm, is it possible to delete updates on xbox?
if the game does indeed come out on july 24th, as in the one version, then I would suppose NEXT would be a few days before
I wonder if the rc1 will be on it
but even then how will HG market it in such a short time? just skip over NEXT content and focus on the other content patches? that wouldn't be very fair to the work they did
I'm curious on how they're gonna do that. people will probably want to see next before buying and I'm pretty sure most games have their entire cases leaked before they come out. unless I'm dreaming
Not sure, I saw some news sources
But it might not be directly linked to HG's
Maybe there will be trailers
or more news soon
We got flying sea creatures now
Let's have some monsters fighting each other in the sea
This trex literally just stepped ontop of this island lol
Still testing around with this stuff
๐
@dreamy tulip I love that
Thanks!
I actually replicated a lot of atmospherics and skies by looking at pre-release footages, pre-release trailers, pre-release screenshots, fan art paintings, and concept art paintings.
There are a lot of others that I tried my best to do. It took at-least 2 hours for each replication
However, those are a couple of them, that I made for the upcoming Immersion Update of RaYRoD's Overhaul.
yeah I heard about that. it looks good
myyyyyyeah I tried to play around on the beta that's on NexusMods/Google whatever, constant crashing. Can't land on any planets without it crashing the second I enter the atmosphere. Can't open the galaxy map. Crashes to desktop every time.
Ummm, Yeah. This is what we talked about yesterday lol
The new version isn't released yet
The v10 still has issues, but new version aims to iron them out
Which is common knowledge
no what i talked about yesterday was FPS issues ๐ No mention of crashing.
What I talked about was there being several issues.
Alongside FPS issues.
And the disclaimer says "Expect Rare Bugs and Crashes" with this BETA ๐
Haha, fair enough ๐
I wouldn't expect any different from the v10.
If you want to be helpful, you can report issues (instead of complaining about them)
It's helpful in the process of making progress, rather than stirring tension with mod creators.
i dunno how else I can explain it other than how I listed it above
When is it coming out or is it still TBA? @dreamy tulip
https://i.imgur.com/ZyUDmxB.png
https://i.imgur.com/g5Cyi23.png
That came off as sassy and sarcastic.
You are literally telling me what I already know.
Welcome to BETA testing.
you don't gotta quote me lol.
I'm moving on from that conversation now.
@lime mesa Hi!
I wanted to release it today, which is my Birthday. However, I will need to delay it a bit longer. ๐
Oh ok thatโs all good @dreamy tulip
Thank you so much. ๐
Happy birthday RAYROD!
Thank you, @lime mesa !
Thanks man!
๐
๐
Happy B-day, man!
Thanks man!
not really modding just change of codes, but my spaceport is almost completed
Happy b-day @dreamy tulip ๐
Happy Birthday nerd!
no u

Thanks! ๐
So much Rayrod love over at reddit ๐
Because he's so good!
I consider Ray a close friend aswell as a fucking incredible modder
He's so dedicated that we've all had to yell at him before to take care of his damn self before he rewrites another 570k lines of code 
โค
โค Thank you for the kind words and support
It's also because he's like the only overhaul modder still active and has the time to dedicate as much time as they have to do what they're doing
There honestly hasn't been another person who has done what I'm doing on this scale (via NMS)
Not even 15% of it (not to sound cocky)
No yeah that's why I said just that, lol
But to be fair we have had other overhaul style modders, even if not as thorough
Yeah. Not with this particular style/niche, but there have been some other modders who have done things. They have been more-so mod packs though, and in some cases (the author added in their own additions). That's not a bad thing though. I'm glad that they got the game the way that they like it, and they felt desirous to share it with everyone.
What's his name, back in 2016, who made "Better Worlds"
TemplarGFX
Was an overhaul style modder
However, sadly he left. I think what he was focused on was trying to make the game more varied and interesting.
But he did a lot of different things for his mod, but it was more-so biome based. He messed with the voxegelgen a lot, biomes, and ecology.
I used to love it back in the day, when he was around, and I would talk with him a bit
By the way @supple wadi I saw your concept for landing in space
That's really awesome man
Nice work ๐
And thanks for sharing that information.
I missed the concept - whereeeee
Ohh thanks! Didn't realise it was a realised mod just thought it was a video ๐ haha
Gmr_Leon found a way to land in space, by attaching an object to an asteroid if I'm correct?
That's awesome!
There's actually an old note/todolist
on HG's board
Which described asteroid walking, I think
OH wow, that's awesome
Working on floating wave flora now
We flew to five random planets in No Man's Sky, and this is what we saw.
Can be seen here on old footage
I ended up landed in space by accident with your overhaul Ray
0.o
I was using smaller planets then you released the next version
so I stopped using smaller planets to try it out
and I was stood ontop of my ship in the middle of a system
it was pretty crazy lol
Yeah I was VERY confused when I loaded in sat on a ship in the vacuum of space
looked lovely though
Nah RaY, it's not related to attaching to asteroids at all, lol
To the atmosphere?
Yeah, but the primary approach was via object spawning associated with that scene
Nice
Also I was actually thinking of Darconizer earlier for a more recent example. They took a more structure-tech approach with their overhaul as I recall though
The stuff you guys do is crazy lol
You're like doing objects and scenes and scaling and shit
I just change words ๐
I've been wanting to do some more stuff but I keep getting sidetracked researching to make sure I know exactly what some settings are affecting, lol
Oh yeah, well yeah. Darconizer is a friend of mine. He was who I was primarily thinking of. His mod is mostly comprised of other mods that are grabbed from various sources and credited (nothing wrong with that), which also consists of some cool things that he did. It's mostly a mod pack.
One of the unique aspects to it is...
The extra tech that he made
I personally think that what he did there is really cool, but it's not my personal cup of tea (because it's different than what I'm aiming for), but I know that he put a lot of hard work into it
And when using Darconia all together it is a game changer
Pretty much the same here, they went for a bit of a grittier/real vibe, which isn't my thing but I dig the effort put in
There are likely some other things in there too
And yeah! Def
His is aimed at realism
I think that's cool in it's own way
For me with NMS, it's kind of a hard choice...
like
I like some things a bit realistic, while some not
to my tastes
Like
I think that black space with nebulae looks super pretty
But
I also think that the regular nms space does
And also a darker variation of that space
And other stuff
So, I find it hard to decide lol
So what I tried to do on my end was, allow the possibility for all of those things
Which I managed to do
But that was just my personal preference
I really like the 80's scifi novel vibe of walking in a painting
And those tech products, with their textures, and style that Darconizer did is definitely aimed at realism
Other than that, I think the ReShade that he's using plays a part in it
Not really sure what else might be going on off the top of my head
Still working on this
@supple wadi
The pathfinder voxelgen
utilized that other struct
TkVoxelGeneratorRegionData
tfw can't tell if HG is breaking stuff or prepping for better things
I noticed how the barren/desert planets have that worm like terrain
I wanted to compared and see what in the voxelgen allows that
And remembered how the old pf file utilized that struct
Not sure why it isn't anymore
Trying to load up with PF terrain
I also did manage to trick the mbincompiler before
To get it to compile something w/o deleting those changes
In a file that's supposedly static
Also, what the heck?
The only difference between the PF voxelgen and now
is that struct no longer being there
But when did those worm like terrain structures appear?
lol
I don't recall them being on PF
Perlin worms have been a thing for awhile across each version, lol
I definitely remember them in Path Finder
Hmm, never saw them!
And I believe I've seen them in Atlas Rises, but I tend to avoid them as I don't care for them too much
They look cool on some planets but on others just seem a bit messy
Hmm, I see.
Lol, there's a reason I do more current vanilla version dives, to make sure I recognize what's changed about
Yeah, it can be really helpful
I often do the same
Also with the 2016 version
Did you find anything really interesting?
That's kind of a broad question, now that I think about it
Since so much has changed
Also, I have a weird issue
When allowing Atlas Stations in systems, I can't use my MT
Weird, it's like it thinks that I'm in it lol
Fixed it
I only needed to warp to another system
I wonder if it's possible to swap the interior of an Atlas Station with a Space Station
Just added procedural stations per system and procedural starting ships
MT?
And lol, what does "procedural stations per system" mean, given that there are already procedural stations in each system?
Continuing to mess about with terrain gen a little here & there:
@supple wadi Hi, sorry for the late reply. Just getting home
MT as in Multitool
Procedural stations as in various kinds of things per system that can be alternate variations of them than the current vanilla stations with proc parts that are typically in every system
Should already be possible
Oh hey, this is kinda neat. By the by @cinder delta, thought ya might appreciate a heads up on this: https://www.nexusmods.com/nomanssky/mods/582?tab=description
@supple wadi canโt check rn but Iโm credited so Iโm into it. Sweet!
Holy stars
๐ค do normal ships still spawn with the special ships thingc
i've only played it for like 10 seconds since i installed rayrods mod but the only ships ive seen are the special new ones ๐ค
@clever adder Hi
hi
Are you running the expanded ai ships .pak?
yees
I included a document with it, that's likely why you're seeing Krem's ships for the most part on the v10 ๐
I haven't balanced it out on that version
oh
ok
Just a heads up, the v10 has some crashes and other rare bugs. However, I am still working hard on the new version which will fix those things and also be an overhauled, overhaul in general @clever adder Dr. big cashew, PhD TV#4485
@supple wadi
Yeah, the Immersion Update isn't released yet
But I have been working hard on it for about 5 months
Honestly, I would just wait until the next version for full stability. I would hotfix all of the issues that I ironed out but it would overcomplicate things on my behalf. The version that I currently am working on has advanced/progressed so much ahead of the v10, that it would be less of a burden to just release it when it's fully ready than to go through hoops to make a hotfix of hundreds of fixes to things that I no longer remember what the cause was, due to doing so many things.
yees i was just going to play eithout it until then ๐ค
just 1 but it was also the first planet i went into with the mod ๐ค
is there a way for me to get the mod from before v10 ?
Nah, v10 was the first public release.
๐ค oh
You can try another planet, or another save
There's a few faulty planets in there
Out of many, out of a lot
i'll probably make a new save ๐ค
It's all by chance
all i've done in this save is get to the space station
:simile:
That planet that you tried to land on (is faulty because of bug that I caused on my end on that version)
On the v10 (beta)
OHWOW VERY BIG
๐ค
im in creative and the first thing i did was jetpack into space ๐ค
Lol
Sounds like fun
I really, really, love how the E3 atmospherics turned out. This is one of them
It blends in so nicely
๐ค im playing without the mod now cause it destroys my framerate
i get the same fps playing with the mod
๐ค
unfortunate for you
mab it was cause i was in creative and i was going really fast ๐ค
๐ค
o
bom
*michael bay low-res
Florescent creatures?
not completely, just the accents.. spines, spikes, horns, quills, tentacles, eyes, etc.. tried to leave the main body alone except for the jellyfish..

thanks ๐ so far got the Accessories fold and the Antelope, Blob, Butterfly, Cat and Fish rigs done..
still got a lot to go.. still majority of the animals I'm finding aren't done..
Almost done converting an Atlas Station into a space station
It worked
nice
waht does that mean? a space station that looks sortof like atlas station?
npcs standing there not moving but on atlas station?
I converted an Atlas Station into a space station
Also, they can be in the atmosphere
Alike old concept art paintings of NMS
So the game will be able to spawn Atlas Stations, several kinds alongside proc space stations per system
cool
Ray you probs get this question a lot but have you considered looking for a job at hello games?
concept art level: Trolling. there is an actual player in the shot ๐
Uh RayRod?
What did he do @rotund vine
bought me a pc so i could play his mod
@hallow pumice Oh I asked him a question but I think he looked over it
I'm just waiting for the gas giants update
Yes thatโd be cool but itโd be only useful for like mining gasses, considering you cant land on them
Hi, I do get asked that a lot. (I prefer not to answer that here)
Also, I once made a gas giant in-game
Or something of the sort, awhile back
I've been away, working on the same thing, as I am right now
Alright! : )
Hey rayrodtv will the clock be in your next update
Remember when I ask you about it a few months ago
Anyway I can help test out your mod RaYRod I have both a 4K and Dells 8K monitor and I can see how well your update runs on my PC with both resolutions with settings set to max.
@ruby torrent I found the data for it, but I haven't figured out how to enable it yet. I don't think it will be in the next update. When I start working with the PS4 build, I should be able to get it working then.
Right now I'm testing something, instead of converting the Atlas Station into a spacestation (which I properly did yesterday), I'm going to try converting the Space Station iinto an Atlas Station, Space Station
So, it's gonna need some work. I just trapped myself inside lol
Working on it lol
oops!
How's the progress going on it?
It's a lot better so far... but I'm ironing out a few issues with it.
Small but "stupid" things that are in the way lol
One problem leads to another
E3 had Atmospheric atlases, alike this concept art
It's crazy how accurate it was lol
Yes! Seeing those spacestations so close in pre-release was awesome, definitely what the current build is missing.
YES
๐ฎ is this a NMS community that isn't dead?
๐ฎ
Spent the last 72+ hours creating an Atlas Station that's a fully functional space station. As we know the Atlas Station is a completely different building with a different interior and these models are huge and have tons of different parts. I actually put a space station inside of an atlas station and aligned it and polished it... (after doing this 4 different ways, this way worked out best).
I also removed and replaced various components that were in the way, changed the scaling on a lot of things, and did various positioning's and rotational adjustments to make it fit, alongside texture changes, all so that it looks like the concept art. There's also other system related changes and atmospheric changes.
It was nightmarishly tedious, to fuse two procedural models together to get the effect that I was looking for
so do you still have proper Atlas Interfaces or no?
What the heck
I just warped to another planet with my ship
I warped to a new system, and it put me on the planet lol
are you using ambient
Itโs glitchy but cool. I once spawned โlanded in spaceโ and continuously fell into the cosmos lol. Another time I actually saw the stars from the galaxy map/loading screen in game
It's probably from testing some globals I pointed out to them. If you adjust'em the wrong way you can find yourself warping into planets a bunch
Aah, lol
Just made nightime really nice
I continued to work on what I did in the past
I added a twilight effect
Added a bit of nebulae visibility, and a subtle blue glow/ring around the planet
oh snap, rayrod is here. I have un question. I just started NMS. should I restart with your overhaul or would I miss something by not going through vanilla first?
Hi
Just getting back
@urban hill The overhaul mod is compatible with vanilla/unmodded saves (apart from vanilla/unmodded bases)
I recommend saving in a freighter or maybe a space station
It's a pleasure ๐
Awesome!!!
atlas interfaces over planets is something I've always wanted tbh
literally almost all the NMS artwork is done that way. in the game instead they're very small
this has been gmr's daily philosophical challenge frequently presented to all no man's sky discord users
but yeah the planets in pre-release were very small. like moon level
I honestly would like those back.
bigger planets is cool but nobody is gonna go around one the entire way through. and if it means you can get higher LODs and better effects when coming into the planets, then I'll take it
(and yes, someone did, but I mean someone in the actual game)
size doesn't matter. it's just what you do with it
wait fuck I should've reworded that
but it's true... for no man's sky. let's ignore any other implications, for the sake of the convo
@lime mesa I'm totally with you on that preference
The smaller planets and systems, actually allowed some insane visuals
In their own kind of unique way
you can be given a universe size sandbox and nothing really matters if you can't do much in it. same with planets. luckily they've improved this substantially since release, but having better graphics for a planet nobody is gonna go around the entire way through seems like a better option. hopefully while they're at it, they update the atmosphere clouds to be like the ones in older preview videos. hopefully the 2014/2015 era style
2013-2015 โค
2013-2015 had changes between but they had a really nice style even as you went closer to release and things were downgraded a bit
Yeah. It was really nice at 2015 too... but I think in 2013 it was nicer in many aspects, while in 2015, it was better in many aspects
In the 2013 trailer, the ocean flora looked quite bad on New Eridu
But in 2014 the ocean flora looked a lot better
But in 2013, those atmospherics here.... mannnn
looks like cookie dough
realtalk I think about eating certain planets because of the textures in some pre-release videos
I don't know why
LOL
even in some planets in the current game. I just wonder what they would taste like. it's weird but can be explained by... well.. something
And the stars look like candies
yeah
I can kinda figure out why they turned it down
And other stuff
Yeah, would be a bit overkill if everywhere. However, that's workaroundable.
since it may jeopardize flying, but tbh if you do it right then it shouldn't matter all that much. even then not all alien planets should be as easily seen through as others
yeah
Recently
also lol @ HG saying that they are thinking about submarines
they're literally swallowing subnautica whole
When?
they said it was a common request or something, in the same list as basebuilding and space buggies
which they all did
let me pull it up
not a submarine, let me rephrase
Sean Murray talks to journalists about "No Man's Sky" at the European Space Agency in Darmstadt...
deep sea diving equipment and boats
but that would imply that they could perhaps update the sea life with these things, obviously
which, even if I wouldn't use a boat much, I would like
a boat would be neat but I don't know how that would even fit. deep sea diving equipment is a maybe
Sorry, went away to make 2 biomes
Just got back
Yeah, I remember that video from 2016, and was also re-posted in another chat here recently
Sometimes I wonder if the portal glyphs are related
could be
Hey, can anyone here help me out with RayRod's overhaul? My textures are really low res for some reason and I can't figure out why. They look fine in vanilla its just when i'm running the overhaul everything looks all wonky...
@gray loom Hi, what are your texture settings? Also, do you have a screenshot? Is it the HUD that looks lowres?
oh wow I didn't expect the mod author to reply :p I can get a screenshot for you. I have textures set to ultra and shadows and lighting set to high. The HUD looks fine to me. I normally just run textures on high and everything else on medium but I though raising them may make them load in or something
Not a problem! Also, that would be helpful in figuring out what the issue might be. ๐
here's the skybox
oh wait, i think it was aproblem with just that texture or something
at first nothing was loading in then everything popped in at once and it looks fine now
Oh, I see what's going. Or at-least an issue on that planet. The v10 has some known issues. That appears to be a planet that happened to utilize one of the (broken/outdated) atmospherics. As you can see, it's really bright and the sky+clouds look wonky. I hate that. The next version that I am still working on (The Immersion Update) has overhauled atmospherics made from looking at E3 photos and concept arts. How common is stuff like that on the older version?
It's been so long on my behalf, that I forgot about how the old skies looked
There were also some popin issues
well right now everythings looking fine, i made a new save and its looking nice so far
ok so if there's any low res textures I'll just wait for them to load in i guess. I feel kinda silly now that everything seems to be working ๐
It's alright! I'll be around if something happens. Gotta go out for a bit quick though, will brb
alrighty I'll write if something else comes up
@supple wadi Think I know what "LARGECREATUREWA" is
It appears to be an ID that got cut off short, upon compiling
But I believe I figured out what it stands for
LARGECREATUREWALKING, within the creature globals
There's synonymous camerashake data for it within the cameraglobals
And I remembered how large creatures shake the ground A LOT
Unknown14E0
So, does it just cut that out if you alter that?
Also there's a stupid amount of compass/marker data stowed away in GcBuildingGlobals
Which, well, I guess makes a fair amount of sense all things considering
Alike some of the ecology files
If you type an id too long
it'll cut off
I wonder how much that's happening all over
Now that I think about it
And the thing is.. that the ID set in that global is official
Maybe it's the MBINCOMPILER causing it
As some people requested
The overhaul core mod will now only have (lore only ships) in the basebuild menu's StarShip Swapper that all range in building requirements in relevancy to the kind of ship it is
However...
There's an optional file, that when added to "MODS" folder
It will add the extra tab for (Non Lore Ships)
@supple wadi HelloGames had/has a really neat way of spawning particular things with their methods via MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\ENTITIES
And METADATA > SIMULATION > ENVIRONMENT > SELECTABLEOBJECTSTABLE
In tandem with scene files
Although it's not a "new" or "modder-invented" method (as I've ironically seen it claimed before), (considering that this was done pre-release and there's examples of that being done by HG's in the files), especially demo files... it's pretty awesome. I can see a lot of potential with it. I'm going to start experimenting with it further.
Props to HelloGames (for creating such a useful method) and also props to fellow modders, for trying to flesh it out to an extent.
I'm going to make use of all of the spawners and entities in there... and do some more wild things
ANIMATEDPHYSICS.ENTITY.MBIN
ATLASPASSV1.ENTITY.MBIN
ATLASPASSV2.ENTITY.MBIN
ATLASPASSV3.ENTITY.MBIN
AUDIO_CORRIDOR.ENTITY.MBIN
AUDIO_SMALLROOM.ENTITY.MBIN
EMERGENCYUNLOCK.ENTITY.MBIN
INTERIOR_.ENTITY.MBIN
LOCATORRESOURCESPAWNER.ENTITY.MBIN
NPCPLACEMENT.ENTITY.MBIN
OBJECTSPAWNER.ENTITY.MBIN
OBJECTSPAWNERFULL.ENTITY.MBIN
RESOURCESPAWNER.ENTITY.MBIN
STATICPHYSICS.ENTITY.MBIN
STATICPHYSICSCOLOURED01.ENTITY.MBIN
SUMMONSHIP.ENTITY.MBIN
TKROTATEMEDIUM.ENTITY.MBIN
TKROTATESLOW.ENTITY.MBIN
TKROTATEVERYSLOW.ENTITY.MBIN```
I thought I shared that a few months ago?
Monkey & I figured it out awhile back, it's how the orbital platform I have in the pins works
It's not something "new" or "modder invented", it's just working out how it works that we mentioned/highlighted
I think that we're talking about different things/contexts.
Nope
I'll clarify
You're literally describing what we figured out awhile ago, that HG uses object spawning via locators in scenes, in connection with attached entities and ids defined in the SelectableObjectsTable
I am aware that you found a way to utilize one of the spawners. That is something that you shared. However, what I am talking about is something different contextually.
What I am saying (going back to what I originally wrote), maybe you should re-read it... is props to HelloGames for creating a useful method as is
๐ Yeah, it's great, but I don't see how that changes anything about having worked it out, lol
We're practically saying the same thing though haha xD
Ah yeah
Well
Personally, I wondered for a long time (how HG's was spawning certain things in those old files)
But it's still possible, with the spawners
Tbh they both over and underuse it
Like some of the samey interior decor is in part thanks to these
Yeah true
But yeah, as a side note...
We were talking about the same thing, but I think it's a cool discovery of what HG's was doing
And imo it's silly (not talking about you or anything) that someone would claim that as "their method" and say "you can't do this"
When HG's did it first
Not talking about you or anything, but I saw that somewhere lol
I was gonna say...I've not seen anyone saying that about this specific thing anywhere
I don't even know that I've seen too many people making use of it yet
l'll inbox you
Hi i have a question. I recently installed Rayrod overhaul mod and started a new game. The problem i'm having is that every habitable base i encounter is gone/missing. Is this a bug or intentional?
Hi. It's a bug, here's a small hotfix that you can place into your MODS folder:
https://drive.google.com/open?id=1MUK-ARYi9ylIHImgmIOgiW78qbv0pBOF
The upcoming version The Immersion Update will iron out all former issues and be like the v10 overhaul, overhauled.
thanks ๐
It's a bit less the angles and more the lighting tho, no?
Hmm, but the lighting is also definitely helping illuminate the edges
