Beware, the Goa’uld are on their way! We’ve started adding and fixing the Goa'uld ships. In this changelog you can also find out about some of the technical texturing work that has been going on since the last changelog.
SGI is available as a GitHub repository. These files are public and can be downloaded or synced freely, even without a GitHub account. Our experience with GitHub has been very positive so far.
In general, please refrain from attempting to push changes to the server. Instead, contact us on Discord to let us know what you have in mind.
Link: GitHub Repository
The order may change but we'll keep this section updated if it does.
For anyone that wishes to post spotlight videos featuring SGI:
Thanks for sticking to the above! Now for our change-log:
Goa’uld ships and structures added to SGI:
- Numerous strings have been added for the Goa'uld along with some missing strings for other races.
For Asuran & Human Factions:
For Asuran Faction:
For Human Factions:
- Goa'uld Skin
New/Modified Abilities (Tau’ri/Human Faction)
We welcome suggestions for possible Artifacts or research based on Artifacts both for currently available and potential new ones. These Artifacts should have considerable quasi game changing benefits for at least one, or possibly two faction. Post your ideas in the comments section of this progress report and we will see if they can be incorporated into the new Exploration research sections.
See Goa’uld section above
Since the last changelog, much has been done to find a solution to the issue of texturing massive amounts of ships from different factions quickly and with minimal team resources. While this section is very technical and definitely not for the faint hearted, I felt that it important to explain what is happening when there are no posts to be seen;).
In order to get a mix of flexibility, texture complexity and speed I decided to extend and generalize the Substance Painter Asuran material filter we already had for use with any faction. That decision has lead down the rabbit hole and ended up involving the creation of a system within a system. Some of you might be aware that Substance Painter is now capable of using painted height details by means of Anchor Points. While this works, I felt it would be better for us to be able to use height information without having to tag each height layer in every procedural generator used.
To achieve a live workflow in Painter so that any painted stroke in a height layer is immediately used by all generators above to add damages or other procedural details, I made a system of filters in Substance Designer to be used in Painter.
Multiple issues presented themselves along the way, for instance the available node for ColorID to mask in Substance was unable to recognize soft painted strokes no matter which setting I tried. That led to the creation of a custom ColorID to mask using basic mathematics and logic to lock down our ColorID colors into a flat mask. This custom ColorID to mask is now capable of recognizing any painted stroke, even if the alpha for the brush was very soft and because it was created from rudimentary mathematics nodes, it’s also 5 or more times faster than using the Designer ColorID to mask.
The next issue popped up when trying to add the ability for us to blend materials against a base material. Providing those options was causing major slowing down to the system so the solution ended up being to rebuild the blend functionality from the same basic mathematics nodes, using the blending formulas provided by the World Wide Web Consortium. The result was once again 5 or more times faster. Here’s an image of the Soft Light blending mode as inside this custom blend:
The main point of the above, and why speed is so important, is that we can layer multiple damage or grunge layers on top of each other and modify/fine tune each easily. All the while seeing the final look of the whole where any details painted are affected immediately by the procedural grunge/damage/variation layers. The faster the system, the more of these we can place and the higher the texture complexity can get before the whole thing grinds to a halt.
You can see some tests of the system in the videos below:
Currently, the grunge and damage is handled by the Mask Builder node from Substance Designer which, while offering heaps of options, is also one of the heaviest nodes and is the main cause of slowdown in the system. It’s about 4 times slower by itself compared to all the other custom filters put together. My plan is to eventually have a library of different grunge, damage and texture variation nodes available to us and many of these will probably be made entirely inside the Substance Designer pixel processor through use of basic math, assuming this is possible. That should make the system fast enough for realistic texturing on a grand scale that will work not only for Sins of a Solar Empire but also for any game SGI might move to in the future.
Here is one of the latest results where the ColorID masks are being affected by another Mask Builder filter between the ColorID to Mask Filter and the Material Blending Filter:
And with a few changes to the Material Blend Filter options:
Introduction to the new community manager
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