space engineers adding textures to lcd panel free sample
8) Now you need to finish text below (no brackets) :
I"m rather new to the Space Engineers world, but going through the workshop mods, I"ve noticed just about every single LCD-related mod was broke due to a rather recent update. I sort of read up on what the issue is, but it seems that it"s up to the modders to compile their code to get the LCD"s to work properly again... which it seems like a lot of popular mods/modders are going on hiatus due to an overabundance of mod-breaking updates over the past year or so. My question is, am I able to use your software and the images used in the mods (which I assume are stored locally once subscribed to), to re-create them for my use in my single player game? Or is it more complicated than that? I wouldn"t upload them to the workshop of course, but they look like a really awesome addition for my solo play.
After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!
Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.
There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.
There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:
Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.
Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.
Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.
Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.
Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?
Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.
Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.
Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.
Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.
Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.
*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:
Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.
Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.
Why are they high-risk? Because they are hard to do, and usually it takes many iterations until we figure out the right way to do it. It usually takes a few iterations to perfect it. This means that doing water can take a few weeks (if we get it right from the start) or a few years (if we need to experiment, iterate, throw away past experiments, look for specialists in this area, etc). Same for the engine rewrite and AI / living worlds for our games.
A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.
A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.
Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.
If you want to let me know your feedback on our decision to release paid Decorative Pack, please get in touch via my personal email address marek.rosa@keenswh.com. I welcome every feedback and we will use it to learn and provide better service.
A textureAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info is a bitmap image. You can create textures in a digital content creation application, such as Photoshop, and import them into Unity.
In a 3D Project, Unity imports image and movie files in the Assets folder as Textures. In a 2D Project, Unity imports image and movie files in the Assets folder as SpritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info.
As long as the image meets the specified size requirements, Unity imports and optimizes it for game use. This extends to multi-layer Photoshop PSD or TIFF files.
In the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info, set the Texture Import Settings.
Normal mapsA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
When importing from an EXR or HDRhigh dynamic range file containing HDR information, the Texture Importer automatically chooses the right HDR format for the output Texture. This format changes automatically depending on which platform you are building for.
Ideally, Texture dimension sizes should be powers of two on each side (that is, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 pixels (px), and so on). The Textures do not have to be square; the width can be different from height.
It is possible to use NPOT (non-power of two) Texture sizes with Unity. However, NPOT Texture sizes generally take slightly more memory and might be slower for the GPU to sample, so it’s better for performance to use power of two sizes whenever you can.
If the platform or GPU does not support NPOT Texture sizes, Unity scales and pads the Texture up to the next power of two size. This process uses more memory and makes loading slower (especially on older mobile devices). In general, you should only use NPOT sizes for GUI purposes.
Maximum 2D and CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info texture dimension size (px)
Normal maps are used by normal map Shaders to make low-polygon models look as if they contain more detail. Unity uses normal maps encoded as RGB images. You also have the option to generate a normal map from a grayscale height map image.
You can create an alpha map by creating a Texture with information in the alpha channel, or by creating a grayscale Texture and converting the grayscale values to alpha in Unity.
If you want to make a TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info, you normally use your main Texture to show areas of terrain such as grass, rocks and sand. If your terrain is large, it may end up very blurry. Detail Textures hide this fact by fading in small details as your main Texture gets closer.
When drawing Detail Textures, a neutral gray is invisible, white makes the main Texture twice as bright, and black makes the main Texture completely black.
To use a Texture for reflection maps (for example, in Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info or a cubemapped SkyboxA special type of Material used to represent skies. Usually six-sided. More info, set the Texture Shape to Cube. See documentation on Cubemap Textures for more information.
Anisotropic filtering increases Texture quality when viewed from a grazing angle. This rendering is resource-intensive on the graphics card. Increasing the level of anisotropy is usually a good idea for ground and floor Textures. Use Quality settings to force anisotropic filtering for all Textures or disable it completely. Although, if a texture has its Aniso levelThe anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. More info set to 0 in Texture Import Settings, forced anisotropic filtering does not appear on this texture.
Unity automatically flattens multi-layer Photoshop PSD or TIFF files on import so that there is no size penalty for your game. This flattening happens to the imported data in Unity, not to the file itself, so you can continue to save and import your PSD or TIFF files without losing any of your work when using these file types natively. This allows you to have one copy of each Texture which you can use in Photoshop, your 3D modelling application, and in Unity.
Space Engineers is a voxel-based sandbox game, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copiessource code was officially available and maintained by KSH to assist the modding community.Beta and was later officially released on February 28, 2019.
A 2014 screenshot showing assorted functional blocks attached to a painted light armour baseplate.Unlike functional blocks, armour visually blends together as long as each armour block has the same colour as the one adjacent to it; each stripe on the baseplate is actually three blocks wide.
Gameplay of Space Engineers begins with the player selecting or joining a world with specific settings, such as the number of asteroids (an "empty world" can also be picked) and the available starting equipment. When creating or editing a world, several advanced options are available to change how the player will interact with the world, and how the worlds will appear. This includes changing the speed with which several tools and machines will work, the size of the player"s inventory, and whether procedural generation will be used (effectively making the world infinite). Upon confirming the world settings, a loading screen appears while the world is generated. This screen consists of a random in-game screenshot as a backdrop, the game"s logo, an animated loading icon, and a randomly selected message at the center. The message may be either a helpful gameplay hint, or one of many quotations concerning space, science, and/or engineering. Many of these quotes are from notable scientists such as Isaac Newton, Galileo Galilei, Albert Einstein, as well as authors such as Arthur C. Clarke.
Once in-game, the player is given control of a single astronaut (referred to as a "Space Engineer") and a set of tools comprising a drill, a welder, and a grinder (if spawn with tools is on). Construction begins by choosing any block from the Engineer"s inventory, and placing it anywhere in open space to create a new voxel grid. Additional blocks can then be added to this grid to create a structure.
aesthetic purpose. Armor blocks, the most basic and common of all blocks, can be realistically damaged and deformed through collisions or the use of weapons.keypads, which can be used to view and manipulate the status of other specific blocks attached to the structure. To be functionally connected however, and to transport materials, blocks called "conveyors" must be used to connect the desired machines. "Functional" blocks require power, which can be provided by solar panels or nuclear reactors attached to the same structure. While reactors must be supplied with uranium, and produce large amounts of power while active, solar panels will continually produce a low output of power when there is line-of-sight to the sun. Once being produced, power is automatically distributed throughout the entire structure and can also be stored in batteries.
Three types of structures are available: small ships, large ships, and stations. The player can toggle between placing small and large block sizes; placing a small variant of a block will create a small ship, while placing a large variant will create a large ship. If a large block is placed in such a way that it intersects terrain voxels (such as an asteroid or planetary surface), a station is created instead. Stations use the same blocks as large ships, and can be converted into large ships by disconnecting them from the terrain (though a world setting can be changed to permit unanchored stations). "Small" and "large" structures can be connected together using connectors creating sub-grids.
The size, resource requirements, and availability of blocks depends on the type of structure they are attached to. Blocks such as assemblers or refineries do not have "small" variants, whereas large ships and stations cannot use gatling guns, instead using AI-controlled gatling or missile turrets. Blocks attached to a small ship are considerably smaller, allowing a much greater level of detail, and require fewer resources than those attached to large ships or stations (for example, light armor requires 25 steel plates on a station, but only one on a small ship).
Ships can be deliberately moved and rotated by external forces and a player as long as they are powered and have at least one gyroscope, thruster, and cockpit. To be able to move in any direction and then be able to stop effectively via inertia dampeners, thrusters must be placed on the structure facing up, down, forward, backward, left, and right. More gyroscopes on a ship will increase the ship"s ability to rotate in space, but in order for the inertial dampeners to be more effective, more thrusters must be added in each direction in which dampening is required.
Astronauts floating in space are able to move forward, backward, upwards, downwards, left, or right without restriction by using a jetpack. They are also able to rotate clockwise or counterclockwise. Astronauts and structures can also enable or disable inertial dampeners, which automatically attempt to reduce speed to zero when force is not being applied, and the required thrusters are installed.
If the player disables their jetpack within a gravitational field (either on the surface of a planet or a structure/asteroid with a gravity generator), movement is restricted to a plane perpendicular to the direction of the net gravity field(s). Vertical viewing angle is also restricted between −90 and 90 degrees, as in most first-person shooters. Ships and structures are unaffected by gravity generators unless equipped with at least one Artificial Mass block. If the player falls off a structure while within a gravity field, they will fall into space until out of range of the gravity generator, at which point the player"s jetpack will automatically enable itself. However, if the player touches their feet to an asteroid or structure with no gravity present, their "mag-boots" will enable them to walk across its surface and even around edges; though jumping will disconnect the player from the surface, and they cannot traverse the 90-degree angle between a floor and wall.
Several types of cargo ships can spawn randomly and fly through the world, which can be hijacked by the player or harvested for components. Some of these cargo ships are booby trapped to explode when the player attempts to commandeer them, and are sometimes armed with hostile gatling or missile turrets.
All place-able objects can be colored prior to placement using a slider-based GUI. The player can manipulate the hue, saturation, and value of the color to produce a very large spectrum of colors. There are 14 slots where new colors can be saved for later use within the same world. Colors can also be changed after blocks have been placed by clicking the middle mouse button while hovering over a block on the "Color Picker" GUI.
Asteroids and planets consist of terrain voxels, which substantially differ from blocks, and although possible to destroy by the player, cannot be created by them unless in creative mode. Celestial objects are currently fixed in space and cannot move, however, rocks/minerals that have been mined are subject to gravity and will react accordingly. Asteroids also do not currently have gravity associated with them, and can come in several basic forms including spherical, torus, and rod-shapes, as well other variations or combinations of these.
In survival mode, players need to mine, collect, and refine various chemical elements from asteroids and planets in order to craft tools, weapons, and blocks as well as produce electricity. Resources can be mined manually using a hand drill, or by using ships with the necessary equipment. Components are produced by assembling them from raw materials; however, they can also be harvested by salvaging cargo ships. To avoid death, players must monitor their health, energy and oxygen levels. Damage can be inflicted on the player by collisions, weapons, contact with thrusters, meteor showers, or by running out of space suit energy. Collisions at higher speeds result in more damage. As the acceleration value of gravity generators stacks, damage from falling can be much more dangerous when multiple gravity generators are active. A player"s health and energy can be restored using a Medical Room block, or a Survival Kit block. Energy can also be replenished by sitting in the cockpit of any powered structure. The development of survival mode began at the end of summer of 2013.
In the survival mode of the game, all actions, including survival itself due to the power requirements of the space-suit"s life-support system, depend on the gathering and refining of certain minerals. These minerals can be found on asteroids or planets, plundered from randomly spawned ships, or recovered from unknown signals. Raw materials are mined from deposits of ore on asteroids, and are then placed (or sent using a conveyor system) into a basic refinery or refinery in order to refine them to be used in assemblers. The refined materials are formed into various components in the assembler which can then be used in the construction of ships or stations.
Inventories in Space Engineers are very flexible and work in a whole-ship manner rather than in an individual one. All inventories connected to a ship can be viewed from any access panel on the same ship, however inventories must be connected via conveyors and conveyor tubes in order for items to be transferred among them. Inventories of refineries and assemblers will automatically request items to refine from connected inventories when they get low, and will send items into an available inventory when it fills up. The conveyor sorter allows inventories to be automatically removed and sorted from and into certain inventories. Instead of a common slot system, Space Engineers uses a volumetric system, measured in litres, with every item having a certain amount of volume and every inventory a certain capacity that it cannot exceed.
Planets in Space Engineers were released on November 12, 2015, after being in development since February 2015. There are several types of planets, themed after Earth, the Moon, Mars, Titan, Europa, and an "alien" planet.NPCs, and the Earth-like planet features wolves, hostile dog-like NPCs.
Planets are somewhat resource-rich, though extraction of useful products from the surface can be difficult. Resources are spread out, and due to planetary gravity and the inefficiency of ion engines within the atmosphere, the player must build ground-based alternatives.
Atmospheric flight is possible even on worlds with oxygen-deprived atmospheres. In order to leave a planet, the player will need to use hydrogen engines with sufficient fuel or build a hybrid spacecraft with atmospheric engines (for liftoff) and ion engines (upper atmosphere to space).
Hybrid surface-to-orbit craft are considerably heavier than their space-only counterparts, but can be built compact enough to fit inside a standard hangar.
On August 17, 2017, "unknown signals" were added to survival mode. These signals spawn randomly within a certain range of the player, and indicate the position of a small probe via a GPS coordinate and a repeating tone. Each probe contains components and can be disassembled, preventing the player from encountering dead end situations in which they do not have the components needed to produce the basic machines which are essential for constructing components and other machines, effectively preventing a catch-22.
Each probe also possesses a button, which when pressed has a chance to reward the player with a collectible skin, similar to a loot box. The skin can be for the player character"s helmet, suit, boots, or tools, and can be traded or sold on the Steam Market. Each skin can be obtained for free in-game, with the exception of three sets: the Veteran Set, which was awarded to players who had owned the game before and played between August and September 2017; the Medieval Set, which is awarded to players who also own Medieval Engineers; and the Golden Set, which is awarded to players who purchase the Space Engineers Deluxe Edition.
Space Engineers was developed and published by the indie video game developer Keen Software House based in the Czech Republic. Implemented as a voxel-based sandbox game set in an asteroid field in space, built on their own game engine, VRAGE 2.
The pre-release alpha build was released on October 23, 2013 on Steam, featuring a single-player "creative" mode. On February 24, 2014, the company announced that Space Engineers had sold over 250,000 copies in four months.Space Engineers have been achieved: survival mode and multiplayer.
Following the release, Keen has continued to release various updates to the game. In most, if not all cases, Keen has divided each update into a mechanical and an aesthetic component; the mechanical component being released for free while the aesthetic component (new block models, texture overlays, engineer suits, and emotes) have been released as a purchasable DLC. This may be a compromise between the need for a semi-predictable revenue stream for continued support of the game, and the need to avoid creating a "pay-to-win" situation.
Adds Dispenser and jukebox blocks, a transparent LCD panel (useful for creating custom HUDs), various interior furnishings and window blocks, new catwalk blocks, railings, stairs and half stairs, a rotating warning light fixture, and a small collection of decorative metal crates.
Adds the Frostbite Scenario, the Antenna Dish, decorative engineer cadavers (skeletons in suits, for atmosphere), a 7.5m wide by 5m tall airtight door block, an offset door, a blizzard-themed block texture overlay, a pair of "I’m Cold" and "Checking suit vitals display" emotes, and some LCD posters.
Includes a set of decorative neon tubes, sci-fi versions of various blocks such as the "Ion" and "Atmospheric" thrusters, LCD panels, Interior walls, button panels, sliding doors, and various button panels.
Adds a set of wheels with airless tyres, an exhaust pipe block, a buggy-style cockpit, two automotive-style lighting blocks, an assortment of "barred" window blocks, two view port blocks, three flavours of Storage Shelves (with crafting recipes that correspond to the items shown on the shelves),three block texture overlays ("Concrete", "Dust", "Rust 2", and "Retro future"), a "Scavenger" engineer suit model, and two new character emotes.
Adds a Large (7.5m by 7.5m) Magnetic plate, a set of truss beam blocks and Industrial conveyor pipes, a decorative cylindrical column block, a vertical button panel, remodeled versions of the Large Hydrogen Tank; Large Cargo Container; Refinery; Assembler; and Hydrogen Thrusters. And a hazard pattern block texture overlay.
A model and texture overhaul of the nuclear reactors; battery blocks; airtight hangar doors; rocket pod and gatling gun; and couch block. It also contains a "searchlight" block (a spotlight-camera-turret combo), a heat vent block, a set of bridge windows, a light panel, a "helm" station, a new helmet, a reinforced sliding door, and two new emotes.
Rosa, Marek (May 14, 2015). "Space Engineers – full source code access, total modifications and 100,000 USD fund". marekrosa.org. Retrieved June 16, 2015. Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers" source code. This comes as a continuation of our decision to give more freedom to modders and community.
"EULA.txt". . Retrieved October 19, 2021. The source code and art assets must not to be mistaken for free software, an open source in a free-software activist understanding, copy-left or public domain software. All source code and art assets remain copyrighted and licensed by KEEN SWH LTD. and you are allowed to use them (modify, tweak, make a derivative work, distribute, etc.) only under following conditions. [...]use this source code only for developing mods for Space Engineers.
Visual Script Builder allows you to create Space Engineers scripts with a user interface. You don"t need to know anything about programming. Just enter the name of the block you want to control and choose what to do with it. Chain logic statements together to create complex behaviors.
A large number of Space Engineers players are unable to utilize programming. The scripting documentation is poor, and the in-game editor doesn"t provide any help. Many people are unfamiliar with coding, and C# in Space Engineers doesn"t make for a simple beginner language. There are scripts available on the Steam Workshop, but those rarely work for custom applications.
I developed this tool to let anyone capable of playing Space Engineers write their own custom scripts. I tried to make it as feature-rich as possible while still being easy to use.
Generate Script button will replace Copy Script to Clipboard button to keep from generating the entire script so often. When the button is clicked, or the script has to be generated for the interface to update properly, the Copy Script to Clipboard button returns. Just clicking Generate Script won"t copy. You"ll have to click again once the script has been generated.
Overhauled User Variable logic to be independent of Blocks. Variables added to the Affect buttons, which hides the Block Type, Block Name, and Block Group options when selected. Older saves that use variable logic in the same chunks with block logic will need to be updated. These saves will populate all the same information, but the user must select between Variable and Single/Multiple blocks. Both cannot be applied in the same chunk.
This update changes the way + and - work for adding to and subtracting from properties. When subtracting a variable from a property, you must now use -- instead of - due to ambiguity. Some properties can be set to negative numbers, which is done using a single minus. Plus has been modified to work the same way; ++ is required to add variable"s value to a property. Saving a variable still works as it used to, using single minus and single plus to subtract or add to a variable in the save box.
Added User Variables section to the bottom of each logic chunk. This can be used to check a value of a variable, or set/increment a variable. Incrementing variables must be done with double plus or double minus.
Added Functional Block as the first block in the block list. This represents any block that can be turned on or hacked. It is not recommended to use with Single Block logic type selected. As suggested by /u/sumguy720, it is designed to check if any blocks are being hacked.
Keep in mind that as you create your script, the page is updated automatically. You will not need to "Apply" your logic to add it to the script. As you add logic chunks to the page, those logic chunks are used in the script. Removing them from the page removes them from the script.
In Visual Script Builder, everything is driven by logic chunks. One logic chunk can either check a condition (e.g. If Light X is ON), or apply an action (e.g. Turn Light Y ON). You can insert logic chunks and remove logic chunks at any point in the script. There is no limit to the number of logic chunks you can use. Each logic chunk consists of the logic type, the in-game Space Engineers block it applies to, and the in-game block"s data.
Following an IF logic chunk, works as a continuation of the IF logic chunk. e.g. IF (a AND b). Can be chained together. e.g. IF (a AND b AND c). Can also be combined with OR. e.g. IF (a AND b OR c).
Following an IF logic chunk, works as a continuation of the IF logic chunk. e.g. IF (a OR b). Can be chained together. e.g. IF (a OR b OR c). Can also be combined with AND. e.g. IF (a AND b OR c).
Sometimes, certain logic types will not be accessible. The button becomes greyed out depending on previous logic. For example, on the first block, you cannot choose AND because that does not start a logic statement correctly. You cannot choose OR to follow a DO logic chunk. (DO a OR b does not make sense.) ELSE IF and ELSE DO cannot be used unless there has been a previous IF statement.
Beneath the row of logic buttons, you can see three choices for block type. Single Block, All Blocks of Type, and Any Blocks of Type. They allow you to decide if the condition or action will be applied to one or more blocks.
Select Single Block to set values or get fields for one block. Optionally include a name for the block (e.g. "Interior Light 6"), or leave it blank to default to the block"s default name (e.g. "Interior Light" for an Interior Light block).
Select All Blocks of Type to set values or get fields for all blocks of the selected type. Optionally include a name to filter by (e.g. "Station" to search only blocks that have "Station" in their name), or leave it blank to get all blocks of the type. You can then apply actions or set values for all the blocks that you have chosen. When using IF logic, All Blocks of Type allows you to check a condition for each block you"ve selected. You can check that all of your doors are shut, or that all of your batteries are recharging.
Any Blocks of Type works similarly to All Blocks of Type, but only allows checking conditions. You cannot set a value for Any Blocks of Type. It can be used with IF logic to check if any doors are open, or if any Air Vents are not pressurized, for example.
In the dropdown menu, you can select the type of in-game block you want to check or modify. Changing this selection will clear all fields for the logic chunk that had been filled out, and replace them with the appropriate fields for the newly selected block type. You can choose to give the block a name, which will select the block of the chosen type that has the custom name that you entered. When using All/Any Blocks of Type, your text entered is used as a filter. Only the blocks which contain the entered text will be used.
For example, if you want to get only Batteries that have a name including "Station", you can enter "Station" in the block name field, and choose All Blocks of Type. This will select only the Batteries that have "Station" somewhere in their name. It will get Batteries named "Station Battery 5" and "Battery 3 [Station]" but would not get a battery named "Battery 2", because it does not include the filter text.
After choosing a block, you are shown only the fields and properties you can get or set for that block. You don"t need to know field, property, or action names in order to check or modify them. The logic you choose will also affect which fields are shown. For example, when the logic is IF, you won"t see the choice to open a door. You would only see the option to check if the door is open. To open the door, you"d have to choose DO, and apply the appropriate action.
For IF logic chunks, enter a value in one or more of the boxes to check that the field is equal to the value you entered. The If button next to the field name will become selected, indicating that the field will be used. If you decide not to use the field, you can delete the contents of the box or click the If button to deselect it. The field will only be applied when the If button for that field is selected. The operator (equals sign) can be clicked to change the type of comparison. For numbers, you can use equal, not equal, greater than, greater than or equal, less than, and less than or equal. For other types, you can only use equal andnot equal.
DO logic chunks work similarly, but they set a property to the value entered in the box. When you enter a value for a property, the Set To button will become selected. This means that the property will be set to the value entered. Actions have no values to enter, so applying an action is as easy as choosing which action to apply. Multiple values can be set and multiple actions applied in one logic chunk.
Variables can be created to store values by entering a name in the Save As box. There is one box for each value that can be saved, and these boxes only become available when using DO logic.
After a variable has been set, it can be used in IF logic chunks to compare a value against the variable. When clicking on an input box for a field in an IF logic chunk, a list of the variables that have been created will be shown below, and can be selected. Note that the type of the field is important. If a boolean (true/false) variable was created, it will only be shown as an option for boolean fields.
You can add to numeric variables using a plus sign (+), or subtract from them using a minus sign (-). If you wanted the total stored power in all of your batteries, you could add each Stored Power value together by choosing All Blocks of TypeBattery, then saving the Stored Power as +totalpower to create a variable totalpower, which would have the sum of all Stored Power values from your Batteries.
When writing the text you want displayed on an LCD panel, you can use any variables that you created in your script by surrounding them with brackets. For example, if you saved a variable called totalpower, you could display its value on an LCD panel by writing [totalpower]. This can be combined with any other text, or any other variables. Total Power: [totalpower] would display Total Power: 3.00MW. See additional information about using LCD panels below.
You can transfer items between blocks that have inventories. Blocks with inventories, such as the Refinery, Assembler, or Cargo Containers have their inventories shown with a list of all valid items. Refineries will have two inventories, one for the ore, and one for the resulting ingots.
Using an IF logic chunk allows you to check the quantity of items in an inventory. For example, you could check that there is no ore in a Refinery, then use a DO logic chunk to add more ore to the Refinery.
Using a DO logic chunk allows you transfer items to or from another inventory. To change between Send [x] to [inv] and Take [x] from [inv], click the word to or from. This will toggle between the two.
When sending or taking items, the amount field accepts decimal numbers (ex. 10.4), numeric user-defined variables (ex. oreAmount), and percentages (ex. 10%). You can even take a percentage of a variable (ex. oreAmount%). A note about using percentages, the percent amount is based on the quantity at the time of transfer. So if you transfer 50% of the Stone in an inventory to another inventory, then transfer 50% again, the second transfer sends 50% of what"s left (25% of the original). If you want to send 50% to one place and 50% to another, you"ll need to first send 50% and then send 100%.
In order to send items to an inventory or take items from an inventory, you must give the other inventory a name. This is done by typing a name into the the Inventory line of the other block. If the other block is not otherwise used, you can create a DOlogic chunk at the top of your script for that block, give the correct inventory a name, and leave all other fields blank for that logic chunk. This will define the inventory without applying any actions or changing any properties (though you can also apply actions or change properties if you want).
Let"s create a script that pulls Iron Ore from a Small Cargo Container and puts it into a Refinery. You need two DO blocks for this script; one for the Small Cargo Container, and one for the Refinery. For this example, we will send the ore to the Refinery. Create a DO block for the Refinery first. In the Refinery"s first inventory, enter a name for the inventory (ex. refinv). Now create a DO block for the Small Cargo Container. In the Small Cargo Container"s inventory, find Iron Ore. You"ll see a buttonSend, an input field, the word to and another input field. The first input is the amount, which you can leave blank to send all. The second input is the inventory you"re sending the items to. When you click that box, the refinv inventory you named earlier will be suggested. Click on the name to choose that inventory. The Iron Ore line should look like this: Send(blank) to refinv. Your script is complete. When it is run, it will attempt to send all Iron Ore from the Small Cargo Container to the Refinery"s first inventory (for ores). Note that this same result could be achieved by reversing these blocks, giving the Small Cargo Container inventory a name, and applying Take (blank) from smallcargoinv in the Refinery"s Iron Ore option in its first inventory.
Don"t worry about highlighting and copying, just click the button to copy your entire script to the clipboard and paste it into the editor in Space Engineers.
The result script has a line at the top which represents your entire script. If you decide you want to change something about your script after it"s complete, you can copy that weird looking line into the Load box to continue from where you left off. Be sure to copy the entire line, starting with //. It will likely be longer than the width of the in-game editor, so make sure you copy from the start of the second line. If you aren"t sure you got it all, you can use CTRL-A to highlight your entire script, then copy and paste it into a Windows text editor. From there you should be able to copy the entire load line.
On the left hand side of the page is an Overview box. It shows the simplified logic structure of the script. Moving the mouse over the lines in this overview will highlight the corresponding logic chunks in the script creator. Clicking a line will scroll to the chosen logic chunk. The Overview box will remain on the left hand side of the page.
It"s possible to display different text based on the value of a boolean (true/false) variable. We can do this using a Ternary Operator, which takes three inputs; the boolean variable name, the text to display if the variable is true, and the text to display if the variable is false. The format for the Ternary Operator is:
As you can see, our variable (here named variableName) is followed by a question mark (?), the text to display when true (trueText), a colon (:), and the text to display when false (falseText). For use on the LCD panel, we must enclose this whole string in brackets. In a more realistic scenario, we might want to display ON when our Reactor is on, and OFF when our Reactor is off. We can create a boolean variable called reactorOn for the Reactor"s On/Off state by typing a new variable name (reactorOn) into the Save As box for the OnOff property of the Reactor. For this property, true means the reactor is on. To get the text to display correctly, we can type the following into an LCD panel.
As of Update 1.0.3, it"s also possible to do calculations right inside the text of the LCD panel. This allows you to display your power percentage. Mathematically, power percentage is:
To do more complex calculations, you can use double brackets. This escapes the text string, and executes any code you type as though you were writing code in the in-game script editor.
This can cause your script not to compile if you don"t use the correct C# syntax. There is no error checking in VSB to ensure the code you typed is valid.
You"ll see a few buttons, and some are already selected. The first row of buttons contains logic choices. For the first logic chunk, there are only two logic choices available; IF andDO.
Make sure theDO button is selected. This will give us the option to set properties of our logic chunk (such as setting the radius for a light), and to perform actions (such as turning a light on or off).
The second row of buttons lets you choose to set the properties and apply the actions to a Single Block, All Blocks of Type, or Any Blocks of Type. For now, leave this set to Single Block.
Use the Block Type dropdown menu to choose the type of block you want to work with. Click it, and a warning will show up to let you know you may lose work by changing the block type. Press the red Yes button to unlock the Block Type menu, then click the menu again and choose Interior Light.
The Block Name box is where you enter the name of the Space Engineers block you want to work with. If this is left blank, the default value will be used for the chosen block type. Leave this blank.
You"ll now see the available properties and actions for the Interior Light block. Here, you can specify the values to set for each property, and choose which actions to apply. Select the Apply Action button to the right of action OnOff.
That"s it! You"re now ready to try the script out. Click the Copy Script To Clipboard button, and paste the code into a Programmable Block in Space Engineers. Running the code will toggle on/off an Interior Light with the name "Interior Light".
In Space Engineers, create a Programmable Block. Go into the Programmable Block"s menu and click Edit. Delete everything in the editor and paste in your script. CTRL-C and CTRL-V work in the editor. Click Check Code to check the code for errors, then click Remember & Exit to save. Be careful, as using ALT-TAB to switch out of Space Engineers will revert your script to the last saved script. It is easy to lose your changes.
To run the script, open the Programmable Block"s menu and click Run. You can also assign this action to your toolbar in a ship, or to a button panel by dragging the Programmable Block to the bar and choosing Run with default argument.
If you want your script to be run constantly (for example, waiting for a door to open and triggering the lights to turn on) you can use the Frequency dropdown in the Script Settings menu. It will automatically run your script every 1, 10, or 100 ticks. There are 60 ticks per second in-game. This feature was introduced in version 1.0.8, but can cause issues when trying to use Arguments in the Programmable Block. With older versions, or to avoid issues with Arguments, you have to use a timer block. Create a Timer block and set the Trigger Delay to 1 second. Click Setup Actions, and drag your Programmable Block to the first space on the bar. Again, use Run with default argument. Then drag your Timer block to the next space on the bar and choose Start. Now start the Timer block, and your script will be executed every second.
If your script has an error, possibly due to a block name being incorrect, you"ll see an error in the Programmable Block"s detailed info. You may need to open the script editor and save the script again before re-running.
Surface texture is among the most salient haptic characteristics of objects, which help in object identification and enhanced feel of the device being manipulated. Although textures are widely known in computer graphics only recently have they been explored in haptic. Haptic textures are used to improve the realism of haptic interaction and give cues associated with many tasks in tel-manipulation or designing machines in virtual space. The haptic texture display can help the visually impaired to experience 3D art at virtual museums and perceive the features of arts (G. Jansson et al 2003). It also can be used for home shoppers in the internet shopping.
Researchers have developed many sophisticated haptic texture display methods. The texture display methods so far involve three types of construction: 1) real surface patch presentation (S. Tachi et al 1994)( K. Hirota & M. Hirose 1995), These methods use a real contact surface, arranged in arbitrary position in a 3D space, to simulate a partial model of the virtual object. The typical system was developed by Minsky and was call the Sandpaper system. 2) multiple-pin vibratory presentation. These approach need to design specialized pin-array device which can dynamically or statically exert pressure to the skin. (Ikei et al1997) (Ikei 1998) (Masami 1998) 3) Single point sensing and contact tool driving presentation. In recently years, researchers have tried to combine the kinematics and tactile device together, so as to enrich the haptic presentation and enhance the performance the texture display(Ikei 2002). However, the developments mean more complicated and more expensive.
Under the category 3), When the operator exploring the virtual sculpture’s surface by performing natural movements of his/her hand, the artificial force is generated by the interaction with the virtual surface through a haptic interface. As the interacting with the virtual textured surface will generate complex force information, so the key issue of this class of methods is to computing the contact forces in response to interactions with virtual textured surface, and applying to the operator through the force-reflecting haptic interface. This paper first presents some relevant previous work in texture force modeling, and the principle of the image based feature extraction and contact force modeling is introduced. Then an implementation of the algorithm is presented. Finally the experimental results are discussed.
Hari present a method to record perturbations while dragging the tip of the PHANToM on a real surface and play back using the same device (Lederman et al 2004)(Vasudevan & Manivannan 2006). Ho et.al present a modification of ‘bump maps’ borrowed from computer graphics to create texture in haptic environments (C.-H. Ho et al 1999). This method involves the perturbation of surface normals to create the illusion of texture. Dominguez-Ramirez proposed that the texture could be modelled as a periodic function. Saira and Pai present a stochastic approach to haptic textures aimed at reducing the computational complexity of texturing methods (Juhani& Dinesh 2006). Fritz and Barner follow this up by presenting two stochastic models to generate haptic textures (Fritz& Barner 1996). S. Choi and H.Z.Tan study the perceived instabilities arising out of current haptic texture rendering algorithms while interacting with textured models (Choi & Tan 2004). Miguel proposed a force model based on the geometry model (Miguel et al 2004). All this contact force models can be classified into four kinds.
The sensor-based approach using the device such as scanning electron microscope, potentially reproduces tactile impressions most precisely but a sensor equivalent to human skin is not commonly available and too expensive(Tan 2006). The geometry based approach involves intricate microscopic modelling of an object surface, requiring computation time to resolve the contact state between a finger and the surface. The stochastic and deterministic models such as sinusoid and random stochastic are simple to implement and could generate different sample of contact force and perceptually different from each other, but the produced contact force is not mapping the real textures. As to the deterministic models, the variable parameters are amplify, frequency and texture coordinate. The controllable parameters are limited and these features couldn’t fully describe the characteristic of texture, such as the trend and direction of texture.
To modelling the texture force during contact with texture, the geometrical shape and material properties should be grasped. However, the precise measurement of minute shape or bumpiness is not easy since it requires special apparatus for measurement. The method of using the photograph to get the geometrical data of texture has been adopted by Ikei, in which, histogram transformation was adopted to get the intensity distribution of the image.
Although the height profile of a surface itself is not directly the intensity of tactile sensation perceived, it is among most related data to the real stimulus. The material of object should be in some category that produces the image reflecting its height map. Based on this hypothesis, a novel image date-based texture force model is proposed. We proposed that a photo image would be equivalent to a geometrical data as long as the photo was properly taken. The image data are processed with Gauss filters and the micro-geometric feature is acquired. Based on the height map, the constraint forces in tangent and normal direction are modelled. Then, the texture force is applied to the operator by the DELTA haptic device. The principle diagram of the haptic display system is shown as Figure 1. During exploration on a surface of a virtual object, the user can perceive force stimulus from the DELTA haptic device on the hand.
A virtual texture is presented by 3-DOF texture force. In order to simulate the contact force as if touching the real texture surface, it is proposed that the present surface texture by using a photograph. To assure the precise discrimination and high similarity to actual object textures, the feature of the image was dealt at the following step.
Image sampling and pre-processing. The original images were taken form digital camera. The colour image was firstly transformed into grey-scale image. To acquiring the contour of textured surface from 2D image data, the prominent problem is that an image’s brightness intensity must roughly match the height map of texture protrusions. So homomorphic filtering was adopted to eliminate the effect of the non-uniform illumination.
In image processing, Gauss filter is a common low pass filter in the frequency domain to attenuate high frequencies and retains low frequencies unchanged. The result is to smooth the edge of the image. While to the texture image, the low frequency components usually reflect the large continuous spatial region, and the high frequency components usually reflect the edge of texture image, which are in coherence with the alternation of geometrical height in space. Here we use the uniform Gauss filter to reshape the texture image, and then the original image is minus by the filtered image, the left ‘noise’ denotes the texture models.
Where k is a constant of proportionality, and d(x,y) is the height map of the texture. (x,y) is a texture coordinate within a surface. The direction of force is normal to the reference surface that forms a contour of a whole object.
To constraint the avatar on the surface of the virtual surface, the maximum penetration depth H is given. If the depth of penetration depth is over H, then, the constraint force in normal will set to the constant value, which is within the output range of the haptic device.
Using the techniques discussed in this paper, the texture force display system, shown in Figure 4, was composed of 3-DOF DELTA haptic device, which was able to produce the force stimulations. It was connected to a 2.66GHz Pentium PC, and graphical display on the LCD screen. During exploration on the virtual textured surface, the user can perceive variation of reactive force between the virtual probe and virtual textured surface. The screen shows the virtual space in which the red dot, an avatar representing the fingertip of the physical hand on the right, interact with a sculpture. DELTA haptic device held by the operator can reflect forces to the user whose sensations approximate the effect of exploring a real object having the same shape.
To evaluate presentation quality of the haptic texture display system, other two commonly used texture force models were compared. One is sinusoid model (Tan, 2006), the other is random stochastic model (Siira, 2006). The sinusoid model is commonly used that define the height map as
Where the rand() is the white noise, produced by computer program. The adjustable parameters mean μ and variance σ, which originated from the statistical properties of the texture image sample. Higher variance produces a rougher texture. To assure that there is no texture force applied when the user is not moving, F is set to zero below a small velocity threshold.
This experiment is to compare the effectiveness of the texture force models mentioned above, the texture force were presented to the subjects with the models mentioned above in a random sequence. While controlling the proxy to slide over the virtual texture surface with DELTA device, subjects felt the texture force, and they were required to select which method was the most realistic one. The trials were repeated three times for different texture samples, and Table 1 shows the mean selection results.
The result indicates that the proposed model is superior to others. One explanation for this may be that the height map is originated from the real image texture, which contains more information such as orientation of the texture than other two models.
This experiment was to evaluate the proposed model’s legibility. In the experiment, subjects were asked to wear the eye mask so as the process were implemented prohibiting the visual observation, four different texture samples were displayed to the subject. And then the four corresponding texture images were shown to the subject. Subject was asked to match the texture of what they saw to what they have felt previously. As human’s haptic memory span is limited. For one continues haptic perception trial, the number of the samples which human can remember and identify is 3 to 6. So in this experiment, one rendered group only included four samples. Four texture samples are metal, brick, wood and brick (a, b, c, d in Fig.5). Each subject performed on the same condition for three times. The match correct rate is as table 2.
This experiment is also to estimate the presentation quality of the haptic texture model. In the experiment, the haptic texture was render to the subjects with our method, and subjects were required to see a group of texture images in which the rendered one was among them, and to tell which image is the just rendered one. The number of samples in one group is 6.
The correct rate of match experiment II is higher than III. It is supposed that, in experiment II, the match pairs is limited, and the human’ force perception can be referred to the others samples
From the experiments, it implied that our model is distinctly superior to other two haptic texture models. The haptic texture render system exhibits the remarkable different reflected force to the users. One important reason is that the texture force model is from the height profile of texture image and Gauss filter is utilized. But we also have to confess that what we feel is still not what we see. Due to the complex nature of the haptic rendering pipeline and the human somatosensory system, it remains a difficult problem to expose all factors contributing to such perceptual artefacts. The haptic interface research laboratory at Purdue University has investigated the unrealistic behaviour of haptic texture. To our system, one reason for the limited matching rating is from the haptic device. As the haptic texture is implemented through the haptic device, so the performance is closely related with the device. To generate the stimuli of small texture force, the output force is controlled in the range of 5N. However, the DELTA device has relatively large damping force compared with the magnitude of texture force, which effected the actually output of the system. On the other hand, a real stainless steel surface has an almost infinite stiffness and cannot be penetrated by the fingertip or a probe, whereas an impedance implementation of a virtual surface has a limited stiffness due to the output of the haptic device. Another reason may affect the haptic perception in our system is the mapping between the pixel coordination of the image and world coordination of haptic device. As the resolution of the image is given, the larger working space of movement means interpolation or approximation approach would be used.
To rapidly and effectively modelling the textured force and simulated the haptic stimuli while the user touching the textured surface of a 3D object. The height map of the texture is acquired based on the Gauss filter in frequency domain. The texture force and friction force are modelled based on the height map. As the height map is transformed from the image data, so the processing is simple and no specialized 3D geometrical scanning device is utilized. In this system, the texture objects are regular for example cuboids and columns. In the future, more the haptic texture model could be improved to be combined with random signal based on SR (stochastic resonance) and further psychophysical experiments would be carried out to adjust the parameters. The system will be applied to the objects with irregular shape for more widely uses.
On top of prettifying textures with PBR enhancements, PBR-enhanced resource packs can also add custom fog definitions and apply them through the new fog stack (for further info, head to Minecraft.net). This fog stack is ordered by lowest priority to highest:
identifier: A quoted unique name, prefixed with a namespace followed by a colon. The unique identifier is used to refer to a Fog Definition, e.g. from biomes_client.json and from the /fog Command.
fog_color: the color of the fog as a square bracketed list of 3 values in the range of 0 to 255; or as a quoted hexadecimal RGB value following a pound sign.
uniform: A boolean value: false scales the fog