Morph_Guy
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(Quote) I had some whole response ready about how while Below Zero does have issues your points are kind of just wrong like how the detail just kind of makes sense for a living world in general or how there aren't really that many recycled models…
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Ah I see now. Thanks for the updated version. Now all I need to figure out is how exactly the best way to line this up with the biome map colors is -
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I had seen someone working on a more detailed map render that would include assets such as large flora and bases, but it never got done. Could try asking around the modding discor… -
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Hm. Must be an issue with something on my end then, probably with the lua scripts
(This is what I have in the .bat, and when I run it nothing happens aside from the obj folder appearing in the work directory but staying… -
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Thanks for the response! I've been using that new file, but when I extract them as raw they have the correct chunk names as .dat files, which I don't think that .bat is equipped to handle since it isn't working (unless I'm missing … -
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I can't seem to get AssetBundleExtractor to work so I've been using Asset Studio instead, which gives them the right name (unless that's an overall change made to the game?). What should I do then? (Sorry for the two years later re… -
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Yeah that's definitely a big part of the writing problems and I guess I should've been more clear about it in the "Nothing Happens" section. People just do nothing until something happens or they randomly decide to do something for… -
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I lowered the start distance with this mod https://www.nexusmods.com/subnauticabelowzero/mods/65
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Anyway here's an example of one of those biomes I find to have FAR too much visibility, letting you see the distance of the entire biome in the case of the west arctic here, and only really accomplishing a bunch of disorienting pop-in, and it just k…
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The idea behind it isn't a cheap tactic or to make someone strain their eyes (honestly I think I very much over stated how much darkness matters to me, when I much prefer foggier water even if it's quite bright, and am still very happy even without …
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Cory at one point had said that in the Crystal Caves there would be precursor light fixtures mimicking the lighting in this concept, but they seemingly haven't gone through with that.(Quote)
Is this on regular SN or Below Zero, because on Below Zero is the default and they changed it to not affect brightness, and I'm mostly referring to Below Zero here. I also feel like fog could do with an increase in most places, jus…(Quote) Filmic no longer makes things darker, and it was an unsatisfying solution anyway, not at all affecting fog and making biomes that didn't really need darkening darker.
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This does sound more like a level design thing than anything to me, unrelated to the specific brightness of a biome, especially with that last part. These Alien Artifacts are supposed to be pretty hidden too, as they're entirely op…(Quote)
It's interesting to see different perspectives on this. I've personally never had a problem with gameplay elements being too hard to see since almost all of them glow even in the darkest of biomes, and besides the point of somethin…(Quote)
I personally think darkening biomes adds more to the gameplay if anything since it gives light producing structures and tools a use, and makes the player think differently about navigation and what lies ahead, providing a fun and c…(Quote) I'm fine with a mix of land and water as long as they don't skimp out on one part.(Quote)
Dude that looks great! We really could use some more prey species on land.You can get them in an early state using the "unlockallbuildables" command.unlockallbuildables
is the command you need to use. Certain things in the Habitat Builder won't unlock with the plain oldPretty sure you're just gone mateThis isn't ever happening.(Quote)
Generally I feel like that option is more of a trap for people who don't realize you have to be 18.(Quote)
It wasn't even for Subnautica. They just got it off the store for testing I'm pretty sure.What engine you choose really comes down to the type of project you're making, and while some engines might not be better than each other in general, depending on the project there could be engines that work better than others for what you're doing.…It also comes down to what you're trying to do mechanically when it comes do engines.New area concept.They picked unity because it was quick to prototype and develop for, and even though it has caused issues and it could probably work at least a bit better on another engine, it's kind of too late to change now, and switching would mean adding a lot …(Quote)
The devs have said Unity has held them back or at least made some things harder multiple times in the past. But they seem to be doing an okay job at working around these limitations.A couple new fauna concepts I haven't seen posted here.This first one is of an unused Reaper relative.