7 Days to Die

7 Days to Die

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Bromius Aug 30, 2021 @ 12:25pm
color and texture question
I wish they would update our color options and textures and shapes its been way too long since it was updated
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Showing 1-8 of 8 comments
...👑 JOST AMMAN 👑... (Banned) Aug 30, 2021 @ 12:45pm 
What do you mean?
They went from the old meshes to HDR meshes in A18, that's all you'll get.
Aesir Aug 30, 2021 @ 1:54pm 
Originally posted by ⚜ JOST AMMAN ⚜:
What do you mean?
They went from the old meshes to HDR meshes in A18, that's all you'll get.
I'm thinking that OP is talking about the paint options we have for colors and textures when painting. I'm also thinking that shapes refers to block shape options when building.

Assuming this is what OP is referring to... I agree that it would be very nice to have more options when painting.
Last edited by Aesir; Aug 30, 2021 @ 1:57pm
Teresa Aug 30, 2021 @ 1:59pm 
block shapes for building is updated in a 20 so every shape available is available in all materials.
Aesir Aug 30, 2021 @ 2:08pm 
Originally posted by Teresa:
block shapes for building is updated in a 20 so every shape available is available in all materials.
That's right... I'd forgotten about that coming up in A20. Thanks for reminding me Teresa.
...👑 JOST AMMAN 👑... (Banned) Aug 30, 2021 @ 2:45pm 
Oh. I get it now.

^What Teresa says^
SylenThunder Aug 30, 2021 @ 2:55pm 
I'm hoping they'll expand the paintbrush texture pallet as well, but only time will tell.
...👑 JOST AMMAN 👑... (Banned) Aug 30, 2021 @ 3:03pm 
I hope the texture pallet will be made moddable before release.
Imagine the possibilities! :popular:
Crater Creator Aug 30, 2021 @ 4:49pm 
A limiting factor for paintable textures is that they’re all in one big texture atlas. The whole atlas has to be loaded all the time, no matter how many textures are actually visible in the scene. So as I understand it, one can’t just add more texture options without increasing texture memory requirements.

However, I keep noticing how many of the textures we have are just tinted versions of another texture. For example, there’s a corrugated metal roof texture that comes in a beige, green, blue, and orange variant. It works well enough, but could this be implemented more efficiently? Instead of taking up the space of four textures in the atlas, I would think there could be one base version in the atlas, and then the game could apply any number of tints to it after the fact, similar to how dye mods work.

This could save the space of something like twenty textures. The artists could then use those savings to make new textures, increasing the variety available without increasing texture memory requirements. I’ve proposed this on the official forum, as it seems to me like the way to get more textures that’s actually viable.
Last edited by Crater Creator; Aug 30, 2021 @ 4:51pm
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Date Posted: Aug 30, 2021 @ 12:25pm
Posts: 8