login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
By the devs? -No.
And I can't blame them. The CPU resources needed for structural integrity alone would make that an absolute nightmare. It already is.
Clustering the voxel universe even more would pull this game out of "possible with today's technology" than it already is.
They're doing a great job with what is available with current tech. Maybe when technology catches up.
Landmark had a similar system, but with a fixed terrain. So disappointed that one didn't pan out.
One thing the devs have discussed more recently is a more robust decal system, e.g. for road markings. If we’re lucky maybe that (still theoretical) tech could be borrowed for the case OP us describing.
It still blows my mind that the white lines on roads are independent voxels and not just road with a different texture. It's a minute thing, just...so odd the first time you notice it.
Oh and mods for paint finishes? Or some new-looking paints?