Project Red - Illumination

Project Red - Illumination

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Different RedAlloy brightness (from different angles, wire types)

Iree opened this issue · 4 comments

commented

poweredalloy-low-brightness
This one is 3 tiles away from a bus transceiver, so the insulated and non-insulated brightness should be the same.

These two are insulated wiring ends going in different directions and captured in different angles.
They all seem to have different brightness to me, even though I though that insulated wiring renders only completely off or completely on.
insulatedbrightness-weird1-2
insulatedbrightness-weird1-1

commented

This is a combination of 2 factors that will not be fixed.

  1. Insulated wires simply have on and off textures for the caps. It's not worth changing textures, colour and having extra polygons just for end caps.
  2. Minecraft lighting model, the x axis is darker than the z axis, the top is the brightest, and the bottom is the darkest.

I may consider changing the lighting constants (2), but I don't think it's worth it.

commented

Yes, insulated versions are just Max brightness or zero.

I think the first pic was actually from a version with broken bus transceivers.
(Which just relayed the signal without actually amplifying it, causing the raw alloy to be THAT darker)

commented

Is the bus trans supposed to amplify?

On Monday, October 7, 2013, Iree wrote:

Yes, insulated versions are just Max brightness or zero.

I think the first pic was actually from a version with broken bus
transceivers.
(Which just relayed the signal without actually amplifying it, causing the
raw alloy to be THAT darker)


Reply to this email directly or view it on GitHubhttps://github.com//issues/168#issuecomment-25775829
.

commented

Yes, it is supposed to amplify. It's not an analogue device.
My (RP2, now PR) railroad control system wouldn't work without that feature)

I actually saw a commit that adds a "repeat and amplify" to the busxcvr code being added.
I thus assume the current version amplifies the signal.