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2.5m Light Blocks
Considered (Not Planned)
2.5m sized light blocks would be a nice addition, especially for larger sized ship interiors and everything.
We currently have a 25cm sized light for corners and angles, but a full sized 2.5m long light would be a nice addition to have.

I like this feedback
Would love me some better light fixtures.. Here's some rough looking examples i put together of it on 2.5m for xvi as well as the devs along with some of my test blocks. Go wild devs, but please .. pretty please don't make use a bad looking glare like the ones on the current interior and corner lights! 😭
Best regards,
NitroCell♥
Would love me some better light fixtures.. Here's some rough looking examples i put together of it on 2.5m for xvi as well as the devs along with some of my test blocks. Go wild devs, but please .. pretty please don't make use a bad looking glare like the ones on the current interior and corner lights! 😭
Best regards,
NitroCell♥
Here's a scene with a rough representation of xvi's ship with said lighting
Best Regards,
NitroCell♥
Here's a scene with a rough representation of xvi's ship with said lighting
Best Regards,
NitroCell♥
I also vote for Light Blocks to be a featured "Block of the week" addition. This is what I look forward to, on top of 2.5m Lights.
I also vote for Light Blocks to be a featured "Block of the week" addition. This is what I look forward to, on top of 2.5m Lights.
2 months later, i still request for Light Panels (called it Light Blocks above me, whoops) to become a vanilla block.
There is a modded one available, but I wish for it to become a vanilla block.
2 months later, i still request for Light Panels (called it Light Blocks above me, whoops) to become a vanilla block.
There is a modded one available, but I wish for it to become a vanilla block.
How is the light panel campaign going?
How is the light panel campaign going?
Some lights and spotlights, neon tubes, and light panels (including glowing letters) will definitely come in handy in the game.
But please, let them behave "normally," with a realistic light pattern and a usable beam distance. A spotlight the size of a 2.5-meter block with a beam range of 200–300 meters is good for two things...
The vast majority of lights used for area illumination should have a "hemispherical" light pattern, with a beam angle of ~180° (150°–200°), "corner" luminaires with a beam angle of ~100°–110° (at a 90° angle, the side walls are not properly illuminated). Using a hemispherical light field prevents the light fixture from shining through the wall to which it is attached. Light fixtures should have adjustable intensity, beam distance, and light color.
In my experiments with other games, I achieved good, realistic results using a "dual" light field with a beam angle ratio of 1.4–1.5 : 1, a throw-to-fade ratio of 1.5–2 : 1, and an intensity ratio of 0.15–0.25 : 1.
Reflectors and headlights should have an adjustable beam angle and beam distance. The beam angle should be adjustable within a range of at least 10° – 80° (better up to 100°-120°), and there should be a relationship between the beam angle, light intensity, and beam distance—and the headlight’s power consumption.
It would also be useful if the beam of fixed spotlights could be tilted slightly—a deviation from the axis of up to 5° in two planes would suffice, but in increments of tenths of a degree or finer.
A fairly good example would be the spotlights according to the "Better spotlights" plugin for SE1 (although it is not perfect).
Some results from experiments with spotlights in SE1:
Test ReflectorConeDegrees for SmallBlockFrontLight - Setting conedegreess 156 - at radius 120 and intesity 4"
Test ReflectorConeDegrees for SmallBlockFrontLight - Setting 156 - at radius 120 and intesity 4"
Test <ReflectorConeDegrees> for SmallBlockFrontLight - Setting 13, 26, 52 (standard), 78, 104 and 156 at same radius 120 and intesity 4
Some lights and spotlights, neon tubes, and light panels (including glowing letters) will definitely come in handy in the game.
But please, let them behave "normally," with a realistic light pattern and a usable beam distance. A spotlight the size of a 2.5-meter block with a beam range of 200–300 meters is good for two things...
The vast majority of lights used for area illumination should have a "hemispherical" light pattern, with a beam angle of ~180° (150°–200°), "corner" luminaires with a beam angle of ~100°–110° (at a 90° angle, the side walls are not properly illuminated). Using a hemispherical light field prevents the light fixture from shining through the wall to which it is attached. Light fixtures should have adjustable intensity, beam distance, and light color.
In my experiments with other games, I achieved good, realistic results using a "dual" light field with a beam angle ratio of 1.4–1.5 : 1, a throw-to-fade ratio of 1.5–2 : 1, and an intensity ratio of 0.15–0.25 : 1.
Reflectors and headlights should have an adjustable beam angle and beam distance. The beam angle should be adjustable within a range of at least 10° – 80° (better up to 100°-120°), and there should be a relationship between the beam angle, light intensity, and beam distance—and the headlight’s power consumption.
It would also be useful if the beam of fixed spotlights could be tilted slightly—a deviation from the axis of up to 5° in two planes would suffice, but in increments of tenths of a degree or finer.
A fairly good example would be the spotlights according to the "Better spotlights" plugin for SE1 (although it is not perfect).
Some results from experiments with spotlights in SE1:
Test ReflectorConeDegrees for SmallBlockFrontLight - Setting conedegreess 156 - at radius 120 and intesity 4"
Test ReflectorConeDegrees for SmallBlockFrontLight - Setting 156 - at radius 120 and intesity 4"
Test <ReflectorConeDegrees> for SmallBlockFrontLight - Setting 13, 26, 52 (standard), 78, 104 and 156 at same radius 120 and intesity 4
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