Space Engineers

Space Engineers

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HiLights
   
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Type: Mod
Mod category: Block
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2014 年 9 月 5 日 下午 12:47
2014 年 9 月 5 日 下午 6:04
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HiLights

描述
Simply a brighter but more expensive spotlight, for use on the E-UNI EEP server. The large version is only slightly more expensive, but the small version is much more expensive (in comparison to the default small spotlight, which is dirt cheap).
8 条留言
Seamus Donohue 2015 年 12 月 7 日 下午 3:01 
@Mikeloeven: I just spoke to StellarFirefly. He doesn't know how to remove the glare effect.
Seamus Donohue 2015 年 12 月 7 日 下午 2:59 
The light has further reach.
draeath 2015 年 11 月 16 日 下午 3:58 
Is this just brighter, or does it have further reach?
Mike Loeven 2015 年 9 月 5 日 下午 3:50 
You do realise that the light cones themselves are not all that graphically expensive its mostly the glare effect that kills the render if you remove that youll have a much better performance
[SCW]-StellarFirefly  [作者] 2014 年 9 月 10 日 上午 10:13 
Note that HiLights are essentially just brighter spotlights. This means that they suffer from the same graphics issue as regular spotlights: They cast shadows, which can affect your graphics performance if you are already borderline. HiLights are a bit more problematic, though, because they (can) shine further and thus will cast even more shadows.

There's not much that can be done about it, except to use fewer of them if you start to experience graphics performance issues. Or to lower you graphics settings if they aren't already at the lowest.
Sebforce116 2014 年 9 月 10 日 上午 1:03 
Yay...
[SCW]-StellarFirefly  [作者] 2014 年 9 月 5 日 下午 6:59 
The original spotlights are still available. HiLights do not replace them.
[SCW]-StellarFirefly  [作者] 2014 年 9 月 5 日 下午 6:13 
Note that there is a "quirk" to spotlights in Space Engineers. They actually do not start casting light until a certain minimum distance. Even the default spotlights have this effect, but their range is so short that it is mostly unnoticeable. But once you create a mod that allows spotlights with very long ranges (like this one), it can become glaringly obvious.

Basically, if your light is set to a large radius, then objects closer than ~50% of that radius will not have the light shining upon them. (My simple workaround is to use HiLights in pairs, one I call a "headlight" and one I call a "floodlight". Set the headlight to be your long range light, e.g. radius 20, and then set the floodlight to be your short range light, e.g. radius 8.)