space engineers adding textures to lcd panel price

The LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.

Choosing "Edit Text" allows inputting custom text such as the name of a room to use above doors. The text can then be scaled up to fit the screen dimensions or preferred size by using the "Font Size" slider.

The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.

"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.

When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".

The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.

To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.

The panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).

Selected textures - Any textures that were added, will be displayed here. The order in which they are placed effects which image is displayed first (top of the list is displayed first).

The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:

Adds an image/texture to the end of the list of selected textures. If no image/texture with the name id exists the texture ´Offline´ is added instead.

Adds the images/textures to the end of the list of selected textures. If no image/texture with the name id exists the texture ´Offline´ is added instead.

space engineers adding textures to lcd panel price

8) Now you need to finish text below (no brackets) : LCDTextureDefinition "Any name for your texture" Textures\Models\"Texture real name".dds

space engineers adding textures to lcd panel price

After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!

Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.

There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.

There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:

Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.

Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.

Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.

Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.

Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?

Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.

Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.

Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.

Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.

Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.

*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:

Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.

Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.

Why are they high-risk? Because they are hard to do, and usually it takes many iterations until we figure out the right way to do it. It usually takes a few iterations to perfect it. This means that doing water can take a few weeks (if we get it right from the start) or a few years (if we need to experiment, iterate, throw away past experiments, look for specialists in this area, etc). Same for the engine rewrite and AI / living worlds for our games.

A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.

A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.

A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.

A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.

A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.

A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.

Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.

If you want to let me know your feedback on our decision to release paid Decorative Pack, please get in touch via my personal email address marek.rosa@keenswh.com. I welcome every feedback and we will use it to learn and provide better service.

space engineers adding textures to lcd panel price

I"m sure there"s been many before me, but I want LCD panels I can draw on, and I want to try and implement this feature, or at least discuss why it would/wouldn"t be possible.

I know there"s nothing in the Mod API that I can sink my teeth in (Sandbox.ModAPI doesn"t have anything relevant for LCD/Textpanels), so I want to see if I can do anything else.

I know Space Engineers is "Open Source" these days, the source is on github, but do they actually accept pull requests? Also it seems that the source there hasn"t been updated in months (edit: last commit was 14 days ago). Does anyone know more about that?

I"m somewhat proficient in C#, I"m not going to pretend I"ll fix the entirety of space engineers or something, but I"d love to try and implement this little thingy. Where would be the best place to start? The code seems rather.. fragmentaric? lots of little pieces that hook together, and lots of redundant namespaces and classes. To their credit it does seem well decoupled and is still of course heavily work in progress, probably a lot merged in from medieval engineers and such. The problem is I don"t really know where to start; Textures for LCD panels are just masks for files, but for something like what I want I"m going to need a in-memory buffer. I could try and make a memory filestream and mask it as a file and present that to the engine, but that feels more hacky than it needs to be

From what it looks like, the renderer is based on message queues, and a LCD panel texture is basically just a message that tells the render engine where to find a texture on disk. I don"t think I could easily write anything that talks with that.. does anyone know of a way to tell the render engine to look at a memorystream, in-memory bitmap, or something similar for a texture?

The Source Code subforum has information about the state of the GitHub repository. In short: Pull requests have gathered dust for months because of the non-public work on planets.

I would have thought the game allocates some DirectX draw surface for a textpanel LCD and draws the text onto it. Finding the source code for that is probably a good starting point.

One thing to keep in mind: dynamic draw surfaces are probably raw, non-compressed chunks of GPU memory. The .dds "BCn" subformats benefit from on-the-fly hardware decompression. That reduces the required space and memory-bandwidth by a ratio of 4:1 for static textures.

The Source Code subforum has information about the state of the GitHub repository. In short: Pull requests have gathered dust for months because of the non-public work on planets.

I would have thought the game allocates some DirectX draw surface for a textpanel LCD and draws the text onto it. Finding the source code for that is probably a good starting point.

One thing to keep in mind: Dynamic draw surfaces are probably raw, non-compressed chunks of GPU memory. The .dds "BCx" subformats benefit from just-in-time hardware decompression.

The Source Code subforum has information about the state of the GitHub repository. In short: Pull requests have gathered dust for months because of the non-public work on planets.

I would have thought the game allocates some DirectX draw surface for a textpanel LCD and draws the text onto it. Finding the source code for that is probably a good starting point.

One thing to keep in mind: dynamic draw surfaces are probably raw, non-compressed chunks of GPU memory. The .dds "BCn" subformats benefit from on-the-fly hardware decompression. That reduces the required space and memory-bandwidth by a ratio of 4:1 for static textures.

I hadn"t seen that subforum yet, thanks. In the mean time I"ve gone a bit through the source code. It"s a long trail because of how their system works with render messages and such, but basically, the screen asks for a texture change, texture change gets translated into a rendermessage in the RenderProxy, then it"s sent to the Vrage engine parts where a huuuge message switchboard redirects it to some really basic function that points the internal texture manager to the physical file and turns it to a texture, then puts that texture on the physical screen model. When printing Text to a screen, it uses VRageRender.MyDebugDraw to render the text to a texture using a rendertarget.

What I think the easiest option would be, is to write a ModAPI.Ingame class could provide a programmable block interface that uses VRage.MyDebugDraw"s draw functions (it has a bunch) to create a Texture, and add a case in the message switchboard with a new type of rendermessage for updating live screens with the latest texture, which can then be called with some .UpdateScreen() function or something. It"s doable, certainly, although it"s more complicated than I originally thought

We can"t create textures just like that. Textures use large amounts of memory. If this is to be done, it must use the same textures used for the text, and the same method of redraw at need. We cannot retain a texture exclusively for a single screen. Also the programmable block cannot be called from another pipeline than the action system, it"s not designed that way and I doubt it would ever be accepted.

I propose a simple vector object model system, where you can build up a simple and rather limited graph representing an image, which the game can then render to the target texture at will, as it does the text. This would then be a nice equivalent of how the game does text.

I was thinking at doing the same once, but my focus has really been the programmable block itself. Right now I"m in wait mode, to see when they start merging again.

EDIT: Another thing to keep in mind is that there are two renderers and whatever subsystem is added needs to work with two different lighting methods: diffuse/specular (Dx9) and PBR/metal (Dx11).

Yes, yes a hundred times yes. The things that could be accomplished with being able to fire Substance Designer driven textures directly in would be a whole new level of awesome, not to mention allow for massive texture variation with no additional large texture files in mods!

@LordDevious Hmm, thanks, that"s very insightful! I"m saying more or less the same as you are; I do think the footprint and performance would be acceptable, if instead of writing draw calls to a screen, you write draw calls to a texture, which you can then finish with a single render call, whereafter you can apply the texture to any LCD panel. The LCD Panel would need a property that allows directly setting such texture. This also allows people to optimize their own rendering system and such, as they would be able to handle the Texture and apply it to LCD Panels manually. The size of the texture doesn"t have to be big; I"m not expecting people are going to write full 3D renderers inside the programming block

Edit: That all said though, if procedural materials is going to be implemented eventually it may be worth waiting for that, would also massively increase the graphical abilities of the LCD panels, although that may also introduce extra performance overhead, while this current idea seems relatively lightweight.

@LordDevious Hmm, thanks, that"s very insightful! I"m saying more or less the same as you are; I do think the footprint and performance would be acceptable, if instead of writing draw calls to a screen, you write draw calls to a texture, which you can then finish with a single render call, whereafter you can apply the texture to any LCD panel. The LCD Panel would need a property that allows directly setting such texture. This also allows people to optimize their own rendering system and such, as they would be able to handle the Texture and apply it to LCD Panels manually. The size of the texture doesn"t have to be big; I"m not expecting people are going to write full 3D renderers inside the programming block

Edit: That all said though, if procedural materials is going to be implemented eventually it may be worth waiting for that, would also massively increase the graphical abilities of the LCD panels, although that may also introduce extra performance overhead, while this current idea seems relatively lightweight.

Yes, but I think you can be fairly certain they will never accept a pull request that causes programmable block calls outside of the current pipeline, or create new textures at a whim. Remember, any extra textures you"d create would be in addition to the already created shared ones. Which is why I suggest the vector graph system. Because that would work very similar to what they already do, and would use the same pipeline. The only difference is, instead of rendering text, it would render a simple vector image.

Yes, but I think you can be fairly certain they will never accept a pull request that causes programmable block calls outside of the current pipeline, or create new textures at a whim. Remember, any extra textures you"d create would be in addition to the already created shared ones. Which is why I suggest the vector graph system. Because that would work very similar to what they already do, and would use the same pipeline. The only difference is, instead of rendering text, it would render a simple vector image.

True, true, I do see people trying to abuse this as much as possible, but that"s why I went for such low quality outputs, I don"t really see how a limited set of 128x128 1 or 2 bit textures would cause havok on the server. That said, if you"re certain your vector approach is better then I"ll take your word for it. How did you have that in mind though? Do you compile a list of vectors, which you then send to the renderer? or some existing format? It would be nice to draw some kind of basic GUI at least, so it shouldn"t be too limited, colors would also be nice but that might complicate things and performance.

True, true, I do see people trying to abuse this as much as possible, but that"s why I went for such low quality outputs, I don"t really see how a limited set of 128x128 1 or 2 bit textures would cause havok on the server. That said, if you"re certain your vector approach is better then I"ll take your word for it. How did you have that in mind though? Do you compile a list of vectors, which you then send to the renderer? or some existing format? It would be nice to draw some kind of basic GUI at least, so it shouldn"t be too limited, colors would also be nice but that might complicate things and performance.

I don"t think it would be as limited as you might think, when the player counts start to rise and everybody wants their custom screens everywhere. And are you sure you can use low bit textures?

I was thinking a set of simple predefined shapes, lines, rectangles and stuff without too much complexity, limited polygons maybe. And obviously text labels. All with a maximum complexity limit in total.

I don"t think it would be as limited as you might think, when the player counts start to rise and everybody wants their custom screens everywhere. And are you sure you can use low bit textures?

I was thinking a set of simple predefined shapes, lines, rectangles and stuff without too much complexity, limited polygons maybe. And obviously text labels. All with a maximum complexity limit in total.

The engine seems to take anything that"s .jpg, .png or .dds, so I"d assume it can handle any type of such images, but that"s just a guess. In any case, when you have a max of 20 uncompressed 2 bit (4 colors) 256x256 textures you have 320KB of memory used. If you have 20 players using that, you have 6.4MB. if it only accepts 24bit color textures then it"d be 3.8MB per user for a total of 77MB memory for 20 users. I really think you"re overestimating how much such tiny textures would cost in terms of rendering, especially since Text panels already use these kinds of custom textures with much higher resolutions, just less complex drawings..

But I digress, the vector method you"re proposing is pretty much what I had in mind. You supply a list of shapes or vectors, which you either directly apply to a screen, or you give to some function which returns a texture that you can then apply to a screen. If it would be the same resolution as the text panels I think we could get some very interesting GUIs

The engine seems to take anything that"s .jpg, .png or .dds, so I"d assume it can handle any type of such images, but that"s just a guess. In any case, when you have a max of 20 uncompressed 2 bit (4 colors) 256x256 textures you have 320KB of memory used. If you have 20 players using that, you have 6.4MB. if it only accepts 24bit color textures then it"d be 3.8MB per user for a total of 77MB memory for 20 users. I really think you"re overestimating how much such tiny textures would cost in terms of rendering, especially since Text panels already use these kinds of custom textures with much higher resolutions, just less complex drawings..

Sure, but what you can load as an image file is not 1/1 to what is actually used in memory. That"s often a specialized compressed texture format. I"m no expert at this though, I don"t know specifically what SE uses, especially not for the LCDs - I haven"t checked.

But I digress, the vector method you"re proposing is pretty much what I had in mind. You supply a list of shapes or vectors, which you either directly apply to a screen, or you give to some function which returns a texture that you can then apply to a screen. If it would be the same resolution as the text panels I think we could get some very interesting GUIs

Sure, but what you can load as an image file is not 1/1 to what is actually used in memory. That"s often a specialized compressed texture format. I"m no expert at this though, I don"t know specifically what SE uses, especially not for the LCDs - I haven"t checked.

As if you"re reading my mind! That would be an amazing second step and give the game completely new input abilities, as before you could only interact with ships/stations through either buttons or the Control Panel, this could effectively replace buttons with a better alternative

I haven"t really looked into it yet though, it would require the screen to have some kind of relative coordinate system that reacts to the player cursor/crosshair, wonder if that"s already in there?

As if you"re reading my mind! That would be an amazing second step and give the game completely new input abilities, as before you could only interact with ships/stations through either buttons or the Control Panel, this could effectively replace buttons with a better alternative

I haven"t really looked into it yet though, it would require the screen to have some kind of relative coordinate system that reacts to the player cursor/crosshair, wonder if that"s already in there?

The best would be if one could add this to the existing LCD screens, I"d say. There"s no need to add more interfaces, we already have the screens. You just have to figure out where to do the actual drawing - which as @Harag said, must probably be done two places, one for DX9 and one for DX11.

To follow the existing pattern, we would probably want an ShowDrawing method or something, where we pass in the graph object. Then comes the hard part

When using static textures the game expects files in .dds format and those are actually copied to GPU memory in their compressed form because they can be decoded on-the-fly in hardware. DirectX requires that capability of the GPU. See my link in post #3 for details.

Maybe another idea to consider: The game already has a UI subsystem and must draw that UI. It might be worth checking how easy it is to redirect those draw calls. That would allow to reuse a lot of existing code and interacting with the UI could simply mean it is displayed full-screen like any other UI in the game. Basically what Interstellar Rift already has:

When using static textures the game expects files in .dds format and those are actually copied to GPU memory in their compressed form because they can be decoded on-the-fly in hardware. DirectX requires that capability of the GPU. See my link in post #3 for details.

Maybe another idea to consider: The game already has a UI subsystem and must draw that UI. It might be worth checking how easy it is to redirect those draw calls. That would allow to reuse a lot of existing code and interacting with the UI could simply mean it is displayed full-screen like any other UI in the game. Basically what Interstellar Rift already has:

That looks like a nice start though! Would you share the source? Maybe I can turn it into something and submit a pull request, of course with proper credit.

Network rendering doesn"t have to be much more complex than the current textpanel implementation, if the vectors are passed instead of the actual textures there should be little difference from a standard textpanel.

That looks like a nice start though! Would you share the source? Maybe I can turn it into something and submit a pull request, of course with proper credit.

I don"t mind sharing the source if you want to toy around with it but i don"t see the point of making any PR into Keen"s GitHub repository right now ... the source code there is 6 months old (1.103 version with planets stripped out), considering that Keen updates each week that"s a looooong time.

Even if they do that I personally should prefer Keen to focus on bugfixes than new features (mostly because each new feature they add themselves always come with a bag full of bugs with it), it"s scary to see the list in the "Bug Reports" topic... there"s clearly more critical issues in the game right now that needs more attention and actually get fixed.

Network rendering doesn"t have to be much more complex than the current textpanel implementation, if the vectors are passed instead of the actual textures there should be little difference from a standard textpanel.

I"ve been looking into more detail of how the public/private text is handled and I"m actually disappointed of how easy that one alone can be abused... guess that makes all my fears about MP on canvas completely "void".

Each tiny thing the canvas will do costs 1 packet across ALL connected clients, all have to be received in order. (Considering how text works, that isn"t much of a shock...)

Change pixel coordinates into normalized coordinates because not all clients have the same render texture resolution and aspect ratio (or "aspect radio" as Keen calls it, hehe).My implementation isn"t fully solid yet and there"s room for improvements, like adding an anchor parameter for DrawText, bool to render as monospaced text or even custom fonts if PR #107 gets officially accepted.

There"s more to add like geometry shapes and even probably capture a render from a Camera (weak possibility!? this one should be the hardest to implement and capture limits have to be implemented)...

Edit: Normalized positions now... that makes it easier to position elements without the need of Width or Height. (e.g. 0.5 will position at the center no matter what is your texture quality).

I don"t mind sharing the source if you want to toy around with it but i don"t see the point of making any PR into Keen"s GitHub repository right now ... the source code there is 6 months old (1.103 version with planets stripped out), considering that Keen updates each week that"s a looooong time.

Even if they do that I personally should prefer Keen to focus on bugfixes than new features (mostly because each new feature they add themselves always come with a bag full of bugs with it), it"s scary to see the list in the "Bug Reports" topic... there"s clearly more critical issues in the game right now that needs more attention and actually get fixed.

Actually the repo is only 20 days old except for some generic files, the repo was created 6 months ago. Also they mentioned that they"re going to merge and publish merges with updates after the planetary update again.

I"ve been looking into more detail of how the public/private text is handled and I"m actually disappointed of how easy that one alone can be abused... guess that makes all my fears about MP on canvas completely "void".

Each tiny thing the canvas will do costs 1 packet across ALL connected clients, all have to be received in order. (Considering how text works, that isn"t much of a shock...)

Change pixel coordinates into normalized coordinates because not all clients have the same render texture resolution and aspect ratio (or "aspect radio" as Keen calls it, hehe).My implementation isn"t fully solid yet and there"s room for improvements, like adding an anchor parameter for DrawText, bool to render as monospaced text or even custom fonts if PR #107 gets officially accepted.

There"s more to add like geometry shapes and even probably capture a render from a Camera (weak possibility!? this one should be the hardest to implement and capture limits have to be implemented)...

What I"m mostly looking to implement is basic draw calls that aren"t text; vectors, shapes, etc. It may require an extra variable to be passed around as it does with text, unless the text itself could be parsed as some kind of HTML-ish thing? Either way that"s something I need to figure out in the code itself. Obviously I"m not going to pass entire textures around, that"d be silly, a synced list of vectors/shapes should be plenty, the engine syncs 4 strings for every text panel every update; 1 for each public/private title and text. An extra string[] or Shape[] if using a custom enum shouldn"t matter too much right? You probably need some kind of array, list or dictionary to sync if you want to sync these custom font selections and such too.

Edit: Normalized positions now... that makes it easier to position elements without the need of Width or Height. (e.g. 0.5 will position at the center no matter what is your texture quality).

PR#107 seems to have unresolved conflicts with the current branch.. I"m not sure what their policies are, but generally you don"t make another developer merge your changes across the entire branch because they don"t know what you changed

I haven"t been able to do much in the past few days because I"ve been busy otherwise, but I kinda wanna give it a try somewhere tomorrow or the day after, I think I have a pretty alright understanding of what needs to be changed in order to make it work with the rest and in multiplayer. If you"d want to share the code I"d happily try and fit it in, I do intend to submit another pull request, although I will mention PR #107 and your work if you intend to share it.

What I"m mostly looking to implement is basic draw calls that aren"t text; vectors, shapes, etc. It may require an extra variable to be passed around as it does with text, unless the text itself could be parsed as some kind of HTML-ish thing?

Sounds like an approach completely different from mine, i only want a bit more freedom on the text in LCDs, interactive simple 2D stuff, that"s all =)

Either way that"s something I need to figure out in the code itself. Obviously I"m not going to pass entire textures around, that"d be silly, a synced list of vectors/shapes should be plenty, the engine syncs 4 strings for every text panel every update; 1 for each public/private title and text. An extra string[] or Shape[] if using a custom enum shouldn"t matter too much right? You probably need some kind of array, list or dictionary to sync if you want to sync these custom font selections and such too.

PR#107 seems to have unresolved conflicts with the current branch.. I"m not sure what their policies are, but generally you don"t make another developer merge your changes across the entire branch because they don"t know what you changed

I haven"t been able to do much in the past few days because I"ve been busy otherwise, but I kinda wanna give it a try somewhere tomorrow or the day after, I think I have a pretty alright understanding of what needs to be changed in order to make it work with the rest and in multiplayer. If you"d want to share the code I"d happily try and fit it in, I do intend to submit another pull request, although I will mention PR #107 and your work if you intend to share it.

As for my code ... like I"ve said before, it"s still too early. Since my last post here the code got some serious changes and i"m far from completing it, I didn"t even took a look yet of how DX9 handle the camera.

I will probably plan a future rewrite once have all features included in so i can address some issues and improve performance for large quantity of geometry, probably will make things more complex on the programmer side, too soon to tell.

Sounds like an approach completely different from mine, i only want a bit more freedom on the text in LCDs, interactive simple 2D stuff, that"s all =)

As for my code ... like I"ve said before, it"s still too early. Since my last post here the code got some serious changes and i"m far from completing it, I didn"t even took a look yet of how DX9 handle the camera.

I will probably plan a future rewrite once have all features included in so i can address some issues and improve performance for large quantity of geometry, probably will make things more complex on the programmer side, too soon to tell.

I haven"t really had time to do much, and on top of that I kinda realized there"s more people already busy with it than I expected. You"ve been doing quite well

As for camera"s on LCDs, nice that you got it working, it might be interesting in the form of a mod, though again every added screen will add a lot of rendering overhead, so I don"t expect players with less-than-beefy hardware to really be able to use it.

OK so I just ran across this thread searching for help on a similar idea and I feel like someone tore out the last half of a book. How could it possibly end there! Lol Holy cliff hanger Batman! 6 months later have you been able to get anywhere I"m doing research to see how possible it would be to draw pixel by pixel in a 3D space. Think Death Star blueprints hovering in the air from star wars.

space engineers adding textures to lcd panel price

The first thing that we would recommend, if you are experiencing some technical or gameplay issues with the game, is to check our support portal. There is a good chance that the problem you are facing has been experienced before, so it is likely that players who have had similar issues have posted suggestions and solutions.

Note: Space Engineers currently does not support nVidia/AMD 3D vision and it should be disabled in the nVidia/AMD control panel, otherwise it can cause various issues.

Attach one or all save folders. You have to enable hidden files in order to see the Save folder. Save folders may contain MBs of data, be careful when sending them. Emails usually don’t like attachments larger than 10 MB):

What if you can’t find the AppData Folder? Run “Folder Options”, then go to the View tab and click the option that says “Show hidden files, folders, and drives” so you are able to see hidden folders, then you should be able to see it.

Many of the most common issues experienced while playing Space Engineers can be resolved without assistance. Choose any of the below categories according to the problem that you are experiencing. If you can’t find a solution in any of the suggested solutions, please report your problem at our dedicated support site by following the above guide.

Solution: Open %appdata%\SpaceEngineers\SpaceEngineers.cfg in a plain text editor like notepad. Find GraphicsRenderer – it is usually near the top. Change its value to DirectX 11.

You can try Windows 7 and Windows 8 modes to find which works better for you. This is usually a good workaround until there are updates for your drivers and for Windows 10 compatibility.

Cannot create log file: System.UnauthorizedAccessException: Access to the path ‘C:\Users\YourUserNameHere\AppData\Roaming\SpaceEngineers\SpaceEngineers.log’ is denied.

Solution: Some users are reporting this problem after switching to Windows 10. In some cases we have found that the users have copied files from their old operating system to the new one. In other cases it seems to be an issue created by the Windows 10 upgrade. This creates the problem where the old files have different ownership credentials from the new user account on Windows 10. This prevents Space Engineers from accessing them.

It has been reported that some 3rd party programs can cause in-game issues, game not starting or black screen. In this case, you will have to disable these programs in order to run the game. Below is the list of the 3rd party programs that have been reported so far.

space engineers adding textures to lcd panel price

A Render Texture is a type of TextureAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info that Unity creates and updates at run time. To use a Render Texture, create a new Render Texture using Assets > Create > Render Texture and assign it to Target Texture in your CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info component. Then you can use the Render Texture in a MaterialAn asset that defines how a surface should be rendered. More info just like a regular Texture.

The Render Texture inspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info is similar to the Texture Inspector.

The Render Texture inspector displays the current contents of Render Texture in realtime and can be an invaluable debugging tool for effects that use render textures.

The format of the depth buffer. You can select No depth buffer, At least 16 bits depth (no stencil), or At least 24 bits depth (with stencil). The stencil buffer is a general purpose buffer that allows you to store an additional unsigned 8-bit integer (0–255) for each pixel drawn to the screen.

Check this box to automatically fill the generated mipmaps with relevant data. If you don’t enable this, you’ll have to use the GenerateMips function to fill those mipmaps manually. Alternatively, choose which mip to render into when you call the various SetRenderTarget functions. For more information about the SetRenderTarget functions, see Graphics.SetRenderTarget and Rendering.CommandBuffer.SetRenderTarget.

Check this box to let dynamic resolution scaling resize the render texture. If you don’t enable this, the render texture maintains the same size regardless of the Dynamic ResolutionA Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. More info setting.

Stretches the edges of the texture. This is useful for preventing wrapping artifacts when you map an image onto an object and you don’t want the texture to tile.

Lets you set different wrap modes for the U axis and the V axis. The available options are also Repeat, Clamp, Mirror and Mirror Once. For example, when you use latitude-longitude environment maps for reflection probesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info, it is useful to have Clamp on the vertical coordinate (V axis), but Repeat on the horizontal coordinate (U axis).

Aniso LevelThe anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. More info

Anisotropic filtering level of the texture. This increases texture quality when you view the texture at a steep angle. Good for floor, ground, or road textures.

space engineers adding textures to lcd panel price

Space Engineers is a voxel-based sandbox game, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copiessource code was officially available and maintained by KSH to assist the modding community.Beta and was later officially released on February 28, 2019.

A 2014 screenshot showing assorted functional blocks attached to a painted light armour baseplate.Unlike functional blocks, armour visually blends together as long as each armour block has the same colour as the one adjacent to it; each stripe on the baseplate is actually three blocks wide.

Gameplay of Space Engineers begins with the player selecting or joining a world with specific settings, such as the number of asteroids (an "empty world" can also be picked) and the available starting equipment. When creating or editing a world, several advanced options are available to change how the player will interact with the world, and how the worlds will appear. This includes changing the speed with which several tools and machines will work, the size of the player"s inventory, and whether procedural generation will be used (effectively making the world infinite). Upon confirming the world settings, a loading screen appears while the world is generated. This screen consists of a random in-game screenshot as a backdrop, the game"s logo, an animated loading icon, and a randomly selected message at the center. The message may be either a helpful gameplay hint, or one of many quotations concerning space, science, and/or engineering. Many of these quotes are from notable scientists such as Isaac Newton, Galileo Galilei, Albert Einstein, as well as authors such as Arthur C. Clarke.

Once in-game, the player is given control of a single astronaut (referred to as a "Space Engineer") and a set of tools comprising a drill, a welder, and a grinder (if spawn with tools is on). Construction begins by choosing any block from the Engineer"s inventory, and placing it anywhere in open space to create a new voxel grid. Additional blocks can then be added to this grid to create a structure.

aesthetic purpose. Armor blocks, the most basic and common of all blocks, can be realistically damaged and deformed through collisions or the use of weapons.keypads, which can be used to view and manipulate the status of other specific blocks attached to the structure. To be functionally connected however, and to transport materials, blocks called "conveyors" must be used to connect the desired machines. "Functional" blocks require power, which can be provided by solar panels or nuclear reactors attached to the same structure. While reactors must be supplied with uranium, and produce large amounts of power while active, solar panels will continually produce a low output of power when there is line-of-sight to the sun. Once being produced, power is automatically distributed throughout the entire structure and can also be stored in batteries.

Three types of structures are available: small ships, large ships, and stations. The player can toggle between placing small and large block sizes; placing a small variant of a block will create a small ship, while placing a large variant will create a large ship. If a large block is placed in such a way that it intersects terrain voxels (such as an asteroid or planetary surface), a station is created instead. Stations use the same blocks as large ships, and can be converted into large ships by disconnecting them from the terrain (though a world setting can be changed to permit unanchored stations). "Small" and "large" structures can be connected together using connectors creating sub-grids.

The size, resource requirements, and availability of blocks depends on the type of structure they are attached to. Blocks such as assemblers or refineries do not have "small" variants, whereas large ships and stations cannot use gatling guns, instead using AI-controlled gatling or missile turrets. Blocks attached to a small ship are considerably smaller, allowing a much greater level of detail, and require fewer resources than those attached to large ships or stations (for example, light armor requires 25 steel plates on a station, but only one on a small ship).

Ships can be deliberately moved and rotated by external forces and a player as long as they are powered and have at least one gyroscope, thruster, and cockpit. To be able to move in any direction and then be able to stop effectively via inertia dampeners, thrusters must be placed on the structure facing up, down, forward, backward, left, and right. More gyroscopes on a ship will increase the ship"s ability to rotate in space, but in order for the inertial dampeners to be more effective, more thrusters must be added in each direction in which dampening is required.

Astronauts floating in space are able to move forward, backward, upwards, downwards, left, or right without restriction by using a jetpack. They are also able to rotate clockwise or counterclockwise. Astronauts and structures can also enable or disable inertial dampeners, which automatically attempt to reduce speed to zero when force is not being applied, and the required thrusters are installed.

If the player disables their jetpack within a gravitational field (either on the surface of a planet or a structure/asteroid with a gravity generator), movement is restricted to a plane perpendicular to the direction of the net gravity field(s). Vertical viewing angle is also restricted between −90 and 90 degrees, as in most first-person shooters. Ships and structures are unaffected by gravity generators unless equipped with at least one Artificial Mass block. If the player falls off a structure while within a gravity field, they will fall into space until out of range of the gravity generator, at which point the player"s jetpack will automatically enable itself. However, if the player touches their feet to an asteroid or structure with no gravity present, their "mag-boots" will enable them to walk across its surface and even around edges; though jumping will disconnect the player from the surface, and they cannot traverse the 90-degree angle between a floor and wall.

Several types of cargo ships can spawn randomly and fly through the world, which can be hijacked by the player or harvested for components. Some of these cargo ships are booby trapped to explode when the player attempts to commandeer them, and are sometimes armed with hostile gatling or missile turrets.

All place-able objects can be colored prior to placement using a slider-based GUI. The player can manipulate the hue, saturation, and value of the color to produce a very large spectrum of colors. There are 14 slots where new colors can be saved for later use within the same world. Colors can also be changed after blocks have been placed by clicking the middle mouse button while hovering over a block on the "Color Picker" GUI.

Asteroids and planets consist of terrain voxels, which substantially differ from blocks, and although possible to destroy by the player, cannot be created by them unless in creative mode. Celestial objects are currently fixed in space and cannot move, however, rocks/minerals that have been mined are subject to gravity and will react accordingly. Asteroids also do not currently have gravity associated with them, and can come in several basic forms including spherical, torus, and rod-shapes, as well other variations or combinations of these.

In survival mode, players need to mine, collect, and refine various chemical elements from asteroids and planets in order to craft tools, weapons, and blocks as well as produce electricity. Resources can be mined manually using a hand drill, or by using ships with the necessary equipment. Components are produced by assembling them from raw materials; however, they can also be harvested by salvaging cargo ships. To avoid death, players must monitor their health, energy and oxygen levels. Damage can be inflicted on the player by collisions, weapons, contact with thrusters, meteor showers, or by running out of space suit energy. Collisions at higher speeds result in more damage. As the acceleration value of gravity generators stacks, damage from falling can be much more dangerous when multiple gravity generators are active. A player"s health and energy can be restored using a Medical Room block, or a Survival Kit block. Energy can also be replenished by sitting in the cockpit of any powered structure. The development of survival mode began at the end of summer of 2013.

In the survival mode of the game, all actions, including survival itself due to the power requirements of the space-suit"s life-support system, depend on the gathering and refining of certain minerals. These minerals can be found on asteroids or planets, plundered from randomly spawned ships, or recovered from unknown signals. Raw materials are mined from deposits of ore on asteroids, and are then placed (or sent using a conveyor system) into a basic refinery or refinery in order to refine them to be used in assemblers. The refined materials are formed into various components in the assembler which can then be used in the construction of ships or stations.

Inventories in Space Engineers are very flexible and work in a whole-ship manner rather than in an individual one. All inventories connected to a ship can be viewed from any access panel on the same ship, however inventories must be connected via conveyors and conveyor tubes in order for items to be transferred among them. Inventories of refineries and assemblers will automatically request items to refine from connected inventories when they get low, and will send items into an available inventory when it fills up. The conveyor sorter allows inventories to be automatically removed and sorted from and into certain inventories. Instead of a common slot system, Space Engineers uses a volumetric system, measured in litres, with every item having a certain amount of volume and every inventory a certain capacity that it cannot exceed.

Planets in Space Engineers were released on November 12, 2015, after being in development since February 2015. There are several types of planets, themed after Earth, the Moon, Mars, Titan, Europa, and an "alien" planet.NPCs, and the Earth-like planet features wolves, hostile dog-like NPCs.

Planets are somewhat resource-rich, though extraction of useful products from the surface can be difficult. Resources are spread out, and due to planetary gravity and the inefficiency of ion engines within the atmosphere, the player must build ground-based alternatives.

Atmospheric flight is possible even on worlds with oxygen-deprived atmospheres. In order to leave a planet, the player will need to use hydrogen engines with sufficient fuel or build a hybrid spacecraft with atmospheric engines (for liftoff) and ion engines (upper atmosphere to space).

Hybrid surface-to-orbit craft are considerably heavier than their space-only counterparts, but can be built compact enough to fit inside a standard hangar.

On August 17, 2017, "unknown signals" were added to survival mode. These signals spawn randomly within a certain range of the player, and indicate the position of a small probe via a GPS coordinate and a repeating tone. Each probe contains components and can be disassembled, preventing the player from encountering dead end situations in which they do not have the components needed to produce the basic machines which are essential for constructing components and other machines, effectively preventing a catch-22.

Each probe also possesses a button, which when pressed has a chance to reward the player with a collectible skin, similar to a loot box. The skin can be for the player character"s helmet, suit, boots, or tools, and can be traded or sold on the Steam Market. Each skin can be obtained for free in-game, with the exception of three sets: the Veteran Set, which was awarded to players who had owned the game before and played between August and September 2017; the Medieval Set, which is awarded to players who also own Medieval Engineers; and the Golden Set, which is awarded to players who purchase the Space Engineers Deluxe Edition.

Space Engineers was developed and published by the indie video game developer Keen Software House based in the Czech Republic. Implemented as a voxel-based sandbox game set in an asteroid field in space, built on their own game engine, VRAGE 2.

The pre-release alpha build was released on October 23, 2013 on Steam, featuring a single-player "creative" mode. On February 24, 2014, the company announced that Space Engineers had sold over 250,000 copies in four months.Space Engineers have been achieved: survival mode and multiplayer.

Following the release, Keen has continued to release various updates to the game. In most, if not all cases, Keen has divided each update into a mechanical and an aesthetic component; the mechanical component being released for free while the aesthetic component (new block models, texture overlays, engineer suits, and emotes) have been released as a purchasable DLC. This may be a compromise between the need for a semi-predictable revenue stream for continued support of the game, and the need to avoid creating a "pay-to-win" situation.

Adds Dispenser and jukebox blocks, a transparent LCD panel (useful for creating custom HUDs), various interior furnishings and window blocks, new catwalk blocks, railings, stairs and half stairs, a rotating warning light fixture, and a small collection of decorative metal crates.

Adds the Frostbite Scenario, the Antenna Dish, decorative engineer cadavers (skeletons in suits, for atmosphere), a 7.5m wide by 5m tall airtight door block, an offset door, a blizzard-themed block texture overlay, a pair of "I’m Cold" and "Checking suit vitals display" emotes, and some LCD posters.

Includes a set of decorative neon tubes, sci-fi versions of various blocks such as the "Ion" and "Atmospheric" thrusters, LCD panels, Interior walls, button panels, sliding doors, and various button panels.

Adds a set of wheels with airless tyres, an exhaust pipe block, a buggy-style cockpit, two automotive-style lighting blocks, an assortment of "barred" window blocks, two view port blocks, three flavours of Storage Shelves (with crafting recipes that correspond to the items shown on the shelves),three block texture overlays ("Concrete", "Dust", "Rust 2", and "Retro future"), a "Scavenger" engineer suit model, and two new character emotes.

Adds a Large (7.5m by 7.5m) Magnetic plate, a set of truss beam blocks and Industrial conveyor pipes, a decorative cylindrical column block, a vertical button panel, remodeled versions of the Large Hydrogen Tank; Large Cargo Container; Refinery; Assembler; and Hydrogen Thrusters. And a hazard pattern block texture overlay.

A model and texture overhaul of the nuclear reactors; battery blocks; airtight hangar doors; rocket pod and gatling gun; and couch block. It also contains a "searchlight" block (a spotlight-camera-turret combo), a heat vent block, a set of bridge windows, a light panel, a "helm" station, a new helmet, a reinforced sliding door, and two new emotes.

Rosa, Marek (May 14, 2015). "Space Engineers – full source code access, total modifications and 100,000 USD fund". marekrosa.org. Retrieved June 16, 2015. Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers" source code. This comes as a continuation of our decision to give more freedom to modders and community.

"EULA.txt". . Retrieved October 19, 2021. The source code and art assets must not to be mistaken for free software, an open source in a free-software activist understanding, copy-left or public domain software. All source code and art assets remain copyrighted and licensed by KEEN SWH LTD. and you are allowed to use them (modify, tweak, make a derivative work, distribute, etc.) only under following conditions. [...]use this source code only for developing mods for Space Engineers.

space engineers adding textures to lcd panel price

frame.Add(new MySprite(SpriteType.TEXTURE, "SquareSimple", new Vector2(x * scale + xoff, y * scale + yoff), new Vector2(scale, scale), new Color(depth, depth * health, depth * health)));

frame.Add(new MySprite(SpriteType.TEXTURE, "SquareHollow", new Vector2((poscube.X + possize.X * 0.5f - 0.5f) * scale + xoff, (poscube.Y + possize.Y * 0.5f - 0.5f) * scale + yoff), new Vector2(possize.X * scale, possize.Y * scale), blocks[i].State == BlockState.Normal ? Color.Green : blocks[i].State == BlockState.Damaged ? Color.Yellow : Color.Red));

blocks.Add(new TerminalBlockState { Position = full_blocks[i].Min, Size = full_blocks[i].Max - full_blocks[i].Min + Vector3I.One, State = BlockState.Normal, Block = full_blocks[i] });

GridTerminalSystem.GetBlocksOfType(lcds, block => block.CustomData.Contains("ShipLayout") && !block.CustomData.Contains("ShipLayoutHealth"));

frame.Add(MySprite.CreateText("ShipLayout by zanders3\nAdd ShipLayout " + idx + " or ShipLayoutHealth\nto CustomData on LCD\n" + health_string, "DEBUG", Color.Black));

space engineers adding textures to lcd panel price

The various LCD Panel blocks are a great way to add a human touch to a ship or base by displaying useful images or text. For LCD configuration and usage, see LCD Surface Options.

Note: Some functional blocks, such as Cockpits, Programmable Blocks, Custom Turret Controllers, and Button Panels, have customizable LCD surfaces built in that work the same way as LCD Panel blocks, which are also discussed in detail under LCD Surface Options.

LCD Panels need to be built on a powered grid to work. Without power, they display an "Offline" text. While powered without having a text, image, or script set up, they display "Online".

LCD Panel blocks come in a variety of sizes from tiny to huge (see list below) and are available for large and small grid sizes. Note that LCD Panel blocks all have connections on their backs, and very few also on a second side.

All LCD Panels and LCD surfaces work with the same principle: They are capable of displaying dynamic scripts, or few inbuilt static images accompanied by editable text. Access the ship"s Control Panel Screen to configure LCD Panels or LCD surfaces; or face the LCD Panel block and press "K".

A Text Panel, despite its name, can also display images. On large grid, it is rectangular and does not fully cover the side of a 1x1x1 block. On small grid it is 1x1x1, the smallest possible LCD block in game.

On large grid, you choose the Text Panel when you need something that has rectangular dimensions that make it look like a wall-mounted TV or computer screen. If you want to display images, this one works best with the built-in posters whose names end in "H" or "V" (for horizontal or vertical rotation). On Small grid, you place these tiny display surfaces so you can see them well while seated in a cockpit or control seat, to create a custom display array of flight and status information around you.

Corner LCDs are much smaller display panels that typically hold a few lines of text. They don"t cover the block you place them on and are best suited as signage for doors, passages, or containers. They are less suitable for displaying images, even though it"s possible. If you enable the "Keep aspect ratio" option, the image will take up less than a third of the available space.

These huge Sci-Fi LCD Panels come in sizes of 5x5, 5x3, and 3x3 blocks, and can be built on large grids only. These panels are only available to build if you purchase the "Sparks of the Future" pack DLC.

They work the same as all other LCD Panels, the only difference is that they are very large. In the scenario that comes with the free "Sparks of the Future" update, they are used prominently as advertisement boards on an asteroid station.

This LCD panel can be built on large and small grids. The transparent LCD is basically a 1x1x1 framed window that displays images and text. It is part of the paid "Decorative Blocks Pack #2" DLC.

What is special about them is that if you set the background color to black, this panel becomes a transparent window with a built-in display. In contrast to other LCD Panels it has no solid backside, which makes it ideal to construct transparent cockpit HUDs, or simply as cosmetic decoration.

While configuring an LCD Panel, the GUI covers up the display in-world and you can"t see how the text or i