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In non-optimized EVE, there was a problem where city lights wouldn't work except on the homeworld, unless you opened the EVE gui and clicked apply on each object.
With optimized EVE, city lights do not appear to work on any worlds, even the homeworld, even if updated in-game with the gui. No configuration change happened between the working and incorrect versions.
Because KopernicusExpansions emissivefx feature hasn't been being maintained properly (and it had problems to begin with), the EVE City Lights feature has become the only way of applying emissives to planets for worlds with lava, bioluminescence, and city lights. Because the City Lights feature also paints emissives over the terrain in pqs, this is actually more powerful than the old Kopernicus feature. Several worlds in Whirligig World as well as in Alternis Kerbol Rekerjiggered use EVE City Lights for this reason. (The ability to use emissives over oceans, as an option, would be an improvement as well)
See below: what can't be done with traditional emissivefx.
and the current situation:
The text was updated successfully, but these errors were encountered:
In non-optimized EVE, there was a problem where city lights wouldn't work except on the homeworld, unless you opened the EVE gui and clicked apply on each object.
With optimized EVE, city lights do not appear to work on any worlds, even the homeworld, even if updated in-game with the gui. No configuration change happened between the working and incorrect versions.
Because KopernicusExpansions emissivefx feature hasn't been being maintained properly (and it had problems to begin with), the EVE City Lights feature has become the only way of applying emissives to planets for worlds with lava, bioluminescence, and city lights. Because the City Lights feature also paints emissives over the terrain in pqs, this is actually more powerful than the old Kopernicus feature. Several worlds in Whirligig World as well as in Alternis Kerbol Rekerjiggered use EVE City Lights for this reason. (The ability to use emissives over oceans, as an option, would be an improvement as well)
See below: what can't be done with traditional emissivefx.
and the current situation:
The text was updated successfully, but these errors were encountered: