Datamining (Maximum Spoilers)

not sure. boxes, one with a visual bounding area to ensure you know where it its. maybe it is meant to be an invisible trigger? FX?..but for now 2 ugly boxes lol

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Yes. It is called the Industrial Pump and it came to the game in the Frontiers update. They show up in the settlements and you can build them. They make a bit of noise and smoke/steam (though they look like the electric pumps that we use on irrigation sprinklers, smoke would be bad :slight_smile: )

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Ahh I was wondering where I’d seen it, thanks for the reference :sweat_smile:
I’m guessing that’s just a placeholder then? I don’t think the materials loaded properly when I was checking the model out, so I’ll try and see if I can find out what’s unique about this test

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Weird… Model viewer had materials enabled, so I’m guessing the model just isnt textured?

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Since it mentions hologram, my guess is that this is a test mesh for the new build visualization. From the update page:

While building on a freighter, preview holograms can now be seen through walls , making it easier to see exactly where a part will be placed.

The texturing for this visualization is probably all shader based.

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I believe all the references where shader based when I looked.

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Looks like a distillery on its side. Are we going to get space booze to go with our nip nip?

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Slightly different note from 4.0 speculation, here’s a really old unused UI that was probably the original Pre Release UI style. Looks a lot like IMGUI, which they use for their dev tools. Looks really cool either way, I’d love this back as some sorta cheat menu, or a special Atlas Interaction.

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Makes sense, as IMGUI seems to be about the only agnostic UI framework in C++ (not that agnostic UI frameworks would be very common in other languages…) and they have their own engine, so IMGUI would have allowed them postponing developing their own UI until a lot later in development, which is worth a whole lot.
I wouldn’t go as far as to say that I’d want that replacing the UI they built later, though…

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Yea would hate this as a replacement of the current system, but looks like it could be a fun lil Easter egg for certain situations. 2015 Atlas was definitely a lot of of a hands on computer, rather than our all seeing Super AI :stuck_out_tongue:

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Just got around converting all the textures (DDS) to PNG in game. Based on Similar Code used for the ICONS I extract, but now loops through 57 friggin PAK files …extracted was 12gb…as png…12GB…

Not even sure why I wanted these lol, but

What did I learn? There’s a chicken and monkey texture lol …nothing new…but new to me lol

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Chickens in NMS…I like it. Eggs benedict, sunny side up, over easy… :chicken: I am sure Vy’Keens would line up every morning in the mess hall ready for their helping.

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Au contraire. I think Vy’keens want their meals live and squirming (a la Klingons).

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Perhaps but, having run a Vy’Keen settlement for some time now, I have found them to be quite refined and given to rather romantic prose. I believe the Gek would be more likely to down a raw egg. :smile: :nauseated_face:

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its a hell of a chicken color lol:

BODY
CHICKENBODY

HEAD
CHICKENHEAD

guess it was used for testing Antelops
TEXTURES\PLANETS\CREATURES\ANTELOPERIG\TWOLEGCHICKENBODY.BASE.FUR.NORMAL.DDS

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So looking more into the whole Spring Attachment stuff, I found additional references in:
PLAYERCHARACTER.ENTITY

Seems this is where the game is storing cape cloth physics, where attached to player, gravity effect etc…noticed there is a reference for cloth skirts?..not new apparently…

So from everything I can see this whole, 4 parts head, pouch, damper and tail will clearly be something attached to the player…and I’m still picturing kangaroo / mario tail suit…

images

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