Superluminal For Mac

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Superluminal For Mac Rating: 5,0/5 1262 reviews
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Main Features: - Modular 3D particle system for After Effects. One Tool, Single 3D space. One click smart presets. Replica, a unique effect, that replicates the particles in various ways. Countless particle effects. Emitters, Particles, Replica, Forces, 3D Models, Text & Mask, Maps.

Space deformers, Sphere, Box, 3d Models, Bend, Twist, Maps, Black Hole. Splines, animate-able, both as paths and emitters. Containers,enclose particles in sphere, box or a 3D model. Particles One Tool, a single 3D space, on one layer with endless possibilities.

It is a full featured particle system with forces, fields, motion blur, DOF and much more. Modular A Breakthrough easy to use node based interface. Start with a preset or create your own nodes. Many emitters, particles and forces can be added, and have them all work in a single 3D space on one layer. Replica Create beautiful motion graphics by replicating particles in many ways. With Replica you can create unique looking designs, ranging from organic through technology and more.

Jul 11, 2018 - Superluminal creates tools for motion graphics artists. Download Early Adopters for Mac OS,Windows version will be.

Space Deformers Sphere, box, 3d models, displacement maps and more are used to push, pull, enclose, color and move particles around. Black hole nodes can be used to attract the particles over time.

Smart Presets Load an entire setup, node, or a single param. With a single click you can load stunning presets, and there are loads of them. 3D Models Particles can be emitted along a 3D model's vertices or from its volume. Grids Whether it's a box or a sphere grid, with the unique easy-to-use modular workflow these are just starting points for endless paths. These grids can be manipulated in many ways to create arresting looks. Splines From particle emitting splines through 3D lines, these unique animate-able 3D splines, defined using After effects lights, create a multitude of stunning effects.

Text & Mask Particles can be emitted from live text and masks, either from the volume or the edges. Paths can then be trimmed, offset and controlled using many more properties. Create never seen before effects.

Release Notes: - Render 3D models as particle instances. Extrude and Bevel Text and Masks.

Create 3D primitives, choose from Cube, Sphere and more. Physical Materials.

Ambient Occlusion. Image based lighting. Export Stardust Presets.

GPU powered. Notable Bug Fixes: - Fixes an issue where the watermark reappears after restart on some machines. System Requirements: - After Effects CC2015 and later, GPU with OpenGL 3.3 and later is required to render 3D models. 1 GB of RAM, 100 MB of hard drive space Homepage Buy a premium to download file with fast speed thanks Rapidgator.net alfafile.net.

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Superluminal 2 - ship editor for FTL:AE About Superluminal2 is a ship editor for FTL - it provides a layer of abstraction over the game's files, aiming to make the task of creating a functional ship much easier and less daunting. It is a complete rewrite of, and successor to,. Download Important: The editor requires at least in order to run. Source code is available at - readmedevelopers.txt contains everything you need to know to be able to compile the code by yourself. Setup Extract the editor from the archive, then run it. The first time you run the program, you may be asked to point the editor to FTL's installation, but most of the time this should be located automatically. Troubleshooting In case of problems, or ask here in this thread.

If the editor has crashed, please attach the contents of editor-log.txt in the post, preferably between code /code tags - keep in mind that the log is wiped each time the editor starts - as well as steps to reproduce the crash, if possible. Credits Vhati - for being an immeasurably helpful person over the course of last year, always answering my questions when I pestered him Without Vhati's help, the editor would likely never have worked on Mac and Linux Sleeper Service, TaxiService, The Legacy, English Narwhal - for beta-testing of the new editor, and lots of good suggestions Phlakes - for awesome work on, from which I have appropriated the pretty system icons:E Changelog. Code: 2.2.1 - Fixed a crash when saving a ship that was created with old FTL file format. Fixed a crash when changing colors in Generate FLoor Image window using RGB or hex values. Fixed values not being consistently capped to min/max in Generate Floor Image window.

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Fixed a bug which could cause ship class and ship name to not be loaded. Fixed a bug which caused XML files to be broken when using the 'Include Mod Files From' feature when saving. 2.2: - Added support for FTL 1.6.1+ - Self-patching functionality should now work on all platforms (still broken in versions 2.1.2b and lower; you'll need to update manually) - Added File Change.dat Files, allowing you to navigate to other.dat files, and tell the editor to use them (useful if you ever want to use pre-1.6 archives for whatever reason) - Pirate ships from dlcPirateBlueprints.xml file can now be loaded in the editor. The editor now also scans.rawclobber files in loaded mods. Automatic update check performed at startup no longer blocks GUI.

Pinned objects are now highlighted with a yellow border. Updated GUI library from 4.5.1 to 4.6.1.

Updated links to the new FTL forums address. Fixed Windows exe launchers not finding Java 9. 2.1.2b: - Updated GUI library from 4.4 to 4.5.1. Hopefully this fixes the issues with Windows 10.

2.1.2a: - Fixed stations blocking placement of doors 2.1.2: - Changed default color of floor images generated by the editor to standard FTL gray - 0x64696F. Added customization options to floor generation - can set border width, floor margin, corner size, and floor and border colors. You can now save a mod file along with the ship, effectively adding the ship to the mod.

The mod has to be loaded via Mod Management (Ctrl+M) first, though. Added experimental self-patching functionality. 2.1.1a: - Fixed a typo in the error message displayed when trying to animate gibs when the ship has none (animte - animate) - Fixed a bug with systems sharing interior images. Q: How do I even use this thing?

There's no tutorial or instructional video (maybe someday.), so you'll have to rely on the tooltips in the editor - hover your mouse over the icons, they'll provide you with everything you need to know. For now, the closest thing to a tutorial (that I am aware of) is (although it does get a few things wrong). Q: I can't run this program! In order to run the editor, you need to have installed. Version 6 is the minimum requirement. Q: I'm on a Mac, and the program doesn't start when I try to run it! It might be a problem with permissions; sometimes the program isn't allowed to run by default.

To fix this, read, and/or watch TaxiService's Update: Since version 2.0.3a beta, the editor should be able to run without you having to change its permissions. Q: When I try to play my ship in-game, it has black-yellow checkered images on it! This happens when you've installed mods with SMM while the editor was running, and then saved the ship. The solution is to either not do that, or use File Reload Database as soon as you return to the editor. Update: Since beta10, the editor will reload the database automatically when it detects that you've modified the game's archives.

Q: The editor doesn't save my ship! The editor only saves the ship when it's actually been modified. However, modification detection is strongly tied to undo/redo, therefore if you change something that isn't currently undoable, then the Save command won't do anything.

To fix that, just use Save As instead of Save (as its code doesn't have the aforementioned safeguard), or just move a room somewhere and then back where it should be, each time you want to save. Update: This safeguard was removed in version 2.0.5 aka 2.0.4. Q: How do I load my custom ships in the editor? In order to be able to load a custom ship in the editor, it has to be saved in.ftl format. Once you have that:. If you have any ship currently loaded in the editor, then you need to close it ( File Close Ship). Drag the.ftl file onto the editor's window.

If that doesn't work:. Go to File Mod Management. Press Load Mod. Select the.ftl file containing your ship. Press Confirm. Open File Load Ship. Find the ship ID you've set your ship to replace (PLAYERSHIPHARD by default) - that entry is now an expandable item that contains both the default ship, as well as your custom one.

Press Load. Q: Whatever happened to the.shp format from the old editor? Long story short, I've decided to scrap it - there was a multitude of problems with it, and it broke easily. The new editor can load.shp files for compatibility's sake only, though it's not very reliable. Q: How do I get my ship into the game?

First of all, you need to download. Then:.

Superluminal For Mac Torrent

Save your ship as.ftl. Place the.ftl file inside SMM's mods directory. Launch SMM. Tick the checkbox next to your mod's name (or double-click the name).

Click the Patch button. Q: My images show up fine in the editor, but are invisible / completely black in-game! Make sure that your images are 32-bit PNG.

Superluminal For Mac Pro

FTL is very picky about image format. Q: I can't select crew or systems!

The menu just closes when I click without applying my selection! If you're on Windows 10, try disabling touchscreen or tablet PC options. If you use a, try temporarily disabling / disconnecting the device. I suppose I should apologise for taking my sweet time developing this - however, I didn't want to release the editor without a basic feature like crew editing In addition, I wanted to make sure that the editor's code is written well and in a coherent, legible way - as opposed to the nightmare of spaghetti code of the previous version - I'm obviously biased, but I like to think that I managed to do that.

There are still features missing though, listed under the to-do section - that may lag behind a bit, seeing as I'll likely be busy with college stuff until the end of June. Is there any way to set a maximum level for a system, and set a different price scaling than other ships? I wanted to make a dodge-based ship that can only go to 2 layer shields, and for an extremely high cost. Edit: For some reason, after editing the resource files with SMM, you can't load any ships. Edit2: I seem to keep getting this crash while trying to edit the 7th crew slot (every other slot works fine) 16:33:37.377 main ERROR com.kartoflane.superluminal2.Superluminal - An error has occured and the editor was forced to terminate.

This entry was posted on 24.10.2019.