If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Some characters were stuck in a loading screen with a "Server Not Responding" message
It's called a cubemap. Anywhere you see reflections in game, is actually using a cubemap. We (Environment Artists) have to generate them. So essentially, we pick a point that is roughly covers the average space, run a script that spits out 6 images, one for each orthogonal direction. Then we assemble those into a cubemap, and project that onto objects as reflections. It's static, and clearly not as accurate as realtime raytraced reflections, but it's also vastly less performance intensive.
The problem is that, since the map was created by positioning the camera at a single point, the reflections are only really accurate at that point. However, 90% of the time it isn't terribly noticeable, as long as you're using a cubemap that looks roughly like your interior. For instance, if we used a dark, red cubemap in a Fed ship interior, it would look out of place. But if we use a standard Fed interior cubemap on ESD, mostly it looks ok.
...... DaveyNY ...STO Forum Member since February - 2009
..............Star Trek Fan since Thursday Sept. 8th, 1966
There are No Longer any STO Veterans... We're Just People who have Played the Game for a Long Time.
I Really Do Miss the little TOP Button at the bottom of the threads.
It's called a cubemap. Anywhere you see reflections in game, is actually using a cubemap. We (Environment Artists) have to generate them. So essentially, we pick a point that is roughly covers the average space, run a script that spits out 6 images, one for each orthogonal direction. Then we assemble those into a cubemap, and project that onto objects as reflections. It's static, and clearly not as accurate as realtime raytraced reflections, but it's also vastly less performance intensive.
The problem is that, since the map was created by positioning the camera at a single point, the reflections are only really accurate at that point. However, 90% of the time it isn't terribly noticeable, as long as you're using a cubemap that looks roughly like your interior. For instance, if we used a dark, red cubemap in a Fed ship interior, it would look out of place. But if we use a standard Fed interior cubemap on ESD, mostly it looks ok.
Now in its later days CoH did something interesting where they had cube maps for their environment reflections but if you turned your reflection quality high enough you could get real time actor (characters, players, moving things) reflections. In most cases the somewhat blurred actor reflections definitely made things look better as you didn't notice the cube map reflections as much.