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2026-09-11 21:42 UTC
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public
8032473
2022-01-17 06:44 UTC
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229004
windows
from app 228980 · shared install
768971
windows
39.06 MB
5.48 MB
4798114938513422051
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
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8032473
public
2022-01-17 06:44 UTC
4 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:42 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2020-10-26 13:33 UTC · Community Announcements · Jan
Sprite Sheet maker For a long time I was continously meeting with the same issue: I can't decent sprite sheet maker for frame by frame animation that would be fast (which instantly removes Gimp and Photoshop plugins), would be without obvious bugs, would allow for realtime result preview and would be free. So best course of action was to make my own. Decision was made to simply integrate it into ModLab. With ModLab 1.5 I am releasing this feature to public. Here you can see short video presenting some of possiblities (it was made in middle of the development, some things changed, some were pol
2019-11-19 19:05 UTC · Community Announcements · Jan
New major update is here! This version brings Volume from Alpha which let's you generate normal maps based on volume of objects. This feature might in many cases replace horizontal profiles, but there is nothing stopping you from combining both methods. Since picture is better than thousand words there are some examples: https://media.giphy.com/media/dBOMSIStNvbBfRoB77/giphy.gifhttps://media.giphy.com/media/dBOMSIStNvbBfRoB77/giphy.gif https://media.giphy.com/media/KxbGJ1I6HAl2UADNEk/giphy.gif https://media.giphy.com/media/UnxujdnxQURTHdxynu/giphy.gifhttps://media.giphy.com/media/UnxujdnxQURTH
2019-06-04 18:03 UTC · Community Announcements · Jan
Well, yesterday release didn't went all that well. Not that are issues with ModLab, at least I am not aware of any, but both reddit posts got shutdown for whatever reason (I no longer even link Patreon nor Steam). Anyway, lets move on. We will do mix of Nebula and Normal maps options this time and see how it goes. 1) Nebula generator - Better asset control: For instance control over asset density, probability of placement of specific asset. Possibly using different noise function with preview for placement. 2) Nebula generator - Planets: I've implemented very advanced atmosphere rendering in p
2019-06-03 17:14 UTC · Community Announcements · Jan
This patch was focused around Nebula generator. This is first working interation of said feature that will let you export backgrounds into PNG. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31777225/49367b14fc88f49c928ab3cbf205fb4385fc9139.png Video tutorial will be up in few days, but in meantime there are some instructions: After starting ModLab click "Background" on top bar. Now you can start loading assets into Level 0. If you don't have assets or if you want to use default assets, you can click "Load Base assets" in bottom left menu to load 5 normal maps. From this po
2019-03-07 19:46 UTC · Community Announcements · Jan
https://www.youtube.com/watch?v=e_mjAM945ig Second tutorial describing how is ModLab used for processing ships for Wayward Terran Frontier: Zero Falls https://media.giphy.com/media/fLsoC1wIAEWwMG12LE/giphy.gif Patch notes: Switched Normal A and Normal B channels for combine Renamed Normal 2 map slot to Normal B Fixed issue with dominant light control drag taking priority over load buttons Added export png function for background (WIP) Big thanks to all my Patreons: Kageve Gonswic Zero Falls is Good Dmitri Klein Alex Yang Tiberiumkyle Kevin Zechner If you find this project useful, consider supp
2018-11-11 13:50 UTC · Community Announcements · Jan
Don't worry, previous choices didn't go anywhere. We are just taking slightly different approach for this poll. Reason for this is simple, while overall user count is reasonably high (over 8 000), number of Patrons is fairly low. So, this time we will decide general direction. 1) Full 3D support - I will push ModLab in direction of properly supporting 3D. Recently I tested it with full unwrapped textures and I was really pleasantly surprised by results. There would be ability to load your 3D models to preview results in realtime, possibility of support for object space normals (I know it seems
2018-10-01 14:05 UTC · Community Announcements · Jan
So, software was originally designed mainly for sprites but over time it grew into very powerful texture processing tool, used by almost 8 000 developers and modders. One of issue that came up from original design is interpolation around edges... NOT anymore. This verison of ModLab will let you chose UV wrapping sampler state. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31777225/c2803147a090885e45ba7d9b11472791fb02a978.png If you like the software and find it useful, then please consider supporting further development on Patreon: https://www.patreon.com/user?u=7785848 I
2018-09-22 16:15 UTC · Community Announcements · Jan
v1.2.1 -DDS loading support -TGA loading support (without alpha) using .NET Targa Image Reader -Fixed crash on loading Height map before Dif -Automatic flat grey diffuse in case user wants to process just a normal map I had very little time to do some extensive testing altho this required some massive changes. If you run into any issue please let me know.
2018-08-15 14:24 UTC · Community Announcements · Jan
Second Patreon voting poll concluded some time ago and I bring goodies. Results shown that users want to improve roughness map, which was admittedly the weakest part of ModLab. To improve it I need some extra data, specifically curvature. This version of ModLab let you generate curvature from Normal map and use it to improve Roughness map. On top of it even if you provide your own Roughness map you can use new data to add some details to it. As seen here: https://media.giphy.com/media/4QFL474mkqMLFiXbWJ/giphy.gif Curvature itself is quite powerful information. For that reason if Curvature is g
2018-05-29 23:44 UTC · Community Announcements · Jan
So user had issue with windows open file dialog and asked for another method of loading files. Alright then, patch v1.1.1 is out and you can now load textures by drag and drop onto load file buttons. Also fixed one possible crash that I accidentaly discovered.
2018-05-21 17:10 UTC · Community Announcements · Jan
Patch it out! Since I've elaborated content of this patch in blog posts I will keep this short and just link them: Main features: Complete rework of medium and large elements, greatly increasing their quality and flexibility: https://steamcommunity.com/games/768970/announcements/detail/1671276544921786698 https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31777225/b2fa1b5c310106e465ef1a948f85f0d87f6b99a2.png Optimization resulting in massive fps gain when processing large textures: https://steamcommunity.com/games/768970/announcements/detail/1669026014353287013 https://steamcdn
2018-05-17 00:02 UTC · Community Announcements · Jan
Alright, so other part of this update: Optimization First of all I need a reasonable goal. Processing a 4k x 4k texture on a 4 years old mid tier GPU at 60 fps seems like a reasonable goal, so let's aim for that. To make it fun let's include the latest changes with the most performance hungry settings (using largest possible kernels for small and medium elements). So initial test: Load texture, Generate From Diffuse set, set the highest radius for both elements + using most complicated kernel aaaaand we are at 17 fps. Alright, so I need to make this aprox 3 times faster. In terms of rendering
2018-05-02 16:33 UTC · Community Announcements · Jan
First Patreon poll concluded some time ago and since then I am have been working on the two most voted options. Since talking about optimization would be boring I will talk about other one, which is nothing else than quality of medium and large generated elements. The issue: As I stated in the poll I knew about the issue. I generally discouraged people from using medium and large elements and stick with pixel perfect small ones which would do for most of the cases but not always and it was limiting factor for Modlab's flexibility. The issue was caused by my approach for medium and large elemen
2018-02-27 07:56 UTC · Community Announcements · Jan
All Patrons (in this round this includes suporter tier) are able to vote in current poll which will run till Monday 12th March after which I will start working on implementation of winning option. 1) Image export for Background generator - In this iteration I would be aiming to create export into one layer 2D image. Resolution would be settable between 512x512 to 4096x4096. In future this would open path for further improvement of space background generator and very possibly export of spherical 360 3d map. 2) Ability to chose shader model - Schlick's approximation is currently used for renderi
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/768970/raw.