Would it be possible to switch textures for the player action of launching missiles?
I've roughly drawn up a twin missle bay to demonstrate:
1.Condition state: green - no target set.
2.Condition state: yellow/red - missile armed/locked.
3.Condition state: 1 missile launched.
4.Conditon state: all missiles launched.
Of course, there are many combinations that could be used.
Texture switching through player actions.
Moderators: winston, another_commander
Re: Texture switching through player actions.
Coupled with thisAhruman wrote:Yes.
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Thargoid TV
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Re: Texture switching through player actions.
Wow, this opens up some possibilities.
Runs off muttering "shipset v4.0....no!....I've done enough...Aaaaaargh!
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Re: Texture switching through player actions.
And I haven't even mentioned coupling the worldscript event above with removal of sub-entities and positioning of the launched missile to match the sub-ent missile just removed...
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- Eric Walch
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Re: Texture switching through player actions.
And not to forget the restoration of subentities:Thargoid wrote:And I haven't even mentioned coupling the worldscript event above with removal of sub-entities .
Code: Select all
Revision: 3661
Date: donderdag 8 juli 2010 09:23:01 Nederland-tijd
Author: kaks
A bunch of frangible ships changes, might be revised soon:
- save games now remember whether the player ship's subentities are destroyed or not, and show them on the integrated load screen.
- maintenance overhaul now repairs subentities too. An extra fee is added to the price, proportional to the number of destroyed subentities.
- new js function: ship.restoreSubEntities() - repairs all subentities, returns false if no subentities were restored.
- new js property: ship.subEntityCapacity - the number of undamaged subentities the ship comes with.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Texture switching through player actions.
That's only in trunk, not 1.74.2, hence I deliberately didn't mention it. But yes that is another option too, or will be soon for the masses.
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Re: Texture switching through player actions.
Although this seems like a good and exciting feature, for something like damage (laser scorchmarks/holes etc) and those missiles, would it not be better (if possible) to do this via decals? i'm thinking that the given missile example would need 4 skins, and potentially 4x3 maps if you're using the Griff-type shadery stuff. This is going to mean a lot more memory usage, and bigger OXPS, isn't it...?
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Re: Texture switching through player actions.
Yes, except it’s impossible. At the moment, you can’t communicate arbitrary information to shaders except by changing the materials dictionary.Killer Wolf wrote:Although this seems like a good and exciting feature, for something like damage (laser scorchmarks/holes etc) and those missiles, would it not be better (if possible) to do this via decals?
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