NPC Shields OXP jacks the npc's ship heat levels to 0.99 to simulate the flash of the shield absorbing a laser (or missile) hit. It might be better if it could instead create a flash directly via scriptable shaders changes. Then, npc ships could even have different color shields for variety.cim wrote:Makes sense. How many do you think would be sensible? I'm thinking two floats, two ints, and two vec4s should be enough in general, plus make hullHeatLevel configurable to simplify use of the default shader.Svengali wrote:A few scriptable and bindable 'user' properties would be a dream. I'm often using energy, fuel or lightsActive to control shaders or pass infos. This reduces the need to switch them.
Progress
Moderators: winston, another_commander
Re: Progress
Re: Progress
Should be fairly straightforward with visual effects - just create one at the ship's current position (or thereabouts), with appropriate shader parameters. Reminds me that I was going to add aSwiteck wrote:NPC Shields OXP jacks the npc's ship heat levels to 0.99 to simulate the flash of the shield absorbing a laser (or missile) hit. It might be better if it could instead create a flash directly via scriptable shaders changes. Then, npc ships could even have different color shields for variety.
scale(f)
method to resize visual effects, though.Adding that sort of dynamic rewriting of the shader program itself, though... that would be extremely difficult.
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Re: Progress
That would be lovely. I was originally experimenting with flashers in order to create a shield orb around the ship. But this never went anywhere. Using the hull temperature for as visual effect is really only a limited workaround, for instance it doesn't allow for another colour. So I would gladly replace it with a visual effect. Scalability would be great too, of course, because the effect should be proportional to the ship's size.cim wrote:Should be fairly straightforward with visual effects - just create one at the ship's current position (or thereabouts), with appropriate shader parameters. Reminds me that I was going to add aSwiteck wrote:NPC Shields OXP jacks the npc's ship heat levels to 0.99 to simulate the flash of the shield absorbing a laser (or missile) hit. It might be better if it could instead create a flash directly via scriptable shaders changes. Then, npc ships could even have different color shields for variety.scale(f)
method to resize visual effects, though.
Re: Progress
Yes, that sounds like a plan .-)cim wrote:Makes sense. How many do you think would be sensible? I'm thinking two floats, two ints, and two vec4s should be enough in general, plus make hullHeatLevel configurable to simplify use of the default shader.
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Re: Progress
Would that allow something like this...cim wrote:Should be fairly straightforward with visual effects - just create one at the ship's current position (or thereabouts), with appropriate shader parameters. Reminds me that I was going to add aSwiteck wrote:NPC Shields OXP jacks the npc's ship heat levels to 0.99 to simulate the flash of the shield absorbing a laser (or missile) hit. It might be better if it could instead create a flash directly via scriptable shaders changes. Then, npc ships could even have different color shields for variety.scale(f)
method to resize visual effects, though.
Adding that sort of dynamic rewriting of the shader program itself, though... that would be extremely difficult.
an improved Langston Field which expands as it absorbs energy, increasing its surface area and dissipating heat faster.
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Re: Progress
The difficult part is not the scaling in shaders - it's the blending.Tricky wrote:Would that allow something like this...cim wrote:Reminds me that I was going to add ascale(f)
method to resize visual effects, though.
Adding that sort of dynamic rewriting of the shader program itself, though... that would be extremely difficult.an improved Langston Field which expands as it absorbs energy, increasing its surface area and dissipating heat faster.
-- The Mote in God's Eye.
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Re: Progress
Code: Select all
Revision 5223 - Directory Listing
Modified Thu Aug 23 19:46:23 2012 UTC (3 days, 19 hours ago) by cim
Some new ship JS properties
ship.currentWeapon
ship.weaponPosition*
I've been testing and tweaking a shield flashers prototype for the last couple of weeks. For 1.76+. Wait till you see it...Commander McLane wrote:That would be lovely. I was originally experimenting with flashers in order to create a shield orb around the ship. But this never went anywhere. Using the hull temperature for as visual effect is really only a limited workaround, for instance it doesn't allow for another colour. So I would gladly replace it with a visual effect. Scalability would be great too, of course, because the effect should be proportional to the ship's size.cim wrote:Should be fairly straightforward with visual effects - just create one at the ship's current position (or thereabouts), with appropriate shader parameters. Reminds me that I was going to add aSwiteck wrote:NPC Shields OXP jacks the npc's ship heat levels to 0.99 to simulate the flash of the shield absorbing a laser (or missile) hit. It might be better if it could instead create a flash directly via scriptable shaders changes. Then, npc ships could even have different color shields for variety.scale(f)
method to resize visual effects, though.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
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Re: Progress
I would also like player.ship or this.ship.maxPitch/this.ship.maxRoll/this.ship.maxYaw to be implemented as a read only property. I have an oxp that I'm writing that could use this instead of the clumsy player calibration that I'm using now.
If possible, thanks in advance and great work all of you.
If possible, thanks in advance and great work all of you.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: Progress
Well, I suppose you can have those.
Code: Select all
r5190: [...] Add ship.max(Pitch|Roll|Yaw) properties [...]
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Re: Progress
How's it done? Example code, please.cim wrote:A new type of entity for trunk: Visual Effects
...Additionally, properties have been added to the Station and System JS classes to allow the usual break patterns to be suppressed...
Re: Progress
Break pattern suppression
I'll release a sample OXP for visual effects soon.
Code: Select all
station.breakPattern = false;
system.breakPattern = false; // must be called in shipWillExitWitchspace to be useful
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Re: Progress
cim wrote:Break pattern suppressionI'll release a sample OXP for visual effects soon.Code: Select all
station.breakPattern = false; system.breakPattern = false; // must be called in shipWillExitWitchspace to be useful
<Smivs waits eagerly>
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Re: Progress
Okay, quick demo OXP. VisualEffect Demo: Sunspots
The shader is not finished, but it's not the shader you're interested in. There are a few hints in the readme.txt for other possibilities. (And the Wiki is up-to-date with documentation, of course)
The shader is not finished, but it's not the shader you're interested in. There are a few hints in the readme.txt for other possibilities. (And the Wiki is up-to-date with documentation, of course)
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Re: Progress
Not sure if this has happened to anyone else, but whilst tooling about G1, Ususor, a Poor Agro Feudal system with TL2, I came upon TWO Rock Hermits within scan range of each other. I just had to stop and scratch my head... I've got the game paused looking at these Hermits while posting this.cim wrote:Experimentally, I've changed the system populator so that all systems have at least one rock hermit. If there wasn't one generated on the normal spacelanes, there will be one added to a semi-random point in space quite some distance from the spacelanes.
Got all turned around, lost my nav connection... Where am I now?
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Re: Progress
Yeah, I've seen that once or twice. I quite like that it happens.
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