Gouges, scratches and dents

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DaddyHoggy
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Gouges, scratches and dents

Post by DaddyHoggy »

Been having a chat via PM with Griff, reproducing them here will be quicker and easier than trying to explain it again, but this is basically a challenge to clever ship builders and/or texturers - do you accept:
a few threads mention ramming other objects as a method of moving them or destroying them and I wondered if your randomised decal map could be used as the basis of a randomised normal map that could be used to inflict gouges into the nose cones of all those lovely ships?

Does that make sense - is this even possible - would anybody like to see it?

As usual, I only have the ideas and rely on others to do the hard work!

***************************
That's a great idea DH, from a quick look at the list of shader 'uniforms' * on the wiki there is a damage uniform that could be used to control the effect, i suppose the trouble with this uniform though will be that as the ship regenerates the crumples added in by the extra normal map will fade away, still i suppose this could be explained by hull repairing robots or something.
I've hit the 4 texture map per shader limit in all my shaders though so i haven't got a spare texture for an extra 'crumple normal map' so i won't be able to implement the idea, even though it is really excellent, it's definately worth posting it to the boards because some of the other shipbuilding oxp'er might be able to implement it, in addition to a crumple normal map you might also be able to move the verticies in the model around too in the vertex shader so the actual model crumples up as well!
Griff/Phil

* uniforms are little 'data pathways' between the Oolite game engine and the shaders, you can trigger effects in the shaders based on the numbers coming to them through the uniforms, eg the speedfactor uniform can be thought of as an engine power level, which in my shaders adds in an orange and a cyan glow around the ship exhausts)
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Re: Gouges, scratches and dents

Post by pagroove »

DaddyHoggy wrote:
Been having a chat via PM with Griff, reproducing them here will be quicker and easier than trying to explain it again, but this is basically a challenge to clever ship builders and/or texturers - do you accept:
a few threads mention ramming other objects as a method of moving them or destroying them and I wondered if your randomised decal map could be used as the basis of a randomised normal map that could be used to inflict gouges into the nose cones of all those lovely ships?

Does that make sense - is this even possible - would anybody like to see it?

As usual, I only have the ideas and rely on others to do the hard work!

***************************
That's a great idea DH, from a quick look at the list of shader 'uniforms' * on the wiki there is a damage uniform that could be used to control the effect, i suppose the trouble with this uniform though will be that as the ship regenerates the crumples added in by the extra normal map will fade away, still i suppose this could be explained by hull repairing robots or something.
I've hit the 4 texture map per shader limit in all my shaders though so i haven't got a spare texture for an extra 'crumple normal map' so i won't be able to implement the idea, even though it is really excellent, it's definately worth posting it to the boards because some of the other shipbuilding oxp'er might be able to implement it, in addition to a crumple normal map you might also be able to move the verticies in the model around too in the vertex shader so the actual model crumples up as well!
Griff/Phil

* uniforms are little 'data pathways' between the Oolite game engine and the shaders, you can trigger effects in the shaders based on the numbers coming to them through the uniforms, eg the speedfactor uniform can be thought of as an engine power level, which in my shaders adds in an orange and a cyan glow around the ship exhausts)

A fantastic idea when implemented. I already see my Aurora class heavy damaged, or station with impact marks from missiles.
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Post by drew »

Would fit with the fiction too...

Excerpt from Mutabilis...
It was obviously a recently built ship: the hull had still not completely lost the polished sheen of brand new duralium, though it had evidently seen some action. The hull had some untreated laser burn scars in places, and there was an indication of at least one or two hull panels having been refitted.
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