Cool! That was quick.El Viejo wrote:Ahh... that's better. Thanks for the help, all.
Coyote rides again!
Griff ships with player-defined decals
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- DaddyHoggy
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Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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That's a lovely decal - bravo!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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Nice decal but it needs some roughing up, it's just too clean for the ship its painted on to!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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Agree with that. It was done in haste… and I couldn’t find the clipart I really wanted, which was something like the ‘Memphis Belle’ art. Needed to be against a shiny aluminium hull. Wish I was an artist… I’d create my own.DaddyHoggy wrote:Nice decal but it needs some roughing up, it's just too clean for the ship its painted on to!
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Can only one decal be appliled at a time? To only one location?
I was thinking that this facility could have many uses. Each time a battle is joined, a number of "battle damage" decals could be applied to a ship. When the ship is serviced, the decals can be removed so the ship's all clean again.
Would be a nice touch of flavour for player ships. NPC ships could have a random number of them applied perhaps...
I was thinking that this facility could have many uses. Each time a battle is joined, a number of "battle damage" decals could be applied to a ship. When the ship is serviced, the decals can be removed so the ship's all clean again.
Would be a nice touch of flavour for player ships. NPC ships could have a random number of them applied perhaps...
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It's possible to add more than 1 decal, but i don't think there's a way to add more and more of them as damage increases, it's a really nice idea though, normal map decals would be neat, then the ship could start getting bumps and scratches all over it. Decals aren't limited to only 1 location, and i think their placement could be randomised using the 'randomfloat' shader binding from oolite, unless you can create random numbers in the shaders somehow, maybe by using a 'noise' function or something?
That's brilliant, I hadn't even thought of that.Selezen wrote:Can only one decal be appliled at a time? To only one location?
I was thinking that this facility could have many uses. Each time a battle is joined, a number of "battle damage" decals could be applied to a ship. When the ship is serviced, the decals can be removed so the ship's all clean again.
Would be a nice touch of flavour for player ships. NPC ships could have a random number of them applied perhaps...
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I did - I've even asked Griff if his decals could be made to glow - to simulate spot plate heating from laser fire - the answer is - he's not sure!Chrisfs wrote:That's brilliant, I hadn't even thought of that.Selezen wrote:Can only one decal be appliled at a time? To only one location?
I was thinking that this facility could have many uses. Each time a battle is joined, a number of "battle damage" decals could be applied to a ship. When the ship is serviced, the decals can be removed so the ship's all clean again.
Would be a nice touch of flavour for player ships. NPC ships could have a random number of them applied perhaps...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
I have an alternative idea, since we can never detect when a ship is being attacked with lasers from inside a shader.fragment or shader.vertex file
And since we do not got HULL integrity, but just shields and energy for player, and energy only for NPCs it would be logical to assume this..
Normal Shields are external shields that are projected just above the surface of a ship. These also acts as "navigational" shields, fending of dust and other small stuff... incl cosmic rays and other deadly radiation
Player Energy is also a sort of shield, however this hugs the hull of the ship, you could compare it to polarize hull technique as seen in Enterprise.. You could even argue that it creates small force fields whenever a hull breach is detected..
so everything is basicly a shield, which means, when the energy and shield is gone the next shot is going to kill the ship... It also means we avoid having to think about that a shot through something as empty cargo rooms, shouldn't kill you... but we could argue that the power a laser of the magnitude that Oolite is using would be very powerfull, and raise the temperature inside the ship considerably as to almost instantly and melt the entire hull and inadvertently trigger something explosive..
So the point:
instead of scorch marks (which are cool to look at), my suggestion would be to use a Texture that makes an energy spark fluctuation animation around the ship while the energy regenerates... (or shield if the player).
This will be visible from a distance, while scorch marks would be somewhat hard to detect..
In regard to the random normal mapping simulating laser holes..
that is going to be harder that for what it is worth, since we cannot carry over a variables previous state in the next generation/projection of the texture in question... therefore we can only know when the energy is less than maximum energy, but not in the since that would look like this;
that can only happen in tandem with a script, that uses some uninteresting property if a player ship, that is able to be bound to a shader uniform.. and so far we got none of that..
So a regenerate effect would be what we could archive right now..
wishfull thinking..O{if we could do transparent textures we could even do a shield bubble effect}... But still face the same problem that we can never detect from inside a shader, when the player is being attacked by a laser.
in regard to the regenerate shield/energy effect
I even saw an effect in render monkey that could be used... (I think)
but that effect seems to be not working on my installation any more..
Cheers Frame
And since we do not got HULL integrity, but just shields and energy for player, and energy only for NPCs it would be logical to assume this..
Normal Shields are external shields that are projected just above the surface of a ship. These also acts as "navigational" shields, fending of dust and other small stuff... incl cosmic rays and other deadly radiation
Player Energy is also a sort of shield, however this hugs the hull of the ship, you could compare it to polarize hull technique as seen in Enterprise.. You could even argue that it creates small force fields whenever a hull breach is detected..
so everything is basicly a shield, which means, when the energy and shield is gone the next shot is going to kill the ship... It also means we avoid having to think about that a shot through something as empty cargo rooms, shouldn't kill you... but we could argue that the power a laser of the magnitude that Oolite is using would be very powerfull, and raise the temperature inside the ship considerably as to almost instantly and melt the entire hull and inadvertently trigger something explosive..
So the point:
instead of scorch marks (which are cool to look at), my suggestion would be to use a Texture that makes an energy spark fluctuation animation around the ship while the energy regenerates... (or shield if the player).
This will be visible from a distance, while scorch marks would be somewhat hard to detect..
In regard to the random normal mapping simulating laser holes..
that is going to be harder that for what it is worth, since we cannot carry over a variables previous state in the next generation/projection of the texture in question... therefore we can only know when the energy is less than maximum energy, but not in the since that would look like this;
Code: Select all
//When energy is less than last time we checked, paint a scorch mark
if(energy now<energy_last_time)
{
//paint scorch mark... code
}
So a regenerate effect would be what we could archive right now..
wishfull thinking..O{if we could do transparent textures we could even do a shield bubble effect}... But still face the same problem that we can never detect from inside a shader, when the player is being attacked by a laser.
in regard to the regenerate shield/energy effect
I even saw an effect in render monkey that could be used... (I think)
but that effect seems to be not working on my installation any more..
Cheers Frame
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Number 935
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