Page 3 of 13

Posted: Fri Feb 26, 2010 5:23 pm
by goran
El Viejo wrote:
Ahh... that's better. Thanks for the help, all.

Coyote rides again!
Cool! That was quick. :o

Posted: Fri Feb 26, 2010 5:59 pm
by ClymAngus
will this texture do blended edge (partially transparent) decals? Or is it an on off kind of thing?

Posted: Fri Feb 26, 2010 6:59 pm
by Griff
yep, all the levels of transparency are supported

Posted: Fri Feb 26, 2010 11:39 pm
by DaddyHoggy
El Viejo wrote:
Ahh... that's better. Thanks for the help, all.

Coyote rides again!

Image
Nice work

Posted: Thu Mar 04, 2010 2:45 pm
by Cody
Even very colourful, very detailed decals look really good.

Image

The Rolling Thunder Cobra.

Posted: Thu Mar 04, 2010 2:54 pm
by Diziet Sma
Awesome! That opens up lots of possibilities. 8)

Posted: Thu Mar 04, 2010 4:17 pm
by DaddyHoggy
El Viejo wrote:
Even very colourful, very detailed decals look really good.

Image

The Rolling Thunder Cobra.
That's a lovely decal - bravo!

Posted: Thu Mar 04, 2010 4:39 pm
by Cody
Or there's the WWII Cobra:

Image

No more, I promise. Back to my 'real' avatar, now.

Posted: Thu Mar 04, 2010 8:46 pm
by DaddyHoggy
El Viejo wrote:
Or there's the WWII Cobra:

Image

No more, I promise. Back to my 'real' avatar, now.
Nice decal but it needs some roughing up, it's just too clean for the ship its painted on to!

Posted: Thu Mar 04, 2010 8:52 pm
by Cody
DaddyHoggy wrote:
Nice decal but it needs some roughing up, it's just too clean for the ship its painted on to!
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.

Posted: Fri Mar 05, 2010 9:18 am
by Selezen
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...

Posted: Fri Mar 05, 2010 9:46 am
by Griff
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?

Posted: Fri Mar 05, 2010 10:35 am
by Chrisfs
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...
That's brilliant, I hadn't even thought of that.

Posted: Fri Mar 05, 2010 11:16 am
by DaddyHoggy
Chrisfs wrote:
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...
That's brilliant, I hadn't even thought of that.
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!

Posted: Fri Mar 05, 2010 12:16 pm
by Frame
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;

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
}
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